Entertainment: Mistakes Everyone Makes While Playing Live A Live

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Live A Live, the Square Enix RPG made of several smaller RPGs, was recently remastered in HD-2D style for a new generation. Its unique premise spans a variety of time periods and settings, each one featuring different gameplay mechanics.

  Mistakes Everyone Makes While Playing Live A Live © Provided by GameRant

Related: 8 Beginner Tips For Live A Live

Although such variety in gameplay is usually a joy to experience, the unusual nature of the game can sometimes confuse players, leading to mistakes that can cause a major loss of progress. For the aid of first-time players, here are a handful of common mistakes to avoid.

Prehistory: Not Training Beru

In several chapters, the player finds more teammates who can join the team temporarily or permanently. In the Prehistory chapter, one of these is Beru, who joins the party to battle at a specific point in the story. She's only available for a brief time, but it's a good idea to earn her a level or two before progressing much farther.

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Reaching Level 3 lets her learn "Sing Heal", a useful recovery skill that helps against the chapter boss. Her health is naturally low, so a support role is ideal, but without reaching Level 3 she only has access to risky physical attacks.

Twilight Of Edo Japan: Walking Off The Edge

Ode Castle is full of traps to ensnare infiltrators, several of which can dump the player into the castle jail. These include trapdoors and conveyor belts, but also one subtler mechanism: lack of safety rails. Walking to the edge of certain platforms in this chapter will let the player fall off.

Being able to accidentally fall is rare for JRPGs, so players can easily walk off without realizing it's possible. Fortunately, this is the only time in the game it comes up. As long as the player is extra careful in the rooftop crawl spaces, there won't be any issue.

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Edo Japan: Trying For A Special Ending On First Play

The Twilight of Edo Japan scenario is one of the most detailed in the game. It includes a pair of unique routes (which would later inspire Undertale): zero kills, and 100 kills. Players might be tempted to try for one of these routes early on, especially since each path rewards the player with a unique weapon at the end.

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Unfortunately, both routes are nearly impossible to complete without foreknowledge. The zero kill path in particular is very easy to fail without realizing. New players could easily find themselves stumped by a confusing challenge on top of an already difficult chapter. It's better to save the attempt for a second playthrough.

Wild West: Taking Too Long To Set Traps

The unique gimmick in the Wild West chapter is the ambush, in which the player sets traps to whittle down the enemy's forces before a final confrontation. Preparation comes in two stages: gathering materials, and placing traps. Both proceed in real-time, so the player can actually run out of time if they're not careful.

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The trouble is, the trap setting process is a little unclear. The player has to give the gathered supplies to the townsfolk for them to set traps, but each person takes a different amount of real time to finish. Gathering supplies with only two bells left could easily leave the player with no traps set, and a nearly unwinnable battle.

Near Future: Not Using Robotic Upgrades

In the Near Future chapter, the player allies with a robotic teammate. This ally is unusual in that he doesn't gain experience from battle, unlike human party members. Fortunately, there is one way to increase the robot's strength: the Robotic Enhancement item.

There's no tutorial message explaining how to raise the robot's stats, so players would only know to do this if they've been checking their inventory to see what items they're finding. It's a good idea to do that in general, but it's extra important here.

Future: Losing On Earth Stage In Captain Square

This is an optional challenge, but worth mentioning as a mistake players consistently make. There's an arcade machine in the Distant Future chapter that simulates several pre-set battles, like a puzzle challenge. They start simple, but on the third stage, "Earth", players all do the same thing: use Supernova to kill all the blue flame enemies on screen, leaving only one red flame.

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This makes the stage nearly unwinnable, since the red flame ignites the ground and uses that terrain to continually heal. The intended solution is to let the blue flames live long enough to kill the red flame with their own tile effects before using Supernova. It's a puzzle intended to teach the player the value of waiting before attacking, but that lesson tends to come slowly.

Not Checking The Radar

The remake of Live A Live includes several features that weren't present in the original version on the SNES. One of these is a radar in the bottom-right corner that tracks exits and points of interest, including a highlight on the player's next objective.

It's a common feature in modern games, and it makes sense to add here. Several times, the game won't progress unless the player goes to an unrelated room to trigger another scene. Occasionally, the player is supposed to leave a room, then go right back in. It's not always clear, and the radar can reduce a lot of confusion.

Not Saving

Another new feature in the remake is an autosave feature, which tends to save the game on a room transition. The original game had nothing of the sort, and could be very punishing on death for players who don't make a habit of saving.

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Although the autosave feature prevents a lot of lost progress, it doesn't solve everything. In large open world areas, losing in battle can set the player back a great deal. There's an especially nasty section in the Trial of Time in which the autosave can lock the player into an unwinnable fight. Make sure to manually save outside before attempting.

Neglecting Enemies' Position

The battle system in Live A Live is a little different from standard JRPGs. It takes place on a grid, with directional-based moves similar to chess. There are a few other factors that influence combat that aren't immediately apparent. For example, enemies use lower defense values when hit in the side or in the back.

On top of that, enemy attack range is based on their position and facing both. This means that approaching an opponent head-on is more dangerous and less effective than attacking from a blind side. Against deadlier enemies, proper positioning can mean the difference between victory and defeat.

Going Straight To The Final Boss

As mentioned earlier, the radar is a handy new feature added in the remake. It does, however, present one major drawback: Players who only follow the orange mark to the next scene will miss a lot of optional content. This is true throughout the game, but doubly so in the final chapter, in which the player is led straight to the last boss, and the end of the game.

Rushing to the end of the last chapter causes the player to miss out on the Trials, challenges concealing each character's strongest weapon, and possibly miss recruiting one or more characters, which prevents the player from getting the true ending. Knowing the right path is handy, but free exploration can lead to huge benefits.

The remake of Live A Live is available on Nintendo Switch.

More: Live A Live: Every Main Characters' Best Techniques

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