01 // The Red Strings of Fate: Scarlet Nexus Review

Codex Journalism⌬
12 min readAug 27, 2021

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“These red strings — are they here because of fate?”

-I- Preface

Time is often purely and definitively conceived by one action — one moment. When I discuss games and take the time to write about them, especially going through every miniscule detail, it has be something I feel comfortable describing every fragment of. It has got to be an experience, I sunk so much time into — that it makes sense to go great lengths to discuss. This entire experience came to me just because of the instinct of a singular choice and an avalanche of curiosity.

I came across Bandai Namco’s JRPG (Japanese Role-Playing-Game) semi-open world, visual novel hybrid — Scarlet Nexus, simply because of splash art teasers on social media platforms like YouTube and Twitter. Anything remotely futurist, or possessed light or heavily conceptualized ‘cyberpunk’ elements I considered almost immediately compelling to me personally, so it caught my attention. After some skimming of the game’s description on Steam, I went ahead and pulled the trigger on it, and purchased the Special Edition which contains some cosmetics, an OST, virtual artbook, for an additional $20.

I genuinely had no idea, how much the world was going to compel me, how well the characters would influence me, and the weight of the worldbuilding fabricated by Suoh, Seiran, and Togetsu (various parts of the world; which shall be further contextualized later) would progressively overwhelm me.

Scarlet Nexus Title Screen (ft. Yuito Sumeragi (left) and Kasane Randall (right))) © Bandai Namco (2021)

-II- Follow The Red Lines

Most JRPGs we know and familiarize ourselves with more often than not, give the player one singular arc or route to fully experience. Scarlet Nexus, offered the options of two separate protagonists with their own narratives, struggles, character developments, but ultimately had a throughline at the second half. Regardless of who you choose, both characters will be with each other by the end.

Yuito Sumeragi (shown on the left side), was advertised more as the ‘actual’ protagonist and people preferably played through his side more than ever. Kasane Randall (shown on the right side), the ‘second’ protagonist, who definitely got overshadowed just by the marketing of the game was never given as much of a spotlight.

Knowing full well, how I enjoy choosing more unpopular or unfavored options against popular ones I actually chose to play Kasane first willingly. Undoubtedly made me favor and like her much more; but more on that later. Now the question is — did this ruin the entire narrative experience if Yuito was considered first? This will be discussed later, once all story elements can be explained in full, but, no. Luckily, the writing for the narrative is not entirely affected as a whole, no matter who you choose to play as a first choice.

Suoh Ryujin City Ward © Bandai Namco (2021)

-III- Experiencing Brainpunk

Mentioned previously, I genuinely and instantly fall in love with futuristic worlds and places built from the ground up in films, books, or games. Scarlet Nexus intrigued me because they established this newer iteration of ‘cyberpunk’. Although, it felt way cleaner and more minimalistic, but still possessed the same aspects we all know and love.

Cities chock full of holographic advertisements floating throughout the massive urban developments, a portion of the UI elements of the game free flows to the player’s movement of the left analog stick. HP Bars and Psychokinesis Gauges effortlessly moving around and reverberating with so much personality on your screen. Drones scouring all the various abandoned areas and regions of this dystopian Japanese landscape in the far future. Utilizing the psychokinetic abilities that those who are specially granted with, civilians and people alike are able use their brains to message either through a fully integrated system called — Brain Talk; essentially, mind reading.

Prologue, Kasane Randall — Following the SAS Integration, Scarlet Nexus © Bandai Namco (2021)

At the beginning of the game — either protagonist goes through the SAS (Struggle Arms System) integration program and has to power through the mind-tearing injection, advanced psychokinetic users need to qualify for their militaristic unit. Thousands of wires, like fiery tendrils, lock-in place and focus all of this heated energy into each individual to see if they can persist pass the system’s base gauges, throwing their mind and body into a rapid daze. This was the prerequisite in order to be officially listed in the OSF, or the Other Suppression Force, the world’s militaristic division used to handle the ‘otherworldly’ creatures that penetrated Earth’s safe stratosphere perimeters. Following the cinematics, you really begin and witness the detail fleshed out as you begin the tutorial phase of the game — which then determines your designated platoon assignment.

Personally, the first half of an hour of the entire experience was extremely compelling — especially going in blind. It is visually stunning, and all the holograms scattering everywhere, the smooth, almost refined futuristic atmosphere really sets the tone. Overall, the ‘scarlet’ or blood-red aesthetic touch of the game just marries beautifully to the futurism it depicts.

-IV- Frenetic, Ferocious, Futuristic Style

Kasane Randall, Rummy Buddy Psychokinetic Crush Finisher © Bandai Namco (2021)
Prologue, Kasane Randall Psychokinetic Push Cinematic © Bandai Namco (2021)

Not really knowing too much of the game would actually play out in real-time, the combat absolutely came out of left field. Similar to some JRPGs, and different in many ways to others, Scarlet Nexus’ combat all happens in real time in whatever area you are in when Others are encountered.

This style of combat can be compared to any existing ‘Tales Of’ title or even Star Ocean in some sense, combat becomes enclosed in certain areas and only within that zone. Being part character-action game, the player can string together various physical attacks with immaculate psychokinetic finishes making combo allocation extremely satisfying.

Pairing this with the SAS or Struggle Arms System mentioned at the front, the player seemingly strings these two together to create all sorts of wild, powerful attacks with any of your companions. Portraits of your companions smoothly fly-in and out of frame showing they are by your side and imbuing you with their abilities allowing for the player to have a myriad of ways to experiment. Later on, when you become immensely more experienced with the flow of the game, stacking so many existing SAS Abilities together becomes downright addicting.

Hypervelocity, to become faster than the speed of time itself, breaking the sound barrier. Pyro/Electrokinesis to manipulate and bend wicked flames or crackling electrical waves. Schlerokinesis to become embodied by impenetrable stone to immediately turn the tide of an ensuing fight. Duplication to multiply your strengths and objects thrown. This game just bleeds so much experimentation and style. It allows for the player’s ideas to approach fights in so many directions, which makes it so compelling every step through.

Not only is the game extremely stylistic, over-the-top, but the combat also does not become too forgiving either. Certain boss battles challenge the player’s reflexes and knowledge of what to do, and the cost of throwing one object or combining one string of movements against another. If you are not careful enough, in many instances, the flow can be stressful, daring, and makes the player truly dance on a knife’s edge. Visceral yet rewarding, a dangerous game to tread in certain situations, but absolutely tests the player’s knowledge of the battle at hand. What counters to use, when to dodge at the right moment, how to approach all the gargantuan or unknown adversaries found throughout the regions.

The only minor setback is that, once you are approximately halfway through the game say about PH06/07, the enemy types become slim and in count concerning variation. Again, can be forgivable as it is something brand new, in terms of an IP.

Various Kasane/Yuito Brain Crush Finishers © Bandai Namco (2021)

Much like how many other reviewers agreed — this definitely possesses a style of combat that would be extremely compelling at first glance and is. Finishing moves — coined as “Brain Crushes” on opposing monumental bosses or even basic combos become widely cinematic and dynamic. You absolutely sink into the combat just by the simplistic satisfaction, and it becomes ‘second nature’ once your mind really gets into the motion and gets familiar.

PH 01 — A Way To Freedom, Kasane Randall Route © Bandai Namco (2021)

-V- A Story To Tell

So, if the combat is absolutely soaked in adrenaline and satisfying every waking moment, where does that leave the storytelling? Keeping to the scarlet enticed aesthetic mentioned prior, the visual novel presentation of Scarlet Nexus in its entirety is genuinely very fun and pleasing to watch/read. Keep in mind, you have to be able to soak in all the dialogue being expressed, and this is done beautifully by all the individual animated portraits made for all the centralized characters. Other instances call for entire landscape pictures of things transitioning scene by scene cut by actual full length cutscenes which become beautiful in motion.

As someone heavily familiarized with visual novels, knowing the portraits were animated and the English VOs were stellar, made the core visual novel portion of the game quite fun. The narrative works in Phase-based story beats, once they are granted access to the vital ‘Hideout’ mechanic of the game where more of the miscellaneous ‘social’ aspects are explored you understand the cutoff points more clearly. There are only a total of 12 Phases, which are approximately 45–1 hour in length depending on how long you decide to take and soak in extra narrative portions or do Quests on the side.

Being a brand new intellectual property (IP) of Bandai Namco, the experience suffers from being so short that you absolutely crave so much more of what the war torn sci-fi landscapes of Suoh, Seiran, and Togetsu all have to offer. It makes sense considering they were just ‘testing the waters’ and absolutely blew my expectations in every characteristic.

Yuito/Kasane Bond EP05 © Bandai Namco (2021)

Easily one of the most pleasant surprises about this game was the entire main cast’s central development alongside either protagonist. Pulling from similar influences like Persona, the player is capable of growing ‘Bonds’ with any of the existing characters in your Party. When this is done, and the ‘Bond’ is strengthened, they are granted additional perks on top of their existing SAS power.

The ability to give gifts and initialize ‘Bond Episodes’ at certain breakpoints in the narrative, as a bit of an aside, really opens up the individual storytelling. Also, the player can respond to designated ‘Brain Talk’ messages much like ‘texting’ in Persona in order to fully enable these moments. It can be cute and quirky, as personality traits are still fully noticeable through simple text flows.

I can say this confidently, but, in spite of the clashing perspectives from other critics, I actually and firmly believe all the supporting cast alongside Kasane and Yuito are all very lovable once you get to know them more. Respectively from either protagonist’s lense.

A Decorated Hideout, Kasane Route © Bandai Namco (2021)

Additionally, as you willingly give more ‘gifts’ fabricated from materials scattered or drop by enemies throughout the world. Your ‘Hideout’ becomes progressively more personalized and has so much more character. It is really unique and interesting, in the very instance of granting a certain present, that supporting character will then begin to use that very item. A really cute and unexpected touch, which I wish a lot more JRPGs possessed.

If you play long enough, granted, much more than the game’s actual 24–25hour total gametime. ‘Team Bonds’ are also another social aspect, being an anchor to how you are connected to all party members as one value. Which then gives chances to two special ‘Team Bond EPs’ which can be viewed near the later parts of the game. The ‘Team Bond EPs’ are quite special, being able to see all of one unit (Kasane’s or Yuito’s) or them together once you reach that portion and have everyone interact is full of energy, comical, and memorable.

The social storytelling, I felt, could have used a lot more fleshing out, granted, it was spectacular for where it landed. I just felt a total of 4 or 5 Bond EPs per character, and not something like 10 could have been more sound. I genuinely fell in love with a character by EP 02/03, knowing it ended so quickly made me really want more. Also, you notice, that both respective units do not do too much miscellaneous fun activities, which I felt was missed upon. There are some, but not enough, since the game is coupled with an anime (of the same name), made you really wonder if the characters did anything fun in their spare time.

In addition to this, another minor setback, is that Quests in this world and game are very small, miscellaneous ‘chores’ sort of just tacked on in within the world. Suited as more of challenges for the player’s knowledge, they are not really to much to remember for, but just wish they had more story elements or characters interacted more based on them.

-VI- Rhythm of the World

Official Scarlet Collector’s LP © Bandai Namco (2021)

Something that I feel often gets massively overshadowed in a lot of games, are the partnered musical scores to a game’s entire experience. It paces along, and carries a lot of the weight, as it presents emotional tones at concise moments. Let me just say, Scarlet Nexus has an absolutely phenomenal OST (acronym for Official Soundtrack).

Interestingly enough, it actually explores quite a few different music genres, from the fast-paced electronica beats of “Grab Your Power By Yourself” — the Tutorial Phase soundtrack. To the whimsical transitions of every portion of the multi-staged Dominus Circus boss encounter with its brilliant track entitled “An Acrobat In The Rainbow-Colored Skies.” Even to much more melancholy and relaxing tones of “Suoh — A Sparkling Red Metropolis” or just hanging out at the Hideout with its chill, jazzy track “My Sweet Hideout”.

It is so challenging to choose just one track of a plethora this game has to offer, I have so many personal favorites.

“The World Was Saved” PH12 — Scarlet Nexus © Bandai Namco (2021)

-VII- Conclusion

So, where does that leave us? What is the verdict? Well, from what you probably read, there is just so many great things this game has to offer. So many individual characteristics are just so strong and compelling, which explains the immense 120+ hours of gametime (and am still playing it to this day). From two very likeable, and strong protagonists both with their own valuable arcs that eventually meet up with each other near the middle, to a lovable cast of supporting characters.

Adrenaline-infused visceral combat, full of cinematic moments, creative boss battles that really challenge the player’s overall knowledge. Which is not too forgiving or too easy in any way. A bumping soundtrack that beautifully meets the theme of each location and scene that plays out.

A fun, quirky social interaction section. That makes you feel for, and love each supporting character so much more. This game only has very little minor drawbacks that can never fully overshadow how much it has going for it.

[+] Two very strong and memorable protagonists; that are both absolutely worth playing in their own right.

[+] A fun, memorable supporting cast of characters with social interactions.

[+] Visual novel presentation of the game is beautiful and fun to read/experience.

[+] Fast-paced, visceral, but not too forgiving combat.

[+] Beautiful visual fidelity and display of Brainpunk worldbuilding.

[+] Immense OST that covers all sorts of genres, with lots of genuinely really good songs.

[ — ] Quests are just tacked on with little or no effort.

[ — ] Bonds should have been a bit longer for each supporting character.

[ — ] Enemy variety lacks when you reach the halfway portion of the game.

[ — /+] Game suffers from a short length, but it is a new IP.

FINAL GRADE: S (weighted numerical value — 96/100)

Recommended: Absolutely

Writer’s Notes: Thank you so much for finally taking the time to read my second full-fledged official game review of sorts. I genuinely do this with games I absolutely love going through every little detail of — and I know full well I can talk about confidently. I do not intend to do with this game with any or every game for that matter, it was just a game I felt deserved such a spotlight and have a ton of things written about it. I really do hope, Scarlet Nexus gets some well-deserved DLC or even sequel in the coming years. It has so much going for it. I hope you can say the same if you ever experience the game too; psst…also please play both characters. Trust me, it’s worth it.

Grade Scale, for those who want a more understandable contextualization of how these letter grades scale:

S: Highly favorable, nearly perfect: 95–100, numerical scale.

A: Generally favorable, almost perfect: 90–94, numerical scale.

B: Favorable, but could use some work: 80–89, numerical scale.

C: Passable, but needs some additional touches: 70–79, numerical scale.

D: Not enough, 60–69, numerical scale.

E/F: Not passing <59, numerical scale.

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Codex Journalism⌬

⌬ Jared DeLaTorre ⌬ Stay honest ⌬ INFJ/26/He/Him ⌬ Content Creator/Editor/Aesthete/Wallflower ⌬