And, when you get right down to it, the important thing about a remake like
Eternal Blue Complete is the gameplay. The source material wasn't particularly strong in the graphics department to begin with, but it had oodles of gameplay, and
Eternal Blue Complete follows in that tradition.
Set a millennia after the happenings in Lunar: Silver Star Story Complete, Eternal Blue follows the story of Hiro the, er, hero (ever read Snow Crash?) and his madcap adventures. When it comes to characters, this game is much closer to, say, Final Fantasy IX than it is to Final Fantasy VII/VII. Instead of dark and gloomy folk who wander around angsting, you've got a bunch of people who laugh a lot, joke around a lot, but get serious when they need to. It's a decidedly warmer atmosphere to have an RPG in, and the recent release of such "warm-hearted" tales is a definite bonus in my book.
The plot is long and winding, and while there are plenty of plot twists that you can predict in advance (hint: characters with portraits are important), there are lots of little things that you won't have figured out. It's got a good story, mind you, but it's not on the level of the brain-twisting madness that Chrono Cross or Vagrant Story are. That's not necessarily a bad thing -- straightforward plots where you have a good idea as to the big bad guy within a few hours of play are considerably more enjoyable than the cliched "puppeteer" model.
The gameplay itself is strictly old-school RPG fare. It's got some excellent touches, though, and does a few things that "modern" RPG’s would do well to learn from. For example, there are no real "random" battles. All of the enemy groups appear on-screen, a la the Chrono games, and if you encounter a group, you have to fight them. This is a much better way to do it than the Final Fantasy way, as you can generally run away from a battle if you're smart/lucky enough. And the battles themselves have more strategy than your typical RPG. Your characters have a limited range of movement, and you've got to decide whether you want to hit the nearby enemies, run towards the farther away ones, or use magic attacks that can hit said far away ones without having to move. Each has their own benefits and drawbacks -- tougher enemies are usually in the back, causing you to have to figure out how to take the least damage -- but it certainly takes some of the tedium out of repeated battles. And since areas stay clear for at least a little while after you clean them out, you don't have to worry about running back to a save point and having to fight all over again.
Yes, it really brings nothing new to the genre. Who cares? It's fun! And need I say anything about the translation quality of the game, other than excellent as usual? What else would you expect from Working Designs?