My general thoughts after playing through both campaigns of the demo is that it's awkward and clumsy.
Scarlet Nexus is an action game that places heavy emphasis on different abilities being used as direct counters to different types of enemies. My combo string of X, X, X with a Y added somewhere didn't change throughout the demo but this game is heavily focused on the telepathic "brain" abilities of your character so that you're typically not even engaging in the full combo. Every battlefield is scattered with random garbage like trash cans or benches that you can use to hurl at your enemies. You are incentivized to combine telekinetic attacks with melee to string together combos for big damage. Throwing a bench at a baddie lets you do a melee follow up that dashes at it from a distance, and after the melee you can then do another telekinetic follow-up that combos into another melee slash. So on and so forth. This is meant to be your bread and butter for defeating larger foes - hit them with objects, close the distance with melee, hit them with objects again.
All of this feels kinda mushy and stilted. Scarlet Nexus makes liberal use of my least favorite type of control scheme which is the nested menus of RB+XYAB for powers and then RB+Left Stick to switch enemies etc. In a fast paced game where you do have to actively dodge and evade several enemies at once, it's awkward to have to trigger these inputs, especially as a lot of these abilities need to be quickly turned on and off in order to not deplete them. Likewise the telekinetic throw is contextual and highlights objects in your field of view automatically but is mapped to the right trigger. So you're attacking but have to hold down a trigger and see a meter fill up before the thing you've picked up begins to fly through the air and it's all just a bit mushy. Dodges are also weird and the camera in general feels a bit close for me to clearly read enemy tells. It doesn't help that most of these enemies are strange plant things that don't exactly telegraph their attacks all that well.
The abilities come from your two sidekick characters who lend you their powers through a "psychic cable" of sorts. A lot of it is your general elemental buff type of business like electricity or fire augmentation to your existing weapon. Some of it is a bit more creative like turning your dodges into teleports or giving you clairvoyance to see invisible enemies. The male and female protagonist get different sidekicks (who I assume change up through the campaign) so I got to experience a lot of different powers. A lot of these powers are directly tied to enemies though and you are forced to use ability A to counter enemy A. There is this bull that covers the ground in lava or something and you have to pop on your "shield" ability that negates damage or you very quickly die. There are invisible plant things that you need the clairvoyance eyes to see and attack, fast hornets that you need bullet-time to even hit, or boxy plants that hide in their armor and you need to turn invisible to lure out. If nothing else it promotes power use instead of just mashing the melee on everything, but through all the effects it can be difficult to judge whats even happening at times.
The whole thing is highly stylized and super anime. There is even a JROCK song and full anime outro. The demo had these comic panel cutscenes with characters talking at one another which feels a bit cheap but maybe this is only for the demo (the game makes sure you know the demo is not the finished product but lets not kid ourselves). I watched all of these cutscenes for the female protagonist and then skipped them on the male playthrough. None of it really drew me in and there were already the same age ol' anime tropes on display but maybe it's better when experienced from the very start. Game itself looks nice and is very flashy when it comes to attacks. Level design seems to be a make or break element in all of this. Each character has a completely different area that culminates with the same boss fight. The male protagonist had a slightly more interesting city element before turning into more dilapidated construction sites that constituted the entirely of the other characters section.
I guess my final takeaway is that based on the demo I don't think I will buy this, but if it ever comes to Game Pass I'd probably give it a go for a few levels. I was hoping it would be one of the first "next-gen" titles but having played it I would say it gives off that impression. I think they are trying to do a lot, and maybe don't necessarily have the chops to pull it off, not in the gameplay department anyway. In a lot of ways it reminds me of Astral Chain which also featured anime characters with psychic abilities fighting weird monsters in a future setting. Scarlet Nexus just didn't feel great to play but maybe it's the effect of getting dumped into a demo instead of slowly building up to all the powers they introduce one after another? I'm somewhat curious about some of the anime nonsense already getting introduced in the demo like these teen looking adults having to take pills that stop them from aging so they can continue to fight the plant menace.
It's on the Xbox if you wanna give it a try.
As a pure sidenote - for all the work Microsoft put into revamping their console store, it is still seemingly impossible to find something unless you straight up search for it. I looked for Scarlet Nexus in New Games, Free Games, etc and could not locate it. This always happens with demos and I still haven't figured out where they hide them.
Log in to comment