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Ratchet and Clank: Rift Apart Review – Riveting Stuff

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The Ratchet and Clank series has been out of the limelight for a while. Though we got the movie tie-in remake in 2016 and have had smaller and experimental titles like All 4 One and Into the Nexus in the last few years, the last full-fledged new game in the franchise, A Crack in Time, came out well over a decade ago. Fans of the series have been starved for a proper new entry for a long time, but with Rift Apart, the beloved duo finally makes its long overdue return. And appropriately enough for such a long-awaited comeback, Rift Apart is a gorgeous, bombastic, ridiculously enjoyable game that succeeds in every way that a Ratchet and Clank game should, and then some.

Rift Apart puts the Lombax and his trusty robot pal in the midst of another galactic journey, this time with a dimension-hopping twist. After Dr. Nefarious crashes a parade on Megalopolis being thrown in Ratchet and Clank’s honour and rips the fabric of space-time apart with the Dimensionator, things quickly begin going wrong. Ratchet and Clank are separated, and both thrown into a dimension where its own version of Nefarious is not the bumbling idiot we all know him as, but a despotic emperor who rules the galaxy with an iron fist, even in the face of resistance from a handful of people- one of whom is a female Lombax named Rivet, Ratchet’s dimensional counterpart.

Rift Apart is a gorgeous, bombastic, ridiculously enjoyable game that succeeds in every way that a Ratchet and Clank game should, and then some.”

Rift Apart tells an excellent story. It’s light-hearted and cheerful in the way you’d expect from a Ratchet game, and constantly hits the mark with charming characters, witty writing, gleeful silliness, and childlike humour. It’s not the most unpredictable story you’ll ever see, but it speaks a universal language of friendship, love, and never giving up. All of those strengths shine through on a constant basis. Meanwhile, a healthy stream of easter eggs, callbacks, and whacky new alternate dimension takes on familiar worlds or known characters (some of whom are more prominent and significant than others… but I’ll leave it at that) makes for a story that’s even more rewarding for those who’ve been following the series for some time. All in all, it’s pretty… riveting.

Really, this is Rivet’s game. That’s not to say Ratchet has been sidelined- half this game still belongs to him, and he’s got a great arc in Rift Apart. But Rivet is absolutely the highlight here, the star of the show. She’s spunky, funny, witty, and delightful in equal measure, and seeing her interactions with other characters – especially with Clank – throughout the story is an absolute joy. She’s also got a great look, thanks to her unique and stylized character design, and is voiced excellently by the supremely talented Jennifer Hale, which means that all in all, she steals the show every time she’s on the screen- and when she isn’t, you can’t wait to get back to her parts of the game.

Rivet and Ratchet’s unique personalities play off of each other very well, so it’s a little disappointing that in terms of gameplay, they’re more or less identical. Progression, weapons, upgrades, gadgets, collectibles, movesets, and more are all common across Ratchet and Rivet, which means that as far as gameplay is concerned, there’s next to nothing to separate the two. Switching between the two characters is done purely for narrative purposes. Those narrative branches and differences are executed very well, but I do wish that both characters had moves or gadgets or weapons that were exclusive to them in order to set them apart from each other.

ratchet and clank rift apart

“This is Rivet’s game. That’s not to say Ratchet has been sidelined- half this game still belongs to him, and he’s got a great arc in Rift Apart. But Rivet is absolutely the highlight here, the star of the show.”

That said, playing as both Ratchet and Rivet is still an absolute blast, which should be unsurprising to anyone who’s played a Ratchet and Clank game before. The selection of weapons is the heart and soul of any Ratchet game, and Rift Apart knocks the ball out of park in this area as well. There’s nearly twenty weapons to unlock and use throughout the game, and this might just be the most varied and interesting arsenal of weapons ever in a Ratchet and Clank entry.

There’s no shortage of bizarre, hilarious weapons. The Topiary Sprinkler turns enemies into plants, Mr. Fungi shoots out mushroom sentries that attack foes and can even draw aggro, the Ricochet fires bullets that bounce around with repeated presses of the trigger. Even weapons that are relatively normal on paper feel great to use, including the frag grenade equivalent Shatterbomb, the stock handgun called the Burst Pistol, or the shotgun known as the Enforcer. Meanwhile, old favourites such as the bouncy sawblade firing Buzz Blades, the rocket launcher Warmonger, and the kamikaze android dispensing Glove of Doom also return.

Each weapon is useful in its own way, and almost the entire arsenal is fun to use in combat, down to the last one (though some are more enjoyable than others, of course). What makes using these weapons even better is the constantly inventive and excellent ways in which they make use of the DualSense’s adaptive triggers. The Void Repulser fires off a shield that hovers in front of you as long as you hold the trigger halfway down, then disperses a short-range energy blast when you pull it all the way through. The Headhunter is a sniper rifle that lets you aim through the scope by pulling the left trigger partway, but when you pull it fully, time slows down. With the Drillhound, you can either pull the trigger all the way to fire its explosive ground-traversing hounds blindly, or pull it halfway first to lock on to enemies for guaranteed hits. Application of the adaptive triggers is constantly excellent, and feels surprisingly easy to use even in heated combat encounters.

ratchet and clank rift apart

“The selection of weapons is the heart and soul of any Ratchet game, and Rift Apart knocks the ball out of park in this area as well. There’s nearly twenty weapons to unlock and use throughout the game, and this might just be the most varied and interesting arsenal of weapons ever in a Ratchet and Clank entry.”

And encounters do get heated. In typical Ratchet and Clank fashion, Rift Apart can throw a huge number of enemies at you at any given time, who come at you in groups comprising of different types of foes that move differently and have unique attacks. Navigating spaces, constantly changing tactics on the fly, and making smart use of your full arsenal feels incredibly satisfying, and makes each thrilling combat encounter feel like a rush of adrenaline, and each victory like a rush of dopamine. It strikes the perfect balance between challenge and giddy explosive fun. There’s also more than a few boss fights in here, which are suitably high-stakes, adrenaline-fueled encounters that challenge you to make full use of your arsenal of weapons.

The weapons and the sheer variety they boast are also bolstered incredibly by excellent progression mechanics. Like previous games, the more you use a weapon in Ratchet and Clank: Rift Apart, the more it levels up- but there’s a lot more to it. Collecting Raritarium is key, of course, so you can use it to increase damage, area of effect, range, fire rate, max ammo, and other properties corresponding to specific weapons. The more a weapon levels up, the more upgrade options you unlock for it. Meanwhile, upon reaching level 5, a weapon upgrades into a more powerful version of itself- the Burst Pistol becomes the Blast Pistol and can fire three shots at a time, the double-barreled Enforcer becomes the quadruple-barreled Executor, the Shatterbomb becomes the Shatterblast and fires bombs that have a chance of making enemies explode and damage others around them. The excellent progression mechanics inject oodles of longevity and variety into Rift Apart’s combat, which, for a game that already has an incredibly varied arsenal of weapons, deserves no small amount of praise.

Moving past the combat, Rift Apart leaves something to be desired on the platforming side of things, which is a little disappointing for a game that is technically a platformer. Sure, technically, Ratchet and Clank games have always been more action-platformers and shooters than anything else, but in Rift Apart’s particular case, the lack of focus on platforming does feel like a bit of a letdown. That’s because the moveset has been expanded here, but not utilized to its full potential. On top of your regular jumps, double jumps, and hovering, you always have wall-running, the Phantom Dash, a grapple hook, and hover boots, but the game doesn’t do as much with this expanded moveset as it could have. Certain parts of the game, like scripted set-piece sections or pocket dimensions, do put a greater focus on platformer, but by and large, the full potential of Ratchet and Rivet’s moveset isn’t realized very well.

ratchet and clank rift apart

“Navigating spaces, constantly changing tactics on the fly, and making smart use of your full arsenal feels incredibly satisfying, and makes each thrilling combat encounter feel like a rush of adrenaline, and each victory like a rush of dopamine. It strikes the perfect balance between challenge and giddy explosive fun.”

Thankfully, even with that lack of platforming focus, there’s plenty of gameplay variety to be found in Rift Apart. Combat is incredibly varied as it is, as I’ve mentioned earlier, but the game also does a great job of introducing unique sections and scenarios throughout its runtime. From flight combat to rail grinding sections, from puzzle-oriented sections where you play as Clank to Glitch challenges, which see you playing as a spidery turret bot, from the aforementioned pocket dimensions to adrenaline-fueled set-piece moments, Rift Apart consistently ensures that things never get too monotonous. Certain planets are also designed as large, open, sandbox environments, and exploring these fully to hunt down collectibles, take on optional challenges, or complete side quests is also a blast.

Rift Apart also deserves credit for how replayable it is. The main campaign is roughly fifteen hours long (though it can go up to around twenty if you take the completionist route), but there’s more than enough here to encourage you to play far beyond that, thanks to a bevy of collectibles to hunt down, unlocking and fully upgrading all the weapons, completing challenges in the arena, the post-game Challenge Mode (which is essentially New Game Plus), and more.

And of course, something else that deserves widespread plaudits is just how ridiculously good this game looks. Vibrant colours, excellent character and enemy designs, and beautiful and varied environments show off the unparalleled talent of Insomniac’s artists on a consistent basis. An abundance of tiny little details, incredible animations, and hilarious and charming flourishes further exacerbate the game’s visual personality, which is something that it is already overflowing with. Meanwhile, Rift Apart also leverages the PS5’s hardware to deliver a proper technical masterpiece. All said and done, it wouldn’t be an exaggeration to say that this might just be one of the best-looking console games ever made. The dimension switching mechanic may have been made to sound like a bigger in pre-release marketing deal than it is – it’s mostly restricted to scripted set-pieces, pocket dimensions, and a couple of worlds where it has a larger and more dynamic role to play – but all in all, Rift Apart is a great showcase of the PS5’s capabilities.

ratchet and clank rift apart

” It wouldn’t be an exaggeration to say that this might just be one of the best-looking console games ever made.”

It’s been a long time coming, but Insomniac’s beloved series is finally back, and I couldn’t be more ecstatic about the nature of its return. Rift Apart is an incredible game that captures everything that makes Ratchet and Clank so great, and then polishes those strengths to an absolute sheen. With an incredible arsenal of weapons, thrilling combat, a charming story full of loveable characters, and visuals to make your eyes pop, this might just be the best game in the series to date. Regardless of whether you’re a long-time series fan or diving in for the first time, Ratchet and Clank: Rift Apart is going to be right up your arsenal.

This game was reviewed on the PlayStation 5.


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Source: https://gamingbolt.com/ratchet-and-clank-rift-apart-review-riveting-stuff

Gaming

10 Cutest Pink Pokémon of All Time

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@jackborehamJack Boreham

I’m a freelance writer, podcaster and content creator. You can check out my work on my website PixelPolitics.co.uk

The Pokémon world is full of exciting creatures to collect and monsters to find. Some are mighty dinosaurs, and others are charming dog Pocket Monsters.

The franchise also has some of the cutest characters in all of entertainment. To give you an example of the cute creatures the franchise has to offer, take a look at these top ten cutest pink Pokémon of all time. 

1.Jigglypuff

Jigglypuff was introduced in the first generation of the series. The creature is recognised as the balloon Pokémon and is well known for its signature move sing, which puts other monsters to sleep. Jigglypuff became famous when the creature got introduced in the anime as a recurring character. 

The Pocket Monster is a normal and fairy type being one of the very few creatures to have an additional typing given to it in generation six of the franchise. Although not particularly powerful, Jigglypuff can learn powerful moves such as double edge at level 28.

image

Credit: Bulbapedia

2.Cleffa 

Cleffa is a fairy type baby Pokémon and the pre-evolution of Clefairy. The creature is one of the cutest Pink Pokémon of all time. 

Cleffa got introduced into the franchise in generation two and, due to its cuteness, knows the unique ability of cute charm. Cute charm is an ability that makes an enemy infatuated when it attacks you. Thus, Cleffa has a powerful ability that makes it a cute but powerful creature.

image

Credit: Bulbapedia

3.Mew

The mythical creature Mew also makes this list as a cute Pokémon. Mew is the supposed first-ever and the descendent of them all. Thus it is said to possess every living Pokémon’s genes. However, the creature is one of the rarest in the franchise, with only a few ever known to have existed. Its Pokedex entry reads:

It’s very intelligent and can use an incredible variety of moves. Many believe that all other Pokémon are descendants of this one.

The beast is mighty, learning nearly every single move in the franchise. Thus, within the anime and the games, the evil Team Rocket cloned Mew to create Mewtwo due to the creature’s power. 

image

Credit: Bulbapedia

4.Mime Jr

The Pokémon Company introduced Mime Jr in generation four of the franchise. Much like Cleffa, it is another baby Pocket Monster. 

The creature is a psychic fairy type and is the pre-evolution of the fan favourite, Mr Mime. Interestingly, Mime Jr was one of the first Pocket Monsters ever to be revealed before its generation. It was shown off during an anime episode far before the release of generation four.

image

Credit: Bulbapedia

5.Happiny 

Happiny is another cute Pokémon introduced in generation four of the franchise. The creature is the pre-evolution of the generation one character Chansey.

Much like its evolution, Happiny likes to carry around circular objects in the shape of an egg, such as an oval stone required to evolve it.

Happiny is a normal type and is unique due to being a purely female Pocket Monster. Due to its adorability, it makes this list as one of the cutest Pink Pokémon of all time.

image

Credit: Bulbapedia

6.Slyveon 

Slyveon is one of the Eevee evolutions introduced in generation six of the franchise. Slyveon is a pure fairy type Pocket Monster and was one of the first creatures to use fairy typing. 

The Pocket Monster has a ribbon-like appearance making it rather adorable. Slyveon is a powerful creature despite its cute Pokémon appearance learning moves such as moon blast at level 37 and last resort at 41. 

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Credit: Bulbapedia

7.Cherubi 

Cherubi is a grass type Pocket Monster that resembles a cherry. The creature got introduced in the Sinnoh region during the generation four era of games. 

Cherubi at level 25 evolves into Cherrim and is most commonly found in honey trees. The creature can learn powerful grass type moves such as petal blizzard at level 47 and solar beam at 37.

image

Credit: Bulbapedia

8.Igglybuff

Igglybuff is the baby pre-evolution of Jigglypuff mentioned earlier on this list. The creature, much like its evolution, is a normal and fairy type.

However, unlike its evolution, Igglybuff evolves into Jigglypuff by having a max friendship; Igglypuff can learn strong moves such as solar beam and flamethrower despite its weak appearance. 

The creature played a prominent role in the Mystery Dungeon series of games, being the main protagonist in the special episode “Igglybuff the prodigy”. 

image

Credit: Bulbapedia

9.Skitty

The Pocket Monster Skitty was a Pokémon introduced in the Hoenn region, generation three of the series. The creature evolves into Delcatty using a moonstone. 

Skitty resembles a cat with large ears and a cattail. Skitty has the same ability as Cleffa being the cute charm and became popular during generation three of the anime series, as one of the main creatures used by trainer May. 

Skitty is one of the cutest pink Pokémon in the Pocket Monster Universe. 

image

Credit: Bulbapedia

10.Slowpoke 

This list wouldn’t be complete without including Slowpoke. Slowpoke became a fan favourite when it got introduced into the franchise in the first generation.

Slowpoke has a long tail that resembles a fishing pole valuable on the black market, as shown by Team Rockets activities in generation two of the series.

Slowpoke is a water and psychic type and has had many iterations over the years. In generation eight, Slowpoke got a new galarian form. 

image

Credit: Bulbapedia

Final Thoughts

The franchise has many adorable cute pink Pokémon in its roster.

For more Pokémon-related news and features,  subscribe to our newsletter in the footer below.

Also, check out,

  1. 5 Best Assault Rifles in Warzone Based on Stats
  2. 5 Ways to Hack Pokémon GO
  3. What is Pokémon Z and Why Wasn’t it Released?
by Jack Boreham @jackboreham. I’m a freelance writer, podcaster and content creator. You can check out my work on my website PixelPolitics.co.ukRead my stories

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Cyberpunk 2077 – Patch 1.23 Fixes More Bugs and Performance Issues

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Cyberpunk 2077_V

CD Projekt RED has released a new update for Cyberpunk 2077, though fans waiting for new features or content will need to keep waiting. Patch 1.23 is all about fixing various bugs and issues in quests, like the “Open the package” objective in Space Oddity changing location or The Heist, which has a smattering of different problems. “Unnecessary” button prompts have also been removed from The Nomad.

In terms of gameplay issues, NPCs should no longer be stuck in cars if you kill them and hijack the vehicle. Cataresist cyberware should also work properly now. Interestingly, in the boss fight with Adam Smasher, he should no longer take damages during the animations that play between each attack phases. Perhaps this will serve to make the fight more difficult.

In terms of stability and performance, numerous fixes for crashes from animations, physics, UI and more have been implemented. Memory optimization and management has also been improved in various systems while console CPU optimizations have been applied. There’s no news yet on when the Xbox Series X/S and PS5 updates or free DLC will be releasing but at it’s returning to the PlayStation Store this month.

Gameplay

  • Fixed an issue where after killing a NPC and stealing their car, their body could get stuck in the car.
  • Adam Smasher will no longer receive damage during animations between his attack phases.
  • Fixed an issue where dropping a NPC’s body caused too much destruction.
  • Cataresist cyberware should now work properly.

Visual

  • Fixed Johnny’s spectral appearance in various quests.
  • Fixed various issues related to clipping in NPCs’ clothes.
  • Fixed appearance of rocks in the Badlands.
  • The Pickup: Fixed an issue where one of the Maelstromers was T-posing.

Stability and Performance

  • Numerous crash fixes in animations, UI, scene, physics and gameplay systems.
  • Memory optimizations and memory management improvements in various systems (reducing the number of crashes).
  • Various console CPU optimizations.
  • Memory and I/O improvement leading to fewer instances of NPCs with identical appearances spawning in the same area, and to improved streaming.

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Source: https://gamingbolt.com/cyberpunk-2077-patch-1-23-fixes-more-bugs-and-performance-issues

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Psychonauts 2 Extended Gameplay Showcases New Enemies, Abilities and More

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psychonauts 2

During the Xbox Game Showcase Extended, Double Fine Productions founder Tim Schafer appeared to offer more details and gameplay of Psychonauts 2. It starts out by showcasing a level set in the mind of Dr. Caligosto Loboto, who fans will recognize as the first game’s villain. Venturing into his mind to discover some key information uncovers a number of different things – check it out below.

Along with lots of teeth (because Dr. Loboto is an amateur dentist), Raz will encounter familiar and new enemies including the Censors, Doubts and Regrets. Combating these foes means using abilities like psychic punches, pyrokinesis and so on. Another level, which was first revealed along with the new Mental Connections Psi-Power, is set in Hollis Forsythe’s mind and features a casino hospital, of all things.

Psychonauts 2 is out on August 25th for Xbox One, Xbox Series X/S, PC and PS4. It will also be available day one on Xbox Game Pass. For more gameplay footage, check out the previous trailer here.


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Source: https://gamingbolt.com/psychonauts-2-extended-gameplay-showcases-new-enemies-abilities-and-more

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Final Fantasy VII Remake: Episode Intermission Review – This Is a Materia Robbery

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Final Fantasy VII Remake: Episode Intermission on PS5

The 2020 Final Fantasy VII Remake upended fans’ expectations in almost every conceivable way; story beats were familiar but presented differently, new characters and ideas were introduced to make way for future development, and that trend continues with the new DLC Episode Intermission as well. Now, instead of introducing Yuffie in the open-world, Square’s decided to bring her to Midgar instead to try to flesh her out a little more. And yeah, it totally works.

Right from the get-go, Yuffie feels like such a welcome breath of fresh air especially after having spent so many hours with the moody Cloud Strife. The story setup is incredibly simple and straightforward: Yuffie and her ninja companion Sonon have arrived at Midgar to steal the ultimate materia from Shinra Headquarters.

To achieve their goal, they’ve decided to team up with Avalanche. Don’t confuse this Avalanche group with Barret, Tifa, and the rest, though; as explained in the Remake, Avalanche was split up into several factions, with Barret’s splinter cell being regarded as the most radical of them all. The folks that Yuffie and Sonon have allied with are a little more conservative in their methods, and would never do anything that could endanger the lives of all those living in the slums.

We do still get scenes with familiar faces like Biggs, Wedge, and Jessie, but they’ve been relegated as very minor characters for the most part; the focus here is on Yuffie, Sonon, and one or two of their new Avalanche allies.

While Yuffie is the only character you can directly control in Episode Intermission, the combat never feels one-note or boring. Bringing back the action combat system from the base game, you have full control over character movement and you push the square button to attack, circle to evade, and R1 to guard.

episode intermission

On top of all that, you can also press X to bring up the command menu to use various spells and abilities once your ATB gauge has charged up.

Yuffie’s play style feels completely different from any other character in this game. Armed with her oversized shuriken, she can perform melee attacks up close, and instantly create distance between herself and her enemies by jumping backwards. She can also throw her shuriken at an enemy, then jump in to retrieve it. Alternatively, once her shuriken’s lodged in an enemy, she can perform ninjutsu attacks from afar instead.

When Sonon comes into the picture, things become even more interesting. With just a press of a button, the two can enter synergy and Sonon will support whatever Yuffie does. His ATB gauge charges much slower when in synergy, but he’ll perform follow-up attacks based on what you do, and defend you whenever he can.

Once you have ATB charges available for both characters, you can then use synergized versions of Yuffie’s abilities, which have enhanced effects and deal a lot more damage. The key here is to weave in and out of synergy mode to let Sonon do his own thing and charge his ATB gauge, then synergize whenever you need backup or if you want to use a more powerful ability.

The combat in Episode Intermission feels incredibly dynamic as a result and is even, dare I say, better than what we got in FFVII Remake because of how well Sonon and Yuffie work together. The only drawback is that you can’t take full control of Sonon, but the game makes up for that by still allowing you to access his abilities through the command menu, so you’ve still got some agency there.


Outside of combat, Episode Intermission does offer brief periods of respite, where you get to wander around the Sector 7 slums for a bit. There are a few side missions to take on, but you’ll likely spend most of your time on the new Fort Condor mini-game, which definitely ranks up there as one of the very best mini-games in the entire Final Fantasy series.

As the name suggests, this is based on the tower defense mini-game you had to play at Fort Condor in the original 1997 release. Except now, Fort Condor is a board game with different challenger ranks, as well as different units and baords to collect.

Each board comes with different ATB gauge values and outpost health meters. You expend the ATB gauge to deploy units on the board, and they’ll automatically walk towards your enemy’s territory and start attacking their outposts. When the timer runs out, whoever has the most outposts left is declared the winner. There are three types of units, and they’re all strong or weak against something within a rock-paper-scissors style formula.

As you beat more challengers, you’ll rack up Condor Coins, which can be used to buy better units to crush your opponents with. It’s basically an auto-battler tower defense game, and it adds absolutely nothing to the overall story, but man, I sure did waste a ton of hours on Fort Condor. I only wish there were more challengers within the game, but maybe Square Enix will decide to expand upon it even further in the next instalment.

episode intermission

The tone of Episode Intermission also feels really different from that of the base game, thanks to Yuffie’s upbeat, energetic personality as mentioned earlier. She’s incredibly goofy, childish, and always going on about how she’s the leading lady of the show while the people around her have a hard time taking her seriously.

Don’t take this as a dig on Cloud. Cloud’s moody and perpetually glum for a reason, he’s been through some serious trauma, and it makes sense for him to be such a downer. But Yuffie is comparatively innocent, and it’s that contrast that makes her so compelling.

Sonon acts as the perfect foil for her; he’s a guardian of sorts, always looking on haplessly and facepalming whenever she does something silly, and it’s a fun dynamic to go through Episode Intermission with.

The DLC only lasts a handful of precious hours before we have to say goodbye to Yuffie, at least for now. But by the end of the story, she already feels a little wiser and a little more mature. She still retains her bubbly personality, but Episode Intermission helps to flesh her out even further and makes her feel like a proper character in a way that the original game never did.

Episode Intermission builds upon the already solid foundation of Final Fantasy VII Remake and delivers a new story chapter that is both a comedy and a tragedy at the same time. It adds to the mythos of Remake’s world, gives us a new look at various side characters we only spent a few minutes with in the base game, and most importantly, sets the stage for the next crucial party member we’ll meet in the second instalment. It’s a good time all around, and I couldn’t recommend this more to fans of FFVII Remake.

Review Block

Twinfinite Editors Choice Award

Final Fantasy VII Remake: Episode Intermission

Final Fantasy VII Remake: Episode Intermission Critic Review

Reviewer: Zhiqing Wan | Award: Editor’s Choice | Copy provided by Publisher.

Pros

  • Yuffie is an absolute delight.
  • The combat feels more dynamic thanks to Yuffie’s play style and her synergy with Sonon.
  • Fort Condor is awesome.

Cons

  • While Yuffie’s play style is good, some players may feel that combat is a little too limited with only one main playable character.
Release Date
June 10, 2021
Developer
Square Enix
Publisher
Square Enix
Consoles
PS5

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Source: https://twinfinite.net/2021/06/final-fantasy-vii-remake-episode-intermission-review-this-is-a-materia-robbery/

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