FINAL FANTASY 7 Remake Intergrade Intermission Review-Half Major

The tones of FINAL FANTASY VII remakes often go back and forth between bright and entertaining moments and dark and tragic dramas. But from the very beginning of Intermission, it’s clear that most of this new episode is comedy, as DLC missions have been added to the game with the Intergrade PlayStation 5 upgrade. In the jump, Yuffie, one of the optional characters in the original game, and her dangerous spy mission to infiltrate Midgar’s evil Shinra Corporation are played like a child. This is a real working atmosphere in DLC, trading the fact that Remake excels at establishing fun and eccentric characters.

In the middle of the remake story, as Cloud leaves his compatriots, he follows Yuffie embark on a mission to steal the secret Shinra’s weapons on behalf of his hometown of Utai. The mission is dangerous, but Yuffie first met Midgar’s Shinla Resistance movement, Avalanche, and recently had a full-scale war with her home.

The problem with breaks is that this side story feels non-essential what’s going on. Sure, the DLC provides context and backstory for characters who know that fans of the original FINAL FANTASY VII will appear later in the story, but Yuffie’s mission is largely to what we’ve already seen. Wandering around the area, it’s floating in the past, but it’s almost non-interacting. With a remake cast, you’re wasting your time participating in mini-games. Yuffie is a fun character to spend time with, even without history from the first iteration of FINAL FANTASY VII, but in the next article on FF7 Remake, everything will be missed as a bully for something better in the future. .. And after a very deep and brilliantly realized version of the story that is a remake, Intermission feels exactly like that: half a step to fill the time while we wait for the actual show.

That doesn’t mean that Intermission isn’t fun to play often. When Yuffie is in combat, it’s often pretty terrible, but she’s a lot of fun to play. Like all the characters in the remake’s main cast, Yuffie has a unique fighting style that’s different from the way everyone else has ever played. As a Wutai Ninja, she packs excellent shurikens for both short-range melee weapons and long-range. Options allow you to control the distance when fighting enemies. Approach enemies, bounce back to create gaps, throw stars to deal distant damage, and Yufife follow up with element-charged “ninjutsu” attacks. Keep her away from harm. If you tap the triangle button, you can collect it by sending Yuffie instead of pulling back the thrown star. This allows you to quickly fill gaps and use your enemies to move through the battlefield.

Yuffie’s combat is to control the space and landing combo. With a series of melee attacks, star throws, and ninjutsu, you can completely defeat your enemies and shoot down long barrages, making it easy to dispatch them. If the rhythm goes down, especially adding weapons and materia to the mix, it can be too easy for Yuffie to dismantle the enemy with all the options at hand. She is a fast-paced fighter, and stitching together attacks can be devastating. It’s a lot of fun to skillfully combine all the attacks to dominate the battlefield.

In the middle of the first chapter, Yuffie joins Sonon, a mission partner and a slightly older martial arts operative. In combat, Sonon acts as another way for Yuffie to build combos. You can’t control him, but you can trigger “synergies” where Yuffie and Sonon perform ability attacks for heavy damage and additional effects. This is a fairly simple system that provides another tool for combat while focusing on Yuffie and her particular style.


Among the dynamics between Yuffie and Sonon, you can see the remake shades and the best intermission. Yuffie is technically a senior ninja of all ages, so Sonon resents his overconfident, mere wing-like disgust and leaves it to her, trying to give some helpful advice. On her side, Yuffie took it all one step further. She knows how wonderful a ninja she is, but she also never gives up that air of being excited to perform “cool” for those who are looking in her direction. She is an incredibly talented child and still longs to be taken seriously. Sonon, on the other hand, is the type of protective older brother who is looking for a midpoint between annoying excessive patience and dangerous excessive spoiling.

The dynamics between Yuffie and Sonon are interesting, but they haven’t been tested or pushed much. This is because the DLC doesn’t cover a particularly long time and doesn’t put the pair in a particularly influential situation (if you decide to do side content, put the main story together in 4-5 hours. can do). In the first chapter, Yuffie and Sonon help prevent avalanche members from wandering through urban sanitations and being captured by Shinra. The second is running around the Shinra Building. There are no real twists and turns, and with the exception of the mission itself and the robot Shinra tries to stop you, there is little to get in the way of the collision.

The same is true for what the story adds to the overall story of the remake. During a turbulent period before the midpoint of the story, a break hits you in the middle of Sector 7, but in most cases you’ll only get a few lines to flesh out the inside story of the remake team. Even more interesting is the lazy debate between Yuffie and Sonon about the political situation in Midgar and the rest of the world, as well as the ideological similarities and differences between Avalanche and its anti-Shinra operation.

These little pieces of information are where Intermission may find it useful to add to the story. It gives these little looks to both Yuffie’s personality and the larger political landscape of FINAL FANTASY VII Remake in a way that helps you understand the world a little better. However, these little items are quite few and are in between. Yuffie’s character building is great, but it’s not very clear why you’re revisiting at this point or these places, or what revisiting them adds to the whole game.

At the end of DLC, there is a big change in this sensation. There, Intermission begins putting deep-cut FF7 characters into the mix. It’s pretty clear that the idea here is to bring a wider FF7 universe, fleshed out with spin-offs like Crisis Core and Dirge of Cerberus, to the main storyline, but what’s happening with DLC? , Or, decisively, does not provide any context, who are these people? Again, Intermission influences the idea that when you’re more likely to look at some of these factors more thoroughly, you feel like you’re making fun of where things are going later. For now, especially if you’re not very familiar with the extra knowledge of FF7, it can be confusing and you won’t get a satisfying moment at the end of the DLC.

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Apart from the main story, Intermission also adds some side content to keep you busy, but it seems to exist mostly to fill the runtime. There are several new combat challenges and mini-games, such as Whack-A-Box (hit the box to break the box and earn points before the timer expires) and Fort Condor, a kind of light strategy game. Fort Condor, in the broadest sense, is a big new item in Intermission that mixes the spirit of chess with the creatures that summon Magic: The Gathering. Gets a set of characters that can be placed on the board. The character then marches towards the opponent and attempts to destroy the three forts. Opponents can also drop characters. Who wins the battle depends on the rock-paper-scissors system, which determines which type of character has the upper hand. Its simplicity makes it very easy to pick up and play.

Fort Condor can be fun, especially when adding new pieces or boards to the repertoire. This gives you a variety of offensive and defensive options and allows you to use some magical spells during the match. But in the end, it’s all pretty simplistic. Instead of controlling the character, just choose where to place it. The strategy is all about which piece to use and when. Boards that can produce faster and more pieces tend to win, and there aren’t many smart options or strategic thinking to help you win if the set of pieces in a particular match is wrong. There are only a handful of matches to play during the first run of the story, which also won’t keep you busy for a very long time.

Overall, Fort Condor, the story of the break, and all the other content in the DLC suffers from the same problem. I feel they are very thin. The game’s add-on chapters don’t have to be particularly huge, but Intermission is a DLC that takes place primarily in one of the hub areas of FF7 Remake, but for meaningful character interactions and fleshing out the world. There are no side quests. The relationship between Yuffie and Sonon is fun, but at important moments there are many important characters, but it has little effect on the overall understanding of the remake story.

After all, Intermission is a pit stop, quickly rushing to the FINAL FANTASY VII gas station Minimart, refueling, eating snacks, and getting ready to wait a little longer. Fun battles and quirky character moments will remind you of what you love about FF7 Remake, but that’s not enough.

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