
My first gripe is probably linked to the dual narratives again, but the bonding episodes often came at weird times for characters on the opposite platoon. This could naturally open up the possibility of local or even online multiplayer, which would be a fun feature to add. SAS powers could still be shared, but the extra work for the developers may put them off. For the rest, having an opportunity to try out different characters with other playstyles would likely be very welcome. Saying that, in Tales games I rarely end up controlling anyone other than the main character, so this is always an option for players who like to specialise. I’m actually torn on this one, as it was pleasantly simplistic to only worry about controlling one character at a time, especially since all powers in the party could be used by your chosen protagonist via SAS. My preference is to keep some familiar powers like hypervelocity, duplication and psychokinesis alongside some new ideas. Let’s face it, the possibilities are endless – hydrokinesis, enemy manipulation, frickin’ laser beams. Nagi’s aerokinesis would have also been pretty fun, and we know in the world of Scarlet Nexus different people can end up with the same powers, so there’s hope we could utilise these the next time around. Naomi’s precognition sounded interesting, which could have operated somewhat similarly to the Monado in Xenoblade Chronicles. There was already a good selection of SAS abilities to share, but a few more couldn’t hurt. This one’s obvious, but any Scarlet Nexus sequel will need to keep things fresh with some novel powers. Otherwise, I’d rather see these replaced altogether with more playable bonding sections. It could be a good place to throw in some puzzles if Bandai Namco would rather keep the main dungeons focused on doing battle. The Scarlet Nexus sequel should cut these altogether, or add some worthwhile narrative to them. Scarlet Nexus didn’t have anything going for it – meagre rewards and monotonous tasks. At least in other RPGs, tedious sidequests often have some character interaction and dialogue that gives you a little something back. These are becoming a real annoyance of mine within the genre, with lacklustre content added simply to pad out the game without adding any fun. There was nothing to invest in just bog-standard requests to acquire a certain number of items or defeat a certain number of enemies in a particular way. These could barely have been more mundane if they tried. One of the low points of Scarlet Nexus was its sidequests. I hope the Scarlet Nexus sequel inserts some of these. Scarlet Nexus is an RPG focused wholeheartedly on its brilliant action combat but mixing up the dungeons with some mental tests – requiring a different kind of brain power – would have been great. I kept hoping I’d be required to put a bridge in place with psychokinesis and run across it with hypervelocity before it fell, or something along those lines. Psychokinesis couldn’t help remind me of Zelda: Breath of the Wild’s magnesis power, which was often used to great effect. Simply teleporting through a door or blasting its panel with electricity was so basic that these obstacles barely needed to be there. With the multitude of powers available to each platoon, I considered it a huge missed opportunity that Scarlet Nexus didn’t test us with some stimulating puzzles within its dungeons. Either keep its two narratives closer together, like Tales of Xillia, or demand that they are both played for the story to make sense, like a NieR game. The world is hopefully set up enough that the latter won’t be as much of an issue again, but I still think the Scarlet Nexus sequel should make a choice. The details of the Extinction Belt, Yakumo Sumeragi and the Spring of Extinction had only been given to us in exposition dumps themselves, so it hardly blew my mind when further information was revealed.

The problem here is that the lore wasn’t well enough established. For example, the revelation that humans actually came from the moon having fled Earth beforehand didn’t really land. It ended up a tad disjointed, requiring lots of exposition to fill in the blanks from whoever’s route you didn’t pick.įurthermore, the amount of general world-building left some of the plot twists falling flat. I liked the story overall, but a reasonably common criticism of Scarlet Nexus was that the differing plots didn’t mesh together seamlessly.Īs I said in my review, Bandai Namco tried to have their cake and eat it by leaving out many events on each side, before ultimately trying to explain it all within a single playthrough anyway. Now, I’m not saying I disliked the dual narrative, or even that they should avoid this next time around. Quality of life tweaks A more coherent plot
