The game looks beautiful on paper and screenshot, but doesn't do so well in the actual playing.
The system concepts and gameplay would be above average compared to a lot of other RM2K3 games, but are stunted by the fact that they were poorly coded. I've counted a fair number of bugs in the CMS so far and the maps aren't so good either. There is one glaring bug at the beginning of the game, just after the intro and that is the Encounter bar disappears after accessing the menu. Also, accessing the menu royally screws up the tinting of the maps. The transition between maps and menus is choppy and poor and the values shown on the menu often do not correspond with those in battle. Also, after Gunnar's explanation of the elements, the message box failed to revert to regular format when I examined the locked door.
Battles in this game seem to be slightly unsynchronised for some reason, if that were possible - I can sometimes hear the sound clip for initiating Ether attacks sound twice when playing. If you were going to do a release of this, you should at least have released it as a Beta instead as a full, because that is how many bugs there are in this game.
This game may have plenty of potential to be great, but it will require a good deal more streamlining before it reaches that point because as of now, it is 80% eyecandy and only 20% substance.
Let us hope that Sacred Earth: Bonds Ver. 2 will balance those figures, maximize this potential and acheive what Ver. 1 failed to become.
List of bugs so far:
-CMS screws the map tinting.
-CMS LF/EP values messed up to heck.
-CMS makes the Encounter Bar frame vanish. The actual bar keeps going.
-The Encounter Bar appears just after the intro. It doesn't start moving until you go into floor one.
-Double transition when accessing CMS.
-CMS is actually randomly accessible on puzzle floors. Seems to depends on the entrance taken. Appears more often when backtracking.
-Finish Burst usable when gauge is not full - Veili's is anyway. Occured after depleting guage on prior battle.
-"I can't focus..." message AFTER using Finish Burst - twice.
-Gunnar's F. Burst did absolutely nothing when I tried it during the Gauge-Not-Full-But-Option-Available scenario.
-"Mystic Powers awaken!" randomly repeats softer after casting.
-Message box not reset after Gunnar's elements explanation until moving into another area or opening menu.
-Veilli appears to have some issues with the fire tile jumping puzzle.
This is really saying something, considering that I have only been playing for a couple of minutes. More time than that was spent trying to patch up the menu. This is also why I am hoping that Ver. 2 will provide the massive clean-up which I can see the game needs. Oh yes, one more bug.
-The "Menu-Fix Map" doesn't do squat with the menu! Well, yes it did, actually - it overwrote the temporary fixes I put in to actually make Gunnar's LF values tally with his Status and Battle ones in the main menu. Well, at least I managed to put it back in again, but that isn't the point.
To conclude, I give you points for trying and inventiveness as well as for the character graphics/art, but that's about it. I shall now take my leave and hope that the next release isn't as unimpressive as this one.
EDIT: New bug discovered.
-I love being Lazy. Because using Lazy in battle allows the characters to rush enemies with Outbursts even if their Outburst gauges aren't full.
There's something funny about the battles and the damage values, too. I can't quite put my finger on it...