It’s a standard plot of banding together to defeat a big evil bad guy that strayed away to the dark side. The overarching narrative that brings all the characters together after completing their individual stories isn’t all that impressive. On top of that, the chapter itself is short, failing to fully develop the system. His chapter’s mechanic of setting up traps isn’t too strong a hook. I found the Wild West chapter boring, with its character Sundown underdeveloped. While most of the chapters are enjoyable, some miss the mark. These ingenious mechanics make the chapter feel entirely distinct from the rest of the stories. Here, Masaru can select his opponents from a fighter select screen and even learn his opponent’s moves and retain them for future use. His gameplay is set up like a classic fighting game, similar to Virtua Fighter. Masaru Takaharu’s tale is an incredibly fun one, as he competes in a global tournament to become the world’s strongest fighter. Some of its chapters especially stand out. The game does a great job of presenting different mechanics in each chapter to mix up the gameplay. It's best to give your main character the best equipment in the chapter before confronting the final boss for that chapter.Some of its chapters especially stand out. The 7 lead characters will retain their equipment and stats, but no collected items from the first chapters will make it into the final chapter. As soon as you finish that, you pick a lead character from one of the first 8 chapters, and begin the 9th and final chapter. Once they're finished, the 8th chapter, Medieval, will open up. You can also go back and redo any chapter you wish. The first 7 are available at the beginning you can do them in any order. There are a total of 9 chapters in Live A Live.
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