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Final fantasy 7 remake intermission
Final fantasy 7 remake intermission









Much like with Remake proper, the combat system shines extra bright when played on hard mode. Knowing when to use each approach can help build the stagger meter more effectively and brings a welcome layer of added complexity to battle. The constant dance between frenetic melee and ranged Ninjutsu is immensely satisfying. Pressing the throw button once more prompts Yuffie to leap back in and retrieve the shuriken, and continue the melee assault. With the shuriken out of her hands, Yuffie’s primary attack switches to the magical Ninjitsu, which is best done at range and can be elementally infused to target specific enemy weaknesses.

final fantasy 7 remake intermission final fantasy 7 remake intermission

From a distance, a tap of the throw button will send it flying into the enemy, where it stays, spinning furiously to deal damage over time. Yuffie’s weapon of choice is a giant shuriken, which she uses like a blade when at melee range. INTERmission furthers Remake’s achievements in making each character unique in battle, and Yuffie’s move set is like a fusion of Tifa’s fast pace at close quarters with Barret’s effectiveness at long range. Though only Yuffie is directly playable, Sonon provides valuable support and can be issued commands for actions and powerful team attacks. In a fight, they’re just as complementary. The youthful exuberance of Yuffie also contrasts nicely with the slightly older and more reserved Sonon, a fellow Wutaian soldier with whom Yuffie teams up to steal powerful new Materia from Shinra, in a story that runs parallel to the events of the main game. As a protagonist, her vibrant energy is a welcome palate cleanse after the cold, curt Cloud. An optional, missable party member in the original game, her starring role here proves a smart means of introduction. INTERmission introduces the young ninja Yuffie. It’s this astounding capacity to take something minor from the original Final Fantasy VII and go above and beyond to expand on its potential that made 2020’s Remake so special, and INTERmission offers the encouraging suggestion that Square Enix intends to continue this approach into the project’s future. From a 1950s starry-night ballad, to metal, to something approximating Billie Eilish, every one of them is well-produced and memorable in their own right. Near each flyer sits an old-timey gramophone, playing a unique interpretation of the Happy Turtle theme song, and they’re all vastly different. Reimagined as the Happy Turtle, the Wutaian pub now has a mascot stationed in Midgar who promises a reward for finding the six flyers scattered around Sector 7. I counted seven original songs for the equivalent side quest in Remake, which comes as part of the new DLC episode, INTERmission. *Final Fantasy VII Remake: “*Hold my da-chao beans.” Zero is an acceptable number of unique, original songs to accompany a quest so inconsequential. You’d collect six flyers, scattered throughout the world, then report back to the Turtle’s Paradise pub in Wutai for modest rewards.

final fantasy 7 remake intermission

After all, why would there be any? The quest had so little to it. That’s how many special songs were made for the Turtle’s Paradise side quest in the original Final Fantasy VII.











Final fantasy 7 remake intermission