Game review
LIVE A LIVE
8 / 10
- Developer
- Square Enix, historia Inc.
- Publisher
- Square Enix
- Released
- 22 July 2022
- Platforms
- Windows, Nintendo Switch, PlayStation 4, PlayStation 5
- Genre
- JRPG
- Monetisation
- One-time purchase. No in-app purchases, no season pass, no day-one story DLC.
- Players
- Single-player only
The short version
LIVE A LIVE takes a genuinely unusual structure -- eight self-contained stories set across wildly different eras and genres, from prehistory to a spaghetti western to a mecha-piloting far future, played in whatever order you choose before they converge on a shared finale -- and rebuilds it in the same HD-2D pixel-art style Square Enix debuted with Octopath Traveler. Critics were generally favourable at launch (81 on Metacritic) and the Steam audience agrees: Very Positive at 85.9% of 941 reviews, almost entirely praising the writing, music and sheer novelty of the anthology format.
What holds it back from an even higher score is honest on both sides -- reviewers and players alike note the turn-based combat is a straightforward, largely undemanding system inherited almost unchanged from 1994, and the anthology format that makes the game so distinctive also means several chapters run their course in two or three hours, just as they're building real investment in a cast you then leave behind for good.
Biggest strengths
- Eight genuinely distinct stories -- prehistoric, wuxia, ninja, Wild West, sci-fi horror and more -- each with its own tone, mechanics twist and cast, playable in any order
- The HD-2D remake is a faithful, lavish upgrade over the 1994 original, and the redone orchestral score draws consistent praise from critics and players alike
- Real structural ambition that reviewers and players credit as ahead of its time for a 1994 game, and still unusual for a 2022 release
Biggest weaknesses
- Turn-based combat is simple and largely undemanding, carried over close to unchanged from the original SNES game, and several reviewers call it the weakest part of the experience
- The anthology structure means genuine investment in a chapter's cast is repeatedly cut short -- most stories run two to four hours before moving permanently to the next
- A handful of Steam reviewers report technical issues on the PC release, including at least one reported save-corrupting bug and occasional crashes
Who it's for: JRPG fans who want something genuinely different from the genre's usual long, linear campaigns, and anyone curious about a piece of RPG history that literally could not be played outside Japan until this remake. Less suited to players who want deep, demanding turn-based combat -- that was never this game's strength, on SNES or here.
Our recommendation: A clear recommendation for anyone drawn to strong, varied writing and a structure unlike almost anything else in the genre. Go in expecting short, self-contained stories rather than one long campaign, and the combat's simplicity stops mattering nearly as much as the variety and craft on display around it.
8 / 10
Most JRPGs ask for one long commitment. LIVE A LIVE asks for eight short ones, then asks you to watch them collide. First released only in Japan for the Super Famicom in 1994, it never left the country until this HD-2D remake landed on Nintendo Switch in July 2022 -- the same pixel-art style Square Enix introduced with Octopath Traveler, applied to a game whose central idea, three decades on, still doesn't have many real imitators.
Eight stories, one structure worth the price of admission alone
The premise is simple to state and unusual to actually experience: pick from seven self-contained chapters, each set in a different era and genre -- prehistoric survival, a wuxia kung-fu story, a stealth-focused ninja tale, a Wild West shootout, a sci-fi horror aboard a spaceship, a slapstick present-day wrestling arc, a grim mecha-piloting future -- and clear them in whatever order appeals. Each one plays with its own systems: the ninja chapter genuinely rewards avoiding combat entirely, the prehistoric chapter has no dialogue at all, and the wrestling chapter leans hard into comedy rather than stakes. Reviewers and players converge on this as the game's real achievement: it's not eight variations on one formula, it's eight small, deliberately different games sharing one shell, and the eighth story -- unlocked once the others are cleared -- pulls the threads together into a genuine finale rather than a bolted-on epilogue.
That structure is also why the Steam review corpus reads more consistently positive than most JRPGs' -- 85.9% across 941 reviews, and critics landed in almost the same place at launch, with Metacritic settling at 81 from 86 outlets. The praise clusters tightly: the writing, the tonal variety and the sheer novelty of getting eight different genre experiments for one purchase, rather than one story stretched to justify a 40-hour runtime.
Combat that hasn't aged past 1994
Where LIVE A LIVE draws its most consistent criticism is the system underneath all that narrative variety. Combat is turn-based, grid-positioned and, by nearly universal account, simple -- closer to a functional vehicle for the story than a system built to test the player. Several of the most detailed Steam reviews and professional critics alike single this out directly: the mechanics are carried over close to unchanged from the 1994 original, and thirty years of genre evolution have made that gap more visible, not less. It's rarely described as bad, just undemanding -- one finished-the-game review calls it "no tactics etc. needed," which is representative of the consensus rather than an outlier. For a remake this lavish everywhere else, the combat is the one system Square Enix chose to preserve rather than modernise, and reviewers are split on whether that counts as faithful reverence or a missed opportunity.
The cost of eight short stories
The anthology format cuts both ways, and the negative review corpus is honest about the trade-off. Several chapters run two to four hours before ending permanently -- you don't return to that cast or setting again outside the shared finale -- and more than one reviewer describes getting genuinely invested in a character just as their story wraps up for good. It's a real structural cost of the format that makes the game so distinctive in the first place: the variety that's praised as the game's strongest asset is inseparable from the shallow, time-limited investment that draws the most detailed complaints. Neither side is wrong, and which one dominates your experience depends heavily on whether you value breadth or depth more in a JRPG cast.
Presentation is where the remake fully justifies itself
Whatever reservations exist about the underlying combat, the audiovisual side of this remake draws close to unanimous praise. The HD-2D visual style -- detailed pixel-art characters and environments rendered with modern lighting and depth-of-field -- suits LIVE A LIVE's tonal shifts between chapters unusually well, letting the prehistoric chapter's muted palette sit comfortably next to the neon-lit sci-fi chapter without either looking like it belongs to a different game. The redone orchestral score, adapting Yoko Shimomura's original 1994 compositions, is one of the most consistently cited highlights across both critic reviews and the Steam corpus -- including from reviewers who are otherwise lukewarm on the combat.
On the technical side, a handful of Steam reviews report real problems on PC: at least one detailed report of a save-corrupting bug on desktop that reportedly doesn't reproduce on Steam Deck, and scattered mentions of crashes tied to the Unreal Engine port. These aren't the dominant complaint in the corpus, but they're specific and detailed enough to be worth flagging for anyone buying the PC version rather than the original Switch release.
An unusual case for the lane it sits in
Reviewing LIVE A LIVE in 2026 means dealing with an odd wrinkle: the game's Steam listing shows an April 2023 release date, nearly a year after it actually launched. That's because the Switch version came first, on 22 July 2022, and remains the game's true original release -- Windows, PlayStation 4 and PlayStation 5 versions followed roughly nine months later. It's the same game throughout, not a separate product or a meaningfully expanded edition, so this review treats the 2022 Switch debut as the release that matters, while still drawing on the larger, more recent Steam review corpus for current player sentiment. The achievement data reinforces the anthology framing noted above -- across 48 tracked achievements, none sits above roughly 54% global completion, which is a low ceiling even for a JRPG's hardest late-game unlocks, and fits a structure where players are free to finish only the chapters that interest them rather than everything the game offers.
Final verdict
LIVE A LIVE earns its reputation as one of the more interesting JRPG remakes of the past several years, not because it reinvents combat -- it deliberately doesn't -- but because the anthology structure underneath it is still genuinely rare in the genre, executed with real craft in the writing, music and HD-2D presentation. The combat's simplicity and the format's built-in emotional cutoffs are real limitations, honestly reflected in a Very Positive rather than Overwhelmingly Positive Steam rating, but neither one undoes what makes this a worthwhile pickup for JRPG fans looking for something structurally different from the genre's usual long, linear campaigns.
Pros and cons
Pros
- Eight genuinely distinct stories -- prehistoric, wuxia, ninja, Wild West, sci-fi horror and more -- each with its own tone, mechanics twist and cast, playable in any order
- The HD-2D remake is a faithful, lavish upgrade over the 1994 original, and the redone orchestral score draws consistent praise from critics and players alike
- Real structural ambition that reviewers and players credit as ahead of its time for a 1994 game, and still unusual for a 2022 release
- No day-one DLC, no microtransactions -- a complete story for one purchase price
Cons
- Turn-based combat is simple and largely undemanding, carried over close to unchanged from the original SNES game, and several reviewers call it the weakest part of the experience
- The anthology structure means genuine investment in a chapter's cast is repeatedly cut short -- most stories run two to four hours before moving permanently to the next
- A handful of Steam reviewers report technical issues on the PC release, including at least one reported save-corrupting bug and occasional crashes
- Achievement data shows no single achievement completed by a majority of owners, consistent with an anthology players can freely skip through rather than complete in full