When starting the JRPG Live A Live, there are seven selectable chapters, each with unique characters and storylines that are free to be approached in whichever order the player wishes. The multiple narratives are presented as different time periods with various mechanics that can become overwhelming to players at the beginning. Although two chapters are hidden until the main seven are completed, choosing which order to play these missions can be a daunting one.

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. 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 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.

Related: How Long Live A Live Takes To Beat

From the onset, Live A Live does not function like a standard RPG, using an unorthodox combat system that can befuddle players. 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. This freedom to allow players to tackle whatever mission they wish is one factor that makes Live A Live a strange JRPG anthology.

The Best Order to Play Missions In Live A Live

Live A Live Starting Cinematic
  • 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. Although hosting some difficult bosses, this chapter boasts plenty of opportunities for players to learn, serving as a solid introduction.
  • Imperial China: A straightforward level, this chapter doubles down on combat mechanics, as the protagonist teaches skills to his students, and subsequently the player. With friendlier difficulty overall, this level can serve to refine the player's skills for the following stories yet to come.
  • Distant Future: Taking a small break from combat, the Distant Future has a primary focus on story. This level likely has the most flexibility on which character players should start with, yet doing this mission sooner helps players to better understand Live A Live's branching tale in missions to come.
  • The Wild West: One of the shortest levels in Live A Live, The Wild West tests players a bit more with a smaller party size, a challenging timed puzzle, and a possibly difficult final battle. Due to the length, this is a great chapter for players to experiment with systems more at the midpoint of their playthrough.

Related: Live A Live: How to Unlock Every Ending

  • The Near Future: The most traditional level in the game, The Near Future functions like a standard JRPG, with a larger region to explore. Players now familiar with Live A Live's mechanics can put their knowledge to the test as they start experiencing more challenges.
  • Twilight of Edo Japan: A much longer chapter, there are two completely different options on how to approach Twilight of Edo Japan. Killing every enemy, or committing to stealth for zero kills. Either choice requires players to have a great familiarity with the systems, so it might be better to save this mission for later.
  • Present Day: Even as the shortest chapter in the game, the Present Day chapter boils down to a boss rush, which can challenge players if they are not prepared. Saving this chapter for last lets players master mechanics for the best order in Live A Live's branching missions.

  • Live A Live Poster
    Live A Live
    Released:
    2022-07-22
    Developer:
    Square Enix
    Genre:
    JRPG
    Platform:
    Nintendo Switch
    Publisher:
    Square Enix, Nintendo
    ESRB:
    T
    How Long To Beat:
    22 Hours