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Scarlet Nexus: Hidden Gameplay Mechanics You Missed

Scarlet Nexus is one of those games that looks very simple at first glance, but the more you play it, the more systems and concepts are introduced until the game actually has quite a lot of mechanical depth. And, when that happens, a lot of the less noticeable parts of each system are either missed or misunderstood by the player base, an odd problem that luckily doesn't translate over to the anime adaptation in any way, shape, or form.

RELATED: Things Only Pro Players Know You Can Do In Scarlet Nexus

So, to help you all use Yuito and Kasane to their fullest, let’s look at some of the hidden gameplay mechanics you’re probably missing out on.

No Need To Alternate Dash & Psychokinesis For Follow Up Attacks

There are two types of Follow Up Attacks, one that closes the distance after a Psychokinetic throw called the Rush Follow Up Attack and then a Psychokinetic throw after a melee attack. Now, once you unlock the skill that allows you to use three Follow Up Attacks in sequence, the combos really start to elongate and become more complex.

For some reason, there's a rumor that you need to alternate between regular melee, Rush, and Psychokinetic Follow Up attacks to chain them together. That just simply isn’t true. As long as you have enough Psy Gauge, you can spam multiple in a row, or sprinkle them throughout a long combo, either way, the portrayal of Psychokinesis in this game is incredibly fun in general.

Enemies Respawn Once You Go To A New Map And Come Back

If you’re getting a bit bored of all the endless cutscenes or events that break up the combat early on in Scarlet Nexus, it might be a good idea to re-explore previous areas, grab some sidequests, and do some grinding. Thankfully, there's an easy way to infinitely fight the same enemies over and over again.

All you have to do is Fast Travel to another area, load in, then Fast Travel back to the one you were just at, and all the enemies come back. Sure, this makes grinding enemies that only spawn at the end of certain zones kind of a pain, but at least it’s possible.

Resources On Maps Respawn Just As Frequently

Speaking of respawning, have you ever noticed how the icons for Environmental Materials on the mini-map disappear after you grab them for the first time? The green icons for Consumable items you can find in the zone reappear on the mini-map once they've respawned, but Kikuchiba Enivronment A’s icon just isn’t on the map anymore.

Well, that’s deceptive, because those optional materials respawn just as often as the Consumable items do, making it a breeze to collect a big pile of them, which you'll need to do to get some of the best items.

Using SAS For Combat Vision Combos

If you’ve made it at least a couple of hours into Scarlet Nexus, we’re almost positive you have some Party Member SAS Activations you like, and some you ignore. Thankfully, the combination of this game's SAS Concurrent Activation system and its Combat Visions you unlock at Bond Level 3 actually means every squadmate ability can still be useful.

For example, you can activate the abilities you want, then use the Combat Visions of the abilities you don’t tend to use often. This way, you still do extra damage since Combo Visions are overpowered, and you also don't feel like you're wasting a full bar of SAS meter.

The Currently Equipped Party Members Have Longer-Lasting SAS Activations

This next mechanic is one a lot of people missed out on simply because the game doesn’t give you many party members to pick from for the first ten or so hours of the game, so this little extra benefit is hardly noticeable.

RELATED: Hidden Plotlines Everyone Missed In Scarlet Nexus

It turns out that OSF members that are put on your main party and visible in combat actually receive a small number of minor buffs, one of which is the fact that their SAS Activated abilities last longer than if they weren’t part of the party. Sure, it still doesn't make much sense how exactly you use their powers, but at least they'll last longer.

Ex New Game Is Basically Built For Experiencing The Other Story

A ton of you, like us, were confused about how the storytelling worked in Scarlet Nexus in regards to the two main characters Yuito Sumeragi and Kasane Randall. Well, it turns out the campaign for both Kasane and Yuito are completely separated, meaning you’ll have to create a separate save and restart as the other one or complete the game and use the EX New Game feature to play as the other character.

It seems like their version of NG+ was designed expressly for that purpose. All of your equipment, character gallery, help menu tips, and even your Brain Map Skills (if you so choose) carry over to the EX New Game save file, which makes it very easy to get through a second run and experience the other character’s story.

Psychokinetic Objects Are Affected By Pryo/Electrokinesis As Wells

There are a number of people that missed that SAS Activated elemental effects apply to the objects you throw with Psychokinesis as well. And, if you get Concurrent SAS activation and activate either Yuito or Kasane's Psychokinesis with your own (depending on who you're playing), you can chuck object after object at a big enemy until they get burned or shock with no risk to yourself.

It just seems like new players to the game in particular don't really know how much the elemental SAS abilities change the combat.

Clairvoyance Activation Makes It Easier To Perfect Dodge

Again, another crucial function of an SAS ability that people often miss is that Tsumugi Nazar’s psychic ability is Clairvoyance, which doesn't sound like something very optimal for combat. Even the game itself pushes the idea that the main function of this power is that it allows you to see enemies who are hiding or are invisible.

RELATED: Best Weapons In Scarlet Nexus

But, the most important feature is that it also increases your window for pulling off a “Perfect Dodge” and even gives you the ability to perform a “Read Atack” in response to a Perfect Dodge. So, don’t just save Tsumugi’s SAS meter for when enemies that turn invisible pop up.

Both Pyrokinesis & Electrokinesis Add Some Flair To Combo Enders

While we’re on the topic of the Hanabi’s Pyrokinesis and Shiden’s Electrokinesis, did you know that they modify your attack combo a bit as well? Electrokinesis, as its primarily used on Kasane, modifies her attack range and leaves damaging sparks in the air which are great for flying enemies, but it doesn't modify your combos much until your get to higher Bond Levels with Shiden.

Pyrokinesis, primarily used by Yuito, doesn’t passively change much other than widening the range of some AOE attacks, but it does add a neat little fire tornado slam to the end of Yuito’s combo from Bond Level 1 that you can easily abuse.

Psychokinesis Resets Combos, Even While Airborne

Lastly, let's talk about Scarlet Nexus’s combo system. Like previously mentioned, this combo system seems pretty short and sweet at the beginning of the game, but once you’re able to equip more SAS powers at once, activate multiple at once, and unlock the Brain Drive/Brain Field, the combat gets so much deeper.

You can essentially keep combos going infinitely if you use everything correctly, and one key aspect of that is the fact that Psychokinetic throws actually reset your combo altogether. So, if you knock an enemy up, use your full combo, your Combat visions, and the game won't let you attack anymore, just throw something with Psychokinesis and the combo automatically resets. This allows you to seemingly elongate a combo infinitely, which is especially useful mid-air.

NEXT: Lingering Questions We Have After The End Of Scarlet Nexus

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