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Threads of Fate

Threads of Fate is an action role-playing video game developed and published by Square for the PlayStation console. Released in Japan on October 14, 1999, as DewPrism and in North America on July 18, 2000, it features two playable protagonists whose parallel stories revolve around a quest for a powerful mystical relic capable of granting immense power. The game blends real-time 3D action exploration with RPG elements, including puzzle-solving, combat against enemies, and character progression through abilities unique to each hero. Players can choose to follow Rue, a young boy who shape-shifts into monsters he defeats to gain new forms and abilities, or Adnade, a mischievous princess who wields a variety of magical spells and summons to overcome obstacles. Rue's narrative centers on reviving his lost guardian, Claire, after a tragic event involving the relic, while Mint's storyline involves her royal heritage, a quest for vengeance against traitors, and ambitions tied to the same artifact, with the two paths intersecting in the shared world of Seim. The 's environments span diverse locales such as ancient , floating cities, and mystical forests, encouraging non-linear and multiple playthroughs to experience both campaigns fully. Developed by Square's Product Development Division 3, Threads of Fate incorporates innovative mechanics like Rue's monster transformations, which allow access to previously unreachable areas, and Mint's skill-based that pauses action for menu selection during battles. Upon release, it received generally positive reviews for its engaging dual narratives and charming character designs, though some critics noted its shorter length and simpler puzzles compared to contemporaries like Final Fantasy. It has since garnered a as an underappreciated gem in Square's library. The title was digitally re-released in 2011 for , , and via the , extending its availability to modern audiences.

Gameplay

Combat system

The combat system in Threads of Fate is a real-time action-based mechanic set in three-dimensional environments, emphasizing fluid movement and direct engagement with enemies without turn-based elements. Players control one of the two protagonists, Rue or , each with distinct fighting styles that encourage replayability through the game's dual-story structure. Battles occur seamlessly as players explore areas, with enemies appearing dynamically; combat involves button-mashing for basic attacks, chaining via repeated inputs, and executing special moves tied to character abilities. Controls are intuitive, using buttons for strikes (e.g., Square for swings or slaps), jumps (X), and ability activations ( or ), allowing for agile positioning in spaces. Rue's combat revolves around his Arc Edge axe for primary attacks, supplemented by a transformation system that allows him to morph into 23 different monsters defeated in battle, each granting unique abilities and attacks to adapt to various situations. Transformations are activated by holding the Circle button and selecting from up to four recently acquired monster coins, with each form altering Rue's moveset—for instance, transforming into a bird like the Aerobat enables flight and double jumps for aerial assaults or evasion, while a beast form such as provides charging tackles for high-damage rushes. These forms consume MP for special attacks (e.g., a Gudon's fire-breath costing 4 MP), and can be built by combining basic axe swings with form-specific moves, such as three consecutive strikes leading to a multi-hit sequence. Unlike traditional RPGs, Rue's progression lacks leveling; instead, repeated use of attacks and transformations gradually increases maximum and MP, enhancing endurance over time. In contrast, Mint employs a magic-oriented approach using dual golden rings for close-range physical attacks like drop-kicks and ring-slaps, but her core strength lies in a versatile spellcasting system powered by summonable rings that mix colors and effects to produce dozens of spells, with around 34 usable variants. Players acquire new ring colors by collecting them from key locations or characters (e.g., from Claus, green from Belle), and effects like power or wide-range are upgraded through items found in the world, enabling spells such as fireballs ( + for explosive projectiles) or (blue + hyper for the Energy Spring restorative). Magic is cast via a dedicated , with MP regenerating through physical damage dealt to foes—the stronger the enemy, the more MP restored—allowing sustained spell use without frequent pauses. Like Rue, Mint's HP and MP maxima grow via repeated combat engagement, and her long-range spells provide safer engagement options compared to Rue's focus. Both protagonists share core mechanics, including dodging via jumps to evade attacks, guarding to reduce incoming damage, and using items like potions dropped by enemies to restore or mid-battle. There is no experience-based leveling system; instead, proficiency improves organically through usage, with bronze coins from foes enabling continues upon defeat to maintain momentum. fights highlight the dual-hero dynamics, as the chosen influences difficulty and strategy—for example, Rue's transformations may excel against agile foes requiring mobility, while Mint's spells offer ranged safety against area-attack bosses like the (approximately 100 ), demanding precise timing, positioning, and ability switches for victory. This structure ensures varied battle experiences without relying on post-combat rewards for progression.

Exploration and progression

Threads of Fate features a semi-open world centered around the town of Carona and its surrounding interconnected areas, including Carona Forest, Underground Ruins, Raging Mountains, Gamul Forest, and Ghost Temple, which encourage players to backtrack for hidden secrets and optional items. Navigation involves platforming elements like jumping across ledges, timing movements on flashing platforms, and using environmental interactions such as levers or switches to access new paths. The design promotes thorough exploration by linking areas via teleporters and maps, allowing seamless transitions between forests, ruins, and towns while revealing secrets like the Moon Stone in elevated locations. Progression in the game follows a linear structure through main quests tied to the pursuit of the Dewprism relic, divided into chapters that diverge after early events based on the chosen , or , leading to separate arcs with unique areas and objectives. For Rue, quests involve retrieving items like the Star Stone or Phantomite in locations such as the Haunted Temple, while Mint's path focuses on goals like through areas like Gamul Forest. Branching side paths, such as mini-games at Mel’s Atelier or collecting Cannon Orbs for flight capabilities, provide optional detours that enhance accessibility to secrets without altering the core narrative flow. Players can switch between protagonists post-divergence to complete both arcs, unlocking a combined ending. Ability unlocks play a central role in enabling new exploration paths, with Rue acquiring transformations via Monster Coins dropped by defeated enemies, allowing access to previously unreachable areas. For instance, the Ootang transformation enables trees and walls in Carona , while the Pollywog form provides floating to cross gaps, and the allows high jumps to ledges. One coin per type unlocks the transformation, with extras used for upgrades or items. Mint, conversely, unlocks ring-based variants, such as Green Magic's Wave pattern to activate wind devices in Gamul or Blue Magic's Droplets to extinguish flames in puzzle rooms, facilitating progression through environmental challenges like freezing water or growing plants with water-based spells. Rue's Specter transformation provides a water ability for such puzzles, while Mint uses equivalent blue . These unlocks integrate directly into puzzle-solving, where players must align switches in the Diamond Area or navigate invisible steps in Maya’s Tower using precise ability applications. Collection mechanics drive exploration without a traditional system, instead emphasizing relic and item gathering for stat improvements and ability enhancements. Rue collects Monster Coins from defeated enemies to unlock transformations (one per type), with persistent stat growth achieved through Hobbs’ Shop upgrades using items like Rare Wine (reducing costs for +10 boosts at 5,000 G) or by accumulating damage in adventures. Key relics include the Legendary Sword from Underground Ruins and from Raging Mountains, which contribute to crafting powerful meals or accessing new areas, while items like Cannon Orbs (five required for flight) and the from Gamul offer practical benefits for traversal. Puzzle-solving remains intertwined, as seen in melting ice blocks with fire-based abilities or timing platforms in Underground Ruins to collect these resources.

Story and characters

Plot

The plot of Threads of Fate centers on dual narratives driven by two protagonists pursuing the Dewprism, an ancient relic believed to grant any wish. Rue, an amnesiac shapeshifter, embarks on a quest to revive his childhood friend Claire, who died protecting him from a mysterious attacker three years earlier. In parallel, , a banished with grand ambitions, seeks the Dewprism to conquer the world and settle scores with her sister , who exiled her from their kingdom. The story unfolds in a vibrant fantasy world anchored by the town of Carona, serving as a central hub. Early chapters for both protagonists introduce the setting and escalating threats, including the enigmatic and his manipulative puppet army, alongside hints of deeper ancient evils connected to the relic's creation. These shared foundational elements establish a where fate intertwines with personal motivations, setting the stage for the characters' divergent paths. Mid-game, the narratives branch into protagonist-specific arcs, each spanning roughly 10 hours of . Rue gathers steadfast allies amid introspective journeys involving relic fragments, while Mint navigates betrayals and rivalries in her power-hungry pursuits. These arcs traverse varied locales, from overgrown forests and labyrinthine ruins to a perilous mountain guarded by the ancient Wylaf, blending with character-driven conflicts that highlight individual growth and alliances. The climaxes feature high-stakes confrontations against the Doll Master's forces and the relic's originator, the powerful Valen, culminating in resolutions shaped by the protagonists' choices. Players experience one storyline per playthrough, yielding endings tied to Rue's revival efforts or Mint's conquest ambitions; completing both unlocks a secret linking the tales. The narrative weaves themes of fate, profound loss, and , offset by humorous, lighthearted moments that temper its emotional weight.

Protagonists

The dual protagonists of Threads of Fate are Rue and , each offering distinct playstyles and perspectives in the game's action RPG framework. Rue is a young orphan boy suffering from , having awakened five years prior with no recollection of his origins; he is portrayed as determined, reserved, and kind-hearted, often displaying a serious demeanor driven by personal loss. His unique ability to transform into any monster he defeats allows him to adopt their forms and abilities in , integrating directly with the game's mechanics for versatile exploration and battles. Rue's emotional core revolves around his deep bond with Claire, his adoptive sister and closest companion, who died three years ago protecting him from a mysterious attacker, serving as the primary driver for his resolve and adding profound depth to his . Mint is the ambitious eldest princess of the East Heaven Kingdom, characterized as spunky, sassy, immature, and boldly sarcastic, with a selfish streak tempered by her magical talents and unyielding drive for conquest. Exiled after being denied the throne due to her unprincess-like behavior, she wields powerful magic in her quest for power, often employing spells and summons that emphasize her royal heritage and combative flair. Her personality injects humor and levity into the narrative through her childish antics and sharp wit, while her familial rivalry with her younger sister Maya introduces layers of conflict and resentment, highlighting themes of sibling competition and royal duty.

Antagonists

The primary antagonists include the and Valen, whose manipulative and ancient presences contrast sharply with the protagonists' personal struggles. The , also known as Ruecian, is a puppet-like with a strategic and loyal yet evil and manipulative nature, serving as a controller of fates through his command over other entities and his role as a skilled in the East Kingdom. As Rue's brother—both created by Valen—he embodies a tragic duality, hiding ambitious plans behind a facade of duty, which creates tense interpersonal dynamics marked by hidden loyalties and betrayals. Valen functions as an ancient dragon and the guardian of the Dewprism relic, depicted as an arrogant and authoritative Aeon—the most powerful of his kind—who once moved stars and raised mountains before his spirit became trapped following his demise at the hands of peers. His tragic figure arises from this fall from grace, positioning him as a formidable yet sympathetic force whose creation of dolls like Rue and the Doll Master underscores complex creator-creation relationships fraught with possession and control.

Supporting Cast

The supporting characters enrich the world of Threads of Fate through their diverse roles and interactions with the leads. Claire serves as Rue's maternal figure and closest ally, an affectionate woman who took him in after his awakening five years ago, forming a sibling-like bond that profoundly influences his kind-hearted resolve and emotional vulnerability. She died three years ago protecting him from an attacker. Mel, often called Fancy Mel, is Mint's quirky companion and a inventor, a stubborn yet knowledgeable sorceress hundreds of years old who maintains her youthful, fashionable appearance through magic and resides with her Poppel Purrel assistants in an unconventional . Her wise and cautious traits provide inventive support and humorous interludes, often aiding with magical deciphering and energy solutions. Rodin, an elderly mentor figure and resilient weaponsmith, is ambitious and proud, inspired by his late father to become the greatest swordsman; he travels in a unique , offering encouragement and crafting superior weaponry while displaying a side. His interactions with Rue and Mint foster alliances built on mutual respect and shared challenges in craftsmanship and combat. Maya, Mint's dutiful and serious younger sister, acts as the successor to the East Heaven throne, wielding the Book of Cosmos relic with a conflicted yet resourceful demeanor that underscores her humiliated past and leadership role. Her relationship with Mint is defined by intense , evolving from opposition to potential alliance amid family tensions.

Development

Concept and production

Development of Threads of Fate began in March 1998 under the direction of Koji Sugimoto, who assembled a small team of approximately 20 developers, many drawn from the staff of Square's previous title Xenogears. These team members sought a lighter project following the complex, narrative-heavy demands of Xenogears, allowing for a more focused emphasis on enjoyable gameplay. The team worked extensive overtime, with some staff, like motion designer Yuichi Kikuchi, reportedly experiencing nightmares from the intense schedule. Producer Hiromichi Tanaka oversaw the effort, with character designer Tsutomu Terada contributing to the visual style, marking a shift from Square's traditional 2D roots to fully realized 3D environments. The initial concept positioned the game as a RPG prioritizing fun and accessible mechanics over intricate storytelling, drawing inspiration from the style of . This approach featured dual protagonists—Rue, a shape-shifting , and , a young magician—each with distinct abilities and parallel narratives, designed to appeal to a broader audience by offering varied playstyles. The was originally known as Dewprism in , but was changed to Threads of Fate for markets to more clearly evoke the intertwined themes of destiny and relic-hunting central to the plot. Production faced significant challenges due to a tight budget and compressed schedule of about 18 months, resulting in simplified and mechanics to meet deadlines. The camera system proved particularly problematic, with issues in and persisting despite efforts to refine it during , contributing to some of the game's occasionally awkward 3D traversal. Despite these hurdles, the team committed to a fully polygonal presentation without relying on pre-rendered cutscenes, aiming for immersive, cinematic sequences.

Music

The soundtrack for Threads of Fate was composed and arranged by Junya Nakano, featuring 54 tracks that blend synthesized orchestral arrangements with elements to create a whimsical, adventurous atmosphere suited to the game's lighthearted action and dual-protagonist narratives. Released alongside the game in , the music emphasizes relaxing, ambient tones with tribal and nostalgic influences, particularly in and themes, while incorporating upbeat, cheery motifs for character-driven sequences and more intense battle cues. This approach enhances the player's immersion in the world's , using subtle percussion and melody variations to underscore emotional arcs without overpowering the platforming and combat mechanics. Prominent tracks highlight the game's contrasting storylines: "The Bond With Claire" serves as Rue's , a melancholic piece with soothing, flute-like synths that evoke his quest for revival and loss; "Mint's " contrasts with upbeat and rhythmic energy, reflecting her ambitious relic hunt and conquest-driven personality. Battle themes vary by protagonist, such as the laid-back yet tense "Noisy Fight" for general encounters and more dynamic cues like "Final Battle 2" for climactic confrontations, with recurring leitmotifs weaving through both Rue's and Mint's paths to unify the parallel tales. Sound effects, including metallic clashes for combat and ethereal chimes for Rue's monster transformations and magic abilities, integrate seamlessly with the score to amplify feedback on the hardware. The full soundtrack was included in the original game disc for both the Japanese (Dewprism) and North American releases. A dedicated two-CD original soundtrack , Dewprism Original Soundtrack, was published in by DigiCube on November 20, 1999 (catalog SSCX-10036), compiling all tracks in high-quality audio without vocal performances or English-localized elements. A music selection variant followed in , offering a curated of highlights. Nakano's score received acclaim for its emotional depth and hypnotic quality, effectively conveying adventure and whimsy despite the era's technical constraints, with standout pieces like the overworld theme "A Chance Meeting" noted for their evocative elegance. This work bolstered Nakano's profile at Square, influencing his subsequent contributions to orchestral-electronic hybrid scores in titles like Final Fantasy X (2001), where similar ambient and thematic layering expanded on these foundations.

Release

Original release

Threads of Fate, known in as Dewprism, was initially released for the on October 14, 1999, developed and published by Square Co., Ltd. The game launched in a standard jewel case format, with an official published separately by Square to accompany the title, providing detailed character introductions, system explanations, and magic lists. Japanese advertisements highlighted the game's dual-protagonist narrative structure, featuring the stories of the amnesiac boy Rue and the willful girl as they pursue a reality-altering relic called the Dewprism. Initial sales in were solid for a mid-tier Square , reaching approximately 120,000 units by the end of its launch year. The game was not released in . The North American release followed on July 18, 2000, handled by Square Electronic Arts (later Square Enix) with localization efforts including an English translation of dialogue. The U.S. version retained the standard jewel case packaging without special editions or bundles. Marketing positioned the game as an action RPG in the vein of Square's earlier hits, showcased at the Electronic Entertainment Expo (E3) in May 2000, with playable demos later distributed via demo discs to build anticipation ahead of its summer launch. Promotional materials drew comparisons to Secret of Mana due to its real-time combat and whimsical fantasy elements, though reviewers noted it diverged from a direct sequel. Early sales performance in the West was modest, with an estimated 80,000 units sold in over the game's lifetime, hampered by its arrival late in the PlayStation's lifecycle and direct competition from high-profile titles like , which launched just 11 days earlier. Development delays from the Japanese version contributed to this staggered rollout, but the core experience remained intact across regions.

Digital re-releases

Threads of Fate was re-released digitally as a PSOne Classic on the in on June 23, 2010. The North American digital version followed on April 19, 2011, allowing players to download and play the original title on PS3, , and PS systems. Prior to the PSN launch, a physical re-release under Square Enix's Ultimate Hits label became available in on January 25, 2007, providing PS1 compatibility for users through . The PSN version was priced at $5.99 USD and did not include trophies or specific enhancements like HD upscaling or native support. As of November 2025, Threads of Fate has not received ports to modern consoles such as , , or , remaining accessible primarily through legacy platforms and options. This digital availability has helped preserve the game's accessibility for new and returning players without requiring .

Reception

Contemporary reviews

Upon its release, Threads of Fate garnered generally positive reviews from critics, who appreciated its whimsical tone and innovative structure featuring dual protagonists, Rue and Mint, whose stories intertwine through player choice. The game's fluid and transformation mechanics for Rue, contrasted with Mint's magic-based approach, were frequently highlighted as engaging elements that added variety to the action formula. GameSpot's Andrew Vestal scored the Japanese version 7.9 out of 10 in a November 1999 , praising its eccentric designs, sharp humorous , and striking visuals with vibrant, well-textured environments that evoked . However, Vestal critiqued the camera controls for occasional awkwardness during platforming sections and noted the overall campaign felt too brief, clocking in at around 12 hours for skilled players per 's path. IGN staff similarly rated it 7.7 out of 10 in July 2000, commending the clean visual execution, memorable personality in its cast, and diverse gameplay smorgasbord that blended exploration, combat, and light puzzle-solving effectively. The review pointed out the short length as a limitation, suggesting it might not satisfy players seeking deeper progression, though the accessible mechanics made it appealing for a broad audience. In , where the game launched as Dewprism in October 1999, awarded it 34 out of 40, recognizing its approachable design suitable for younger players while observing that its depth fell short of more complex contemporaries like . Common praises across reviews emphasized the vibrant art style and seamless story-switching between protagonists, which created an engaging narrative flow. The favorable buzz from these critiques contributed to strong initial sales in , with approximately 120,000 units sold overall, but momentum faded in the during its launch amid the PlayStation's declining market dominance and competition from PS2 titles.

Retrospective views

In the years following its initial release, Threads of Fate has garnered appreciation as an underrated action , particularly through re-release reviews and modern analyses that highlight its enduring charm and innovative elements. A 2013 review of the PSN version praised it as a "rare, under-appreciated gem" for its engaging dual narratives and whimsical tone, awarding it a 9/10 score and emphasizing its appeal to fans seeking lighter experiences. Similarly, a 2016 retrospective from Hardcore Gamer noted the game's "charm, world and sense of humor" as standout features, with humorous moments like misunderstandings adding levity to the dual-protagonist stories of Rue and , ultimately calling for a to revive its tongue-in-cheek style in contemporary consoles. These views position the title as a favorite among Square enthusiasts, valued for its heartwarming arcs rather than blockbuster scale. Modern critiques often focus on its accessibility and emotional depth, evolving beyond original complaints about camera controls to acknowledge dated and simplistic combat as minor flaws in light of its strengths. For instance, a 2024 review described it as an "incredibly cutesy and light-hearted action-RPG with compelling [and] good ," while noting the colorful visuals and basic hold up for short playthroughs around 8 hours per character path. The Rue storyline, in particular, receives praise in 2020s retrospectives for its somber, emotional exploration of loss and redemption, with analyses like a 2020 review video highlighting the transformation from Rue's amnesiac quest to an epic confrontation as a poignant highlight. User sentiment on platforms like HowLongToBeat echoes this, with recent comments lauding the "great and of characters" and "nearly flawless translation." The game's progression system, eschewing traditional leveling for gradual HP/MP increases via combat and a relic-based transformation mechanic for Rue, is now seen as ahead of its time, enabling unique puzzle-solving and combat variety without grindy stats. This no-leveling approach, combined with Mint's ring-based magic, fosters accessibility and replayability through exclusive dungeons and a true ending, drawing comparisons to modern action RPGs like The Legend of Zelda series for its blend of exploration and character-driven quests. Podcasts and videos from the , such as a 2025 YouTube retrospective, further emphasize its cult status, noting how PSN and digital re-releases have enabled renewed plays that reveal its influence on lighter, narrative-focused JRPGs. Overall, these reassessments affirm Threads of Fate's legacy appeal without major controversies, solidifying its place as a hidden gem for Square fans.

Legacy

Influence

Threads of Fate significantly influenced key developers at Square, with several staff members transitioning to prominent roles in subsequent major titles. Scenario writer Daisuke Watanabe, who crafted the game's dual narratives, went on to contribute to the storylines of Final Fantasy X, XI, XII, and XIII, as well as Kingdom Hearts, bringing elements of character-driven fantasy to those series. Producer Hiromichi Tanaka, a veteran Final Fantasy designer, leveraged his experience from Threads of Fate to helm Final Fantasy XI and its expansions, emphasizing experimental gameplay structures. Composer Junya Nakano also carried over his whimsical, orchestral style to multiple Final Fantasy soundtracks, including contributions to Final Fantasy X. The game featured dual protagonists in Square's action RPG lineup, with players choosing between Rue's combat-focused path and Mint's puzzle-oriented journey at the start of a playthrough, which added replayability and narrative depth through separate campaigns. This approach prefigured similar systems in later action RPGs, where multiple playable characters with distinct abilities expanded exploration and storytelling options. As one of Square's early forays into full 3D action RPGs on the , Threads of Fate helped bridge the company's shift from 2D sprite-based titles like to more dynamic, real-time 3D environments in the late , influencing the evolution of the genre toward hybrid action elements. Specific references to Threads of Fate appear in later works, notably a 2016 collaboration event with Square Enix's mobile Rampage Land Rankers, which featured cameo outfits for characters Rue and , along with exclusive quests drawing from the original game's lore. The game's themes of intertwined destinies and relic-hunting adventures echoed in the Kingdom Hearts series, where writer incorporated similar motifs of fate and personal growth across interconnected worlds. Despite no official sequels or remakes, Threads of Fate inspired fan-driven projects, including the 2009 game Duo Princess by the creators of , which served as an unofficial with dual-heroine mechanics and light-hearted fantasy tropes. Fan interest in a surged in the 2020s, with vocal requests during Square Enix's 2023 fan survey for HD-2D or full remasters, though no official announcements have followed.

Modern availability

As of November 2025, Threads of Fate is no longer available for digital purchase on the , limiting primary access to physical copies of the original disc, which can be obtained from second-hand retailers. The PSN version, originally released as a PS1 Classic for , , and , is incompatible with modern consoles like the PS5, which lacks native for PS3 digital titles and does not include the game in its PS Plus Premium Classics catalog. No official ports exist for PS4, PS5, , or other current-generation platforms. Emulation provides the most accessible way to play Threads of Fate on modern hardware, particularly through open-source PS1 emulators like DuckStation, which supports the game with features such as upscaled resolutions up to and enhanced rendering options. The emulator's community maintains active development, addressing compatibility issues and enabling smooth performance on PCs, with documented demonstrating reliable execution even for titles with complex 3D environments. Since the game received a full English localization upon its North American release, fan translation efforts for Japanese-exclusive content remain minimal and unnecessary for most players. Preservation of Threads of Fate relies largely on community emulation rather than official initiatives from Square Enix, which has not announced any remasters, re-releases, or archival programs for the title as of 2025. Barriers to access include the obsolescence of required hardware like the original PlayStation console or PS3/Vita systems, compounded by Sony's ongoing transitions in PSN support that have led to delistings of older digital titles, though Threads of Fate's physical editions mitigate immediate loss. An active emulation community contributes to ongoing viability through shared configurations for quality-of-life improvements, such as widescreen hacks and texture filtering, without dedicated modding tools for full HD overhauls.

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