Review: Final Fantasy VII Remake INTERmission (Yuffie DLC)

Author: Rich Meister

Final Fantasy VII Remake is finally out on PS5. I could spend a whole article talking about how it runs on the new console and the breadth of performance updates, but that’s not what this review is about. Instead, we’re here to talk about INTERmission, the Yuffie-centric DLC that dropped alongside the new port. It’s a side story first, but a fun one packed with familiar characters for long-time fans and one of the best mini-games Final Fantasy as a whole has cooked up in ages. 

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Final Fantasy VII Remake Intergrade (PS5)

Developer: Square Enix

Publisher: Square Enix

Released: June 10, 2021

MSRP: DLC $19.99 

The INTERmission DLC assumes you know a lot. Yuffie starts at level 25 and is already outfitted with a wide range of materia. There are no tutorials to explain the ins and outs of combat aside from those that address how Yuffie’s kit differs from other characters. If it’s been a long while since you played the initial release, you will benefit from diving into some old tutorials, but INTERmission functions as a standalone expansion accessible from the main menu; you don’t need any save data to access the new content. 

Yuffie’s kit revolves around using her 4-point shuriken at both close and far range. She can pummel enemies with a barrage of melee attacks, but tossing her weapon and following up with melee gives her access to special elemental ninjutsu. You can change the element to whatever you want, but it uses fire by default. Using these abilities in tandem is key to quickly filling the stagger meter on tougher enemies, but it is more than easy enough to melee spam your way through most encounters on normal mode.

Shortly after the intro sequence, Yuffie is joined by fellow Wutain party member Sonon. While you can’t directly control Sonon like party members in the main game, he has a unique synergy ability with Yuffie. You can issue him commands by hitting R2 as normal, or tapping L2 will activate synergy and have Yuffie and Sonon attack in unison. These attacks are stronger and make it easier to stagger pressured enemies. It isn’t quite as robust as the AI gambit settings of the main game, but Yuffie in Sonon work well in tandem, and it adds a unique flair to the expansion content.

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While the new combat kits and different feel to Yuffie’s movement (they struck a good balance between agile ninja and awkward teen) make this expansion feel different enough, I should mention that the whole package is pretty small. If you ignored the side content which I’ll get to shortly, the whole experience is only two story chapters totaling at close to four hours. Despite the brief run time, it does an excellent job of fleshing out Yuffie as a character and the history of the conflict between Wutai and Shinra; something Crisis Core handled well back in the day.

The biggest sin INTERmission commits is having no online component to the Fort Condor mini-game. I spent about three hours alone on this side quest, seeing the classic RTS side segment from the original Final Fantasy VII retooled as an in-universe tabletop game. The rules are simple each player spawns units on a board, attacking three enemy bases while defending three of their own. Unit spawns work on an ATB charge, and units attack using a rock paper scissors weapon triangle. It’s simple but fun and fast. I can mop the floor with just about any of the playable NPC characters at this point, and the variation in strategy lends itself well to the idea of a competitive multiplayer.

It feels like a missed opportunity because, with the right support, this could still be Gwent levels of successful for Square Enix. 

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Verdict: Final Fantasy VII INTERmission is a fun but nonessential side story for the series. It introduces characters that will be familiar to long-time fans as well as some memorable new ones. It’s a small but polished package and well worth the time of any fan of the base game. 

Buy it

[This review is based on a retail build of the game purchased by the reviewer]