Beat the game over the weekend so I figured I'd give it some thoughts.
The one word I'd use to describe Energy Breaker is unique. It has its own distinctive art style that I haven't seen anywhere else and the gameplay tries a few new ideas to separate itself from other tactical RPGs. Provided you like the art style then the graphics will look great. A lot of work has gone into character animations so they look good and fluid and battle animations look neat too which are also mostly unique to each character. One character casting Tetra Zone looks completely different from another. The locations look alright, some get lots of nice detail but others become bland grey caves. There's some foreground effects that are hit and miss too, especially when the foreground effect needs to be redrawn because something else on the layer came up like dialog and it takes a few frames to redraw the foreground effect. There's some portait graphics too but those just look bad. Character and battle animations are the stars of the graphics. Limitz's casting animation is all kinds of cool.
The music by itself has a range from poor to good tracks (The Future Century Approaching Dusk is a personal favorite) but falters in execution. When you enter an area the area theme plays and keeps playing when you get in fights and there can be some long dungeons and long fights and you start to get sick and tired of the music. Thankfully it isn't Dual Orb 2 and there's actual boss themes which help except when half the bosses are the same guy and most of the boss themes aren't that good or poorly used (the final boss theme).
The writing needs to be separated into the overall narrative and characters. The plot of the game stinks. It doesn't have focus, drive, theme, or memorability. It's a mess that feels like an amateur's work in first draft written as ideas came to mind. I heard it was originally planned so you could choose your main character which fell through so maybe that has to do with it (or because it is video game writing from the 90's).
The characters on the other hand are well done for the time and I enjoyed most of them. The main cast were written with some chemistry and fun interactions. There isn't much character growth or depth though. The Professor (I renamed everybody so I don't remember the original names, a favorite SNES past time) is probably the best of the lot. I wonder how much was in the original game and if Satsu added any during localization (but based on the surrounding movements and animations I'd assume it was there and Satsu localized the humor and such in it).
The gameplay is alright but it has a mean streak of not communicating with the player. It's rare you actually get to explore isometric maps which is a nice change and helps create the unique feel of the game. There are quite a few chests, some with very helpful items, in places you can't access until you find the invisible path to them which is annoying because it becomes a game of checking every wall until you can reach the chest. Each character has a level for each element (standard four) and the light and dark of each element. These didn't seem to do too much except determine what skills you could learn and use (I think it also had an effect on your attack but when I checked this later on in the game it didn't). About 60% through the game you learned all the skills and are just pumping element levels whereever with no gain except the main character learning a skill at near-max. You learn about the skills through books you find in chests that tell you the element levels you need to learn and use the skill but not required to do either. I wasn't sure at first and mixing that with a very limited inventory and missing an item that expands your inventory (thanks invisible paths!) led to some rough inventory times early on. The books, used once, adds them to a permanent list which you can review at any time and takes up no inventory space making them only useful to read once and immediately sell which is needlessly obtuse.
Battles use a new stat called balance which limits your number of actions you can take. The limit is static but the current amount a character gets at the start of the player/enemy phase is determined by their current HP% with enough balance so it can always perform its lowest balance-costing action. This makes the game hugely affected by momentum and who gets to act first (not always you!). All it can take to effectively remove an enemy from battle is to drain enough HP so it can't move and you stay out of its attack range. The same can apply to you though and you can find yourself with a character with low HP who can't do much of anything. Some fights end before the enemy gets their first turn and some seemingly easy fights can turn bad when the enemy gets their turn first and of course your characters start all clumped together. It is a unique spin on a gameplay mechanic but I'm not too fond of it because of issues like that.
There's good diversity in the skills you get including some basic battlefield control with some basic skills that move around enemies. Character balance however is out the window. The main character is a one-woman wrecking crew, the Professor has power, range, and AoE healing, the blond guy does awful damage (but when he kills a new monster he can get a new ability) but learns a wide variety of moves, the little girl dies (any map where the enemy moves first and she's gone), and the swordsman is is a decent hitter and can get the main character places where she can cave in faces without spending the balance getting there. You get EXP through actions too which adds to the momentum feeling of the game. The little girl starts at a low level, has poor HP, and dies often so levelling her up is at best a chore while the main character who can do everything skyrockets through the sheer merit of not being awful. I think by the time I beat the game there was about 20 levels difference between the MC and LG.
I'm glad I got the chance to play this game in English and Disnesquik and Satsu did a great job on it. I think the best I can (very poorly) say about it is it is a good and unique SNES game but that's about it.
e: what a bunch of dumb words
source :
http://rpgmaker.net/forums/topics/11814/?post=416071#post416071