

Think of how Tetra Master had you leaving the plot on hold for days in Final Fantasy VIII, or the dangerously more-ish Sokoban-style block puzzles in the older Wild Arms games. Many classic specimens are built around a more conscious antagonism between main and secondary content than you'll find in, say, today's open world games, where everything is available for consumption at any time. The RPG is the genre in which side activities are always threatening to take centre stage. As for what to expect, they’re a few hours long each (or less), and, cementing the micro-game thesis, have their own opening and ending credits (and designers/artists).While component tales and battles can be hit-and-miss, this elderly Squaresoft anthology is a wonderful testament to its genre's flexibility and range. The use of color really helps all these worlds pop, but the team had a wonderful source to work with, as the character and environmental concepts in the original were already fantastic. The Wild West might be my personal favorite, but Edo Japan looks absolutely beautiful as a standout way to show off the game. Again, it’s a common theme with Live A Live.Īesthetically, the “HD-2D” concept, as Square Enix calls it, is beautifully implemented. It’s fun to figure out, and once you’ve “solved it,” the game is mostly over. When done correctly, you can use movement to your advantage, and almost lock out some enemies (especially if you have healing abilities). But very quickly you’ll start to learn the power of positioning, which is everything in Live A Live.

At first, I expect some folks to rush in (movement-wise), and get completely wrecked. The core strategy lies in positioning and range - and even counters have specific range requirements.
