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However there’s a total lack of skill or magic points, and instead, your “turn” is determined by a bar that fills as characters move or use abilities. At first glance, it seems to be your typical grid and turn-based combat with buffs, debuffs, weaknesses, and party members. While what you do as the different heroes can vary from chapter to chapter, the game’s combat systems are largely the same throughout. You can start with any one of seven chapters and tackle them in any order - though it’s no spoiler to say that once you complete them all, some additional hidden chapters appear that will begin to draw disparate story threads together. Each character has their own enclosed story with no carry-over between them, though as you progress you’ll begin to notice some common threads. Live A Live has one core gimmick that separates it from other RPGs of its era: you get to play as several different heroes at different points of time and places on Earth (and beyond). It also meant I could go in and be surprised by this experience in other thrilling ways. This also meant I went into this review with unclouded eyes - free of the scourge of the rose tint. While other, more elderly contributors to RPG Site gushed about Live A Live’s importance, I hadn’t even heard of it prior to its announcement. Because of this, the demo essentially allows players to get acquainted with the game’s basic mechanics as well as get a head start on the three scenarios featured.I went into the game largely blind. Progress in the playable demo of Live A Live Remake has been confirmed to carry over to the full version of the game upon its release. Does Progress in the Demo Carry Over to the Full Game?
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