There is one caveat: spawning reinforcements drains an AP bar, which not only prevents overcrowding, but highlights split-second decision making. Each class has a specific weakness, and by customizing your roster before a match starts, you can create optimal builds that prioritize different playstyles. Watching Yuffie straddle Sonon’s staff, while bringing that final blow down on a boss never got old.įort Condor, an entertaining respite from the intense battle sequences, is a tower-defense mode where troops under three distinct classes (attackers, vanguard, and ranged) clash to take out enemy outposts. I can’t remember a single time where I didn’t try to take advantage of this feature, and I often wished that Remake implemented something like it. Synergized attacks – tag-team abilities that can only be activated if both Yuffie and Sonon have at least one ATB charge – feel like miniature Limit Breaks with their own dazzling cinematics and substantial damage numbers. Because of this, I only ever equipped other weapons to max out their proficiencies the early-game 4-Point Shuriken was just too valuable to sideline. Thankfully, I never needed to step away from the action to prepare for enemy weaknesses, making combat more streamlined and constant. She’s also quite resourceful as her default weapon can switch elements on the fly, which helps alleviate any menu parsing that you would normally do to equip Materia. Yuffie’s acrobatic barrages are reflective of her flashy and eccentric personality. Afterimage effects fill the screen as the whimsical ninja pierces her foes in mid-air while conducting high-altitude flips. The minute I took control of Yuffie, I was enamored with her eye-popping agility – long-range shuriken throws transform into close-combat combos in the blink of an eye. Still, I didn’t mind this because reconnecting with old pals like Jesse and Wedge in Fort Condor or slaying wild beats repeatedly with Yuffie and Sonon’s flashy flurries was where the experience truly came together.Ĭombat is Intermission’s bread and butter. However, this overarching goal often fell to the wayside because the side content was far more enticing to chew on. With the help of fresh-faced Avalanche operatives, Yuffie infiltrates Midgar to retrieve a top-secret, all-powerful Materia. Even though Cloud, Tifa, and Barrett, aren’t the stars of this show, their momentous actions – e.g., the Reactor bombings – still inform Intermission’s story beats. This also helps ground Yuffie and her tight-lipped companion, Sonon, in the larger tale. I always found it nice to overhear pockets of citizens comment on my in-game feats as I completed missions around town. Despite spending most of my time in recycled environments, gossip from nearby NPCs and appearances from familiar faces like Johnny and Chadley made Final Fantasy VII’s world feel alive. These moments, however, play out like the linear, monster-infested locales from the base game. In between the two major locations, you’ll also traverse meandering passages in never-before-seen factories and junkyards. Yuffie’s two chapters take you back to the Slums and Shinra Headquarters. Intermission’s loop is virtually the same as last year’s Remake: scour visually arresting hub areas for treasure chests, arbitrarily placed Materia orbs, and optional task-givers (with the added benefit of Fort Condor, a new table-top minigame). And even though Intermission’s abbreviated plotline never really lands the mark, it ultimately serves as a strong introduction to a beloved protagonist while hinting at what’s to come in additional Final Fantasy VII content. New supporting characters make brief appearances and help bring the Slums, and the sectors beyond it, to life. Yuffie’s ninjutsu and shuriken-centric abilities are an invigoratingly frenetic addition to Remake’s deep, real-time combat system. In Episode Intermission, Yuffie Kisaragi, self-proclaimed Wutai ninja extraordinaire, finally makes an appropriately pompous entrance and joins the anti-Shinra fray.
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