


Distant Future: Taking a small break from combat, the Distant Future has a primary focus on story.With friendlier difficulty overall, this level can serve to refine the player's skills for the following stories yet to come. Imperial China: A straightforward level, this chapter doubles down on combat mechanics, as the protagonist teaches skills to his students, and subsequently the player.Although hosting some difficult bosses, this chapter boasts plenty of opportunities for players to learn, serving as a solid introduction. Prehistory: The first chronological part of the main story, Prehistory teaches the player the core combat mechanics of Live A Live while presenting itself with more familiar RPG elements.This freedom to allow players to tackle whatever mission they wish is one factor that makes Live A Live a strange JRPG anthology. There technically is no "right" or "wrong" choice on which chapter to start with, yet the overall themes of each story may be harder for players to grasp. Related: How Long Live A Live Takes To Beatįrom the onset, Live A Live does not function like a standard RPG, using an unorthodox combat system that can befuddle players. The primary seven missions also vary in length, with some chapters being longer or shorter to complete than others before unlocking two hidden stories, The Middle Ages and The Final Chapter. Each chapter has gimmicks to core gameplay mechanics that are exclusive to one another, such as the stealth mechanics in Twilight of Edo Japan or the trap recipes in The Wild West. The available levels from the start of Live A Live are Prehistory, Imperial China, Distant Future, The Wild West, Present Day, The Near Future, and Twilight of Edo Japan.
