Well, I got my copy. I think this is the first time I've gotten a DS game that Mej couldn't get. Take that, Nintendo World Store!
Anyway... John, you were right -- I'm loving it so far. And you guys did an excellent job on the writing / voice acting. Okay, let's see... some more detailed impressions.
The graphics are excellent. I know some people have bitched constantly about how the game looks like a GBA reject, and yes, there are some ways in which they could've been better... but the truth is that the backgrounds are very colorful and have lots of nice detail to them, the sprites are (again) very colorful and highly detailed, and have excellent animations. Watching Lucian's attack and defensive moves are really nice, just because of how smooth and fluid it is. Same with the enemies.
What's most impressive, though, is the generally high level of the production values in this game. Lunar Knights is blazing some trails for DS RPGs... unlike FFIII, which had the lovely opening cinematic and then that was it, LK seems like it's got plenty of high quality FMV cutscenes integrated into the game, and what's more, these cutscenes are accompanied by full voice acting (and good voice acting, too). The music's excellent. Zero loading and a smooth and simple menu interface also illustrate the production values in the game. The voice acting's not limited to the FMV cutscenes, either -- there are clips in battle, when you talk to NPCs in town, etc. Just a really solid presentation all around.
The story is campy, but fun. It's anime-styled alien vampires in space, with Star Fox look-a-likes, bunnygirls, and a cocky and smarmy purple-haired hero. The writing's very good, and it seems there's plenty of humor here (again: alien vampires in space; bunnygirls). Outside of the FMV cutscenes, the story is conveyed Fire Emblem-style -- static character illustrations over a text block. Good chance for the nice artwork and character designs to shine.
The best thing, of course, is the gameplay. The first dungeon alone is pretty huge -- not very mazelike, like SOTN games, but more straightforward... something you'd find in Secret of Mana, I guess. Nevertheless, it was still big and loaded with enemies, both of which are nice.
Combat is refined 2D overhead action RPG stuff... what's not to love? Non-auto targetting, which means you need to be precise in your movements and attacks. 3-hit combos (again, just like the animation, the attacks are very fluid and smooth). One really nice thing is how well blocking is melded into combat -- it's a pretty significant element, and most ARPGs don't handle it quite this well. Blocking is directional, so you can't just do a generic "guard." Also, you have a defensive gauge that decreases as you block, so you can't just stay in that stance. There are lots of little touches, too -- like blocking a charging enemy will cause him to get kocked down and dazed.
Other options in combat include using terrestrials (think elemental familiars) that allow you to add elemental boosts to your attacks at the cost of sapping your energy; trance-mode, which allows you to perform special attacks by using charges off a gauge that builds as you fight; using items. And this is just for Lucian -- Aaron's totally different, of course, since he uses his solar gun instead of the dark sword to attack.
I'm really pleased with this one so far. Much, much moreso than Children of Mana.