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Remaking it happen

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PUB SQUARE ENIX

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Surely the next part of FFVII Remake will just be more of what we played on PS1, right? To an extent, yes. But as anyone who played the first instalment knows, not everything in this remake project is as it seems. By that game’s credits, and across the DLC, you can see huge changes are being made, not just to the overall plot but in how it ties together larger parts of the Compilation Of Final Fantasy VII (that’s the official name, not just the CD we play in the car).

From Crisis Core to Dirge Of Cerberus and even Advent Children, there are plenty of elements already in play in this retelling of Final Fantasy VII that we didn’t expect. Plus, thanks to comments from the developers (such as in the recently released Final Fantasy VII Remake: Material Ultimania and post-launch interviews), and enhancements in the Yuffie-led Intermission DLC, we even know how it’ll play differently to its predecessor.

01 FIGHT IN FANTASY

“INTERMISSION’S SCUFFLES WERE A TESTING GROUND OF SORTS.”

We loved the way Final Fantasy VII Remake’s action-packed combat combined the spirit of the PS1 original’s ATB system with modern hack-and-slash real-time action. It doesn’t seem like that’s going away, but tweaks made in Intermission weren’t just done for the sake of adding novelty. As a more all-in-one combat package, Yuffie had a lot of strategic moves, from shifting elements on the fly to last-second ninja dodges.

The developers have confirmed Intermission’s scuffles were a

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