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Threads of Fate
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| Threads of Fate | |
|---|---|
North American box art | |
| Developer | Square |
| Publishers |
|
| Director | Koji Sugimoto |
| Producer | Hiromichi Tanaka |
| Designers | Haruyuki Nishida Takeo Fujii |
| Programmers | Koji Sugimoto Masaki Kobayashi |
| Artists | Tsutomu Terada Tadahiro Usuda Hiroyuki Nagamine |
| Writers | Daisuke Watanabe Makoto Shimamoto |
| Composer | Junya Nakano |
| Platform | PlayStation |
| Release | |
| Genre | Action role-playing |
| Mode | Single-player |
Threads of Fate[a] is an action role-playing game developed and published by Square for the PlayStation, released for Japan in 1999 and for North America in 2000. The story is split between two protagonists in search of an ancient relic said to grant any wish; the amnesiac Rue who seeks to revive a dead friend, and the banished princess Mint who dreams of conquering the world. Gameplay focuses on action-based combat while exploring dungeon levels featuring minor platforming elements.
Beginning development in 1998, director and programmer Koji Sugimoto wanted a light-hearted game to contrast against his work on Xenogears. The team also aimed for a fully 3D game without pre-rendered cutscenes, which was a challenge on PlayStation hardware. The script was written by Daisuke Watanabe based on a world design by Makoto Shimamoto, and the music was composed by Junya Nakano. The game received generally positive reviews for its combat and graphics, but was a commercial disappointment. Several team members cited the game as influencing their later work.
Gameplay
[edit]
Threads of Fate is an action role-playing game in which players take on the role of dual protagonists Rue and Mint.[1][2] The playable character is selected at the start of the game.[3] Both campaigns take place in the environments around the hub town Carona, with all environments and characters rendered using 3D graphics.[2][4] The game is split between Carona and its connected areas, and dungeon environments which unlock during the story.[1][4]
Characters have basic movement, a jump which can be used in minor platforming sections, and two action buttons which trigger different attack combinations in real-time.[3][2] The camera angle is generally fixed in an overhead perspective, but can be adjusted in some dungeon areas.[4][3] Each character has health points (HP) and magic points (MP). Rather than an experience point-based leveling system, HP and MP are raised through usage in combat; HP rises based on damage taken, and MP on the number of times magic is used. Enemies when defeated can drop items and different types of coins.[3][4]
Both characters have unique combat and gameplay abilities.[1] Rue can collect up to five coins from defeated monsters, allowing him to transform into them and access their abilities.[1][3][5] Mint uses dual rings as both melee and projectile weapons, and can combine magic spells with complementary elemental abilities.[1][5] Each character has unique puzzles related to their abilities, with obstacles changing to fit the character for each playthrough.[1] Monster coins and other collectables can be sold for in-game currency in Carona, which is also where players save their game.[4][3] Carona also features an item shop, a hostel where characters can recover HP, and a chapel where donations can alter elements within the game.[4] In dungeons, HP and MP is restored with respective bottles dropped by defeated enemies.[3]
If character health is reduced to zero, players meet a game over screen. They can either restart from an earlier save, return to Carona at a cost of half their items, or restart immediately with new attributes by consuming a Coin of Life.[4] After completing a campaign, a version of New Game+ allows unlocked abilities to carry over from older playthroughs and unlock secret areas.[4] Within each campaign there are also unique mini-games which can unlock bonus items.[1][6]
Synopsis
[edit]Threads of Fate follows two different characters: an amnesiac named Rue, and a princess named Mint. Rue witnesses his friend and caretaker Claire being killed by an armoured man and seeks to revive her. Mint, the selfish princess of the East Heaven Kingdom, is removed from power and banished by her sister Maya, vowing to reclaim her throne and conquer the world. Rue and Mint end up in a parallel quest for the "Relic", an artifact left by the magically gifted Aeon people said to grant any wish. The two often cross paths, initially at odds but ending up helping each other as they explore ruins related to the Aeon people. They are both confronted by the Doll Master, the man who killed Claire and supported Mint's banishment, as he also seeks the relic. It is revealed that both the Doll Master and Rue are "Dolls", artificial beings created to serve the Aeon Valen and ensure his resurrection, as he preserved his spirit within the sought-after relic, dubbed the Dewprism.
Depending on the protagonist, the story varies, though both end up in Valen's fortress, which is activated by Doll Master. On Rue's path he overpowers Doll Master and confronts Valen. Valen first attempts to use a restored Claire as his vessel, then tries to possess Rue but is blocked by Claire's spirit. The rebellious Doll Master attacks Valen and is killed, and Rue kills Valen, reviving Claire in the process. In her route, Mint is recruited by Maya after Doll Master overtakes the East Heaven Kingdom, and the sisters mend their differences as they defeat Doll Master. The two then defeat Valen after he successfully possesses Rue. In both routes, the Dewprism is destroyed after Valen merges with it in a final attempt to avoid death. Upon completing both campaigns, Rue adopts another one of Valen's Dolls, and Mint persuades Rue to join her search for an Aeon artifact.
Development
[edit]Threads of Fate, known in Japan as Dewprism, was created by Koji Sugimoto. Sugimoto had worked as a programmer at Final Fantasy developer Square on multiple notable titles, including Chrono Trigger and Xenogears.[7][8] Sugimoto acted as director, and lead co-programmer with Masaki Kobayashi.[9] The producer was Hiromichi Tanaka.[4]: 28 Makoto Shimamoto created the world design and setting alongside drafting character scenarios.[7][9] The script was written by Daisuke Watanabe, who was a newcomer to Square with a background of writing game novelizations.[7][10] Yaeko Sato handled cutscene direction.[7] The battle system was co-designed by Haruyuki Nishida and Takeo Fujii.[9]
Following his work on Xenogears, which focused on mature themes and characters, Sugimoto wanted to create something accessible for younger players with humor and a simple story set in a world of bright designs and aesthetics. He also wanted to create an action game that could be played by those of low skill level.[8][11] Additionally, he wanted to use his experience with the PlayStation hardware to create a fully 3D game.[12] Sugimoto produced a prototype and presented it to Square, which was encouraging smaller projects at the time. Once approved, Sugimoto gathered a small team of twenty former Xenogears developers.[7] Development began in March 1998 and lasted one and a half years.[11][13] Despite the PlayStation 2 being close to release, Square had opted to continue developing for the PlayStation due to its large audience.[14]
Rue's transformation mechanic, suggested and implemented by the battle designers, increased the team's workload as they needed to program all the monster forms he could use.[8] To counterbalance Rue's transformation skills, Sugimoto made Mint a magic user with a unique fighting style.[7] To avoid repetition, the team created "gimmicks" and alternate routes while preserving their goal of creating compelling gameplay in a 3D space.[15] The development was described by Sugimoto as having "many twists and turns", with the team avoiding many problems thanks to their extensive experience in 3D graphics.[11][12] Many team members worked overtime to complete the game, with incidents including staff sleeping in the office and motion designer Yuichi Kikuchi having nightmares about the characters.[16]
Watanabe was brought on half a year into development, writing the script based on Shimamoto's world design and taking over full creative duties "little by little" during development.[7] Originally Mint was going to be the sole protagonist as Sugimoto wanted to target a female audience, but then decided to broaden its potential demographic with two characters that would share graphical assets in their campaigns.[11] The cast was kept small to place greater focus on the characters.[8] Originally having only one scenario, Watanabe expanded the scenario into two parallel narratives with different endings, doubling his initial workload.[17] Rue's rivalry with Doll Master was in place before Watanabe joined, but Mint had very little planned aside from hunting treasure. Under Watanabe, Mint took on her current world-conquering ambitions, and Maya was added as a middle ground between the two protagonists. He also wrote alternate interactions depending on the current protagonist, reflecting how people might behave differently when talking to others. Sugimoto created several of the jokes, and later commented that Sato's camera work added to the atmosphere.[7]
Rue, Mint and Maya were designed by Tsutomu Terada, who also worked on promotional artwork. Tadahiro Usuda designed the supporting cast, while Hiroyuki Nagamine was monster designer.[18] Sugimoto had liked Terada and Usuda's artwork for Xenogears.[8] The art design of the game's world was described by map texture designer Koji Ichimura as "neither realistic nor anime".[19] Terada was involved at an early stage, with his designs persisting as the characters' personalities and roles changed.[20] Usuda felt that the in-game models for his designs looked better than his sketch versions.[21] In keeping with the overall tone, Nagamine's monster designs were mostly designed not to be scary, and characters were given were flamboyant and energetic animations.[22][23] Sugimoto created calculations where a character's eye sprites could focus on different preset lines of sight to add realism to cutscenes. Additional movements were hand-animated, such as the flowing cloth in a character's outfit.[7]
Music
[edit]The music was composed, arranged and produced by Junya Nakano, whose previous work at Square included Another Mind.[24][25] He began working on the soundtrack in September 1998, composing between forty and fifty songs and getting them into the game starting in March 1999. He created the score using a Roland SC-88Pro, as he had done with Another Mind, and drew inspiration from multiple other game projects and music albums when creating the score.[26] The music was composed to match both the lighter tone of the game's story, and the 3D design.[25] The first track Nakano composed was "The Mystery of East Heaven Kingdom", intended as a conversational piece. His final track, created as a late request by the staff, was the second boss theme. The game's main theme, which plays during the opening demo movie, was composed quickly as Sugimoto felt the intended track did not fit with its presentation. That track was repurposed into Mint's end credits theme.[26] Due to space limitations, some completed tracks were removed from the game.[25] The soundtrack remained one of Nakano's personal favorites out of his work.[27] The sound design was overseen by Hidenori Iwasaki. To match the aesthetic and narrative tone, Iwasaki made most of the sounds non-threatening and cartoonish, making an exception for the Doll Master. Much of the instrumental elements were taken from sound sample collections.[28]
A two-disc soundtrack album was published on November 20, 1999, by DigiCube.[29] The album was reissued by Square Enix on July 17, 2006.[30] Nakano attributed the reissue to fan demand over the seven years since the original album's release.[27] The theme "Battle" was included in the compilation album Square Enix Battle Tracks Vol.3 Square 1999〜2000.[31]
Release
[edit]The game was announced under its Japanese title Dewprism in May 1999.[32] It was released in Japan on October 14, 1999.[33] A strategy guide was published that same month by DigiCube.[34] Watanabe wrote a short story for inclusion in the guide.[10] DigiCube also released themed merchandise in the form of a printed T-shirt, a plush toy based on one of the game's enemies, and a telecassette cover illustrated by Terada.[35] The game was later re-released in Japan under the "Ultimate Hits" label on January 27, 2007, by Square Enix.[36]
A North American release was confirmed in July 1999 alongside Chrono Cross and Legend of Mana.[37] The game was published in North America on July 18, 2000, by Square Electronic Arts, a Western publishing house co-managed with Electronic Arts.[38][39] For its Western release, the title was changed from Dewprism to Threads of Fate.[1] The localization was led by Ryosuke Taketomi and Maki Yamane.[4]: 28 [40][41] An interactive game demo was packaged with early copies of Vagrant Story, featuring the beginning of the game up to the first boss.[42] Threads of Fate formed part of a campaign run by Square Electronic Arts dubbed "Summer of Adventure 2000", releasing PlayStation titles each month between May and September with special bonuses.[14][43]
Reception
[edit]| Aggregator | Score |
|---|---|
| GameRankings | 76%[44] |
| Publication | Score |
|---|---|
| Electronic Gaming Monthly | 6.17/10[45] |
| Famitsu | 34/40[46] |
| GamePro | |
| GameSpot | 7.9/10[48] |
| IGN | 7.7/10[49] |
| Next Generation | |
| Official U.S. PlayStation Magazine | |
| RPGamer | 6/10[6] |
| RPGFan | 77%[3] |
Threads of Fate sold over 111,000 units in Japan by the end of 1999.[52] Sugimoto noted that the game did not sell well, attributing this to competition from other major titles by both Square and other companies.[7]
The gameplay met with general praise.[6][45][46][51] Japanese gaming magazine Famitsu spoke positively of the gameplay's simplicity,[46] and Chris Baker of Official U.S. PlayStation Magazine cited it as one of the best action RPGs of the time after Brave Fencer Musashi.[50] GamePro found the combat enjoyable and simple, but criticized the targeting system and the "boring" level design.[47] The reviewers for Electronic Gaming Monthly all criticised a lack of gameplay depth.[45] GameSpot's Andrew Vestal praised the gameplay and variety between the two characters, but felt the game was too short.[48] David Smith, writing for IGN, cited the gameplay as simple yet enjoyable and the platforming elements as more challenging than frustrating.[49] Samuel Bass of Next Generation praised the gameplay and controls, though noted its fast pace might be off-putting to fans of Square's slower-paced RPG titles.[51] RPGFan writer Stahn Mahn enjoyed the gameplay despite its simple design.[3] Andrew Long of RPGamer felt the game was repetitive in its combat and character progression, including Rue's monster designs.[6] Critics had mixed opinions on the game's difficulty, and several reviewers found issues with the in-game camera and controls.[3][45][46][51]
Journalists generally liked the 3D graphics.[45][47] Famitsu praised the art design's quality,[46] while Bass lauded the real-time cutscenes.[51] The graphics were one of the few parts of the game which Electronic Gaming Monthly awarded praise.[45] Baker disliked the lack of unique environments between the two campaigns,[50] while Vestel positively described the graphics as "simple yet striking".[48] Smith noted the quality of character models compared to environments.[49] Mahn praised the 3D and aesthetic design, additionally lauding the character animation as some of the best on the platform.[3] Long positively noted the graphical style,[6] while GamePro felt the environments were less polished than the character models.[47]
The music and sound design saw mixed reactions.[47][49] Smith cited the music as good though not on the same level as other Square titles,[49] while Mahn was mixed on both the music and sound design.[3] Long praised the music as the game's standout element due to its unconventional style.[6] GamePro found the sound design poor and the music mostly underwhelming.[47]
The story also saw positive responses.[3][49][50] Baker noted that the story, while "a bit juvenile" in places, was complex and featured an excellent localization.[50] GamePro noted that Rue's story was engaging from the start, while Mint's had a more unique story as her character develops.[47] Vestel described the characters as the game's main strength, highlighting the localization as one of Square's better efforts.[48] Smith enjoyed the light-hearted storytelling and characters, and again praised the localization.[49] Bass praised the narrative's transformation from a simple opening to an epic ending.[51] Mahn described the two scenarios as "one of the highlights" of Threads of Fate.[3] Long faulted the localization for punctuation and spelling mistakes, but described the story as fun, if also simple.[6] However, Electronic Gaming Monthly felt that the story lacked interesting characters, and took too long to become interesting.[45]
Legacy
[edit]The director Sugimoto has stated that the game became a favourite both with Square fans, and staff within the company including Yoshinori Kitase and Yasumi Matsuno.[7] Sugimoto teased his ideas for a sequel in the game's ending, but became busy with mastering development on the PlayStation 2. Square rejected a sequel pitch in 2004, and the game market shifted away from home consoles by the mid-2010s. Sugimoto has expressed interest in returning for a sequel in 2015.[11] Watanabe highlighted Threads of Fate as giving him confidence writing female characters, informing his work on Yuna and Lightning from the Final Fantasy series.[7] Nakano attributed Threads of Fate with maturing his musical style, shaping the style he used in Final Fantasy X.[24]
Threads of Fate was re-released in Japan through PlayStation Network on June 23, 2010.[53] A North American PSN release followed on April 18, 2011.[54] Character outfits from Threads of Fate were featured in a 2016 collaboration with Square Enix's mobile game, Rampage Land Rankers.[55]
Notes
[edit]References
[edit]- ^ a b c d e f g h "Threads of Fate". PSM. No. 34. Future plc. June 2000. p. 83.
- ^ a b c Mielke, James (July 14, 1999). "First Impressions: Dew Prism". GameSpot. Archived from the original on November 17, 1999. Retrieved May 22, 2022.
- ^ a b c d e f g h i j k l m n Mahn, Stahn (June 22, 2002). "Review - Threads of Fate". RPGFan. Archived from the original on June 3, 2020.
- ^ a b c d e f g h i j Threads of Fate (Instruction manual) (North American PlayStation ed.). Square. July 18, 2000.
- ^ a b Vestal, Andrew (July 15, 1999). "Second Opinion: Dewprism". GameSpot. Archived from the original on November 17, 1999. Retrieved May 22, 2022.
- ^ a b c d e f g Long, Andrew (November 11, 2004). "Threads of Fate - Review". RPGamer. Retrieved May 22, 2022.
- ^ a b c d e f g h i j k l 20周年を迎えた『デュープリズム』を振り返る! 読者から届いたコメントに、開発陣からは喜びの声が─ファンが今できることも聞いてみた【インタビュー】. GameBusiness.jp (in Japanese). January 16, 2020. Archived from the original on August 14, 2022. Retrieved September 18, 2022.
- ^ a b c d e Lee, WooJin (September 2, 1999). "Dew Prism Interview". RPGFan. Archived from the original on November 27, 2017. Retrieved May 22, 2022.
- ^ a b c デュープリズム開発スタッフ (in Japanese). PlayOnline. Archived from the original on February 19, 2004. Retrieved September 18, 2022.
- ^ a b 著者、渡辺大祐氏にインタビュー. Famitsu (in Japanese). July 11, 2014. Archived from the original on July 11, 2014. Retrieved July 11, 2014.
- ^ a b c d e Fischetti, Jay (October 14, 2015). "Interview with Koji Sugimoto, Director of Threads of Fate". Gather Your Party. Archived from the original on October 15, 2015. Retrieved May 18, 2020.
- ^ a b Staff Comment - 杉本浩二 (in Japanese). PlayOnline. Archived from the original on February 20, 2004. Retrieved September 18, 2022.
- ^ Staff Comment - 島本誠 (in Japanese). PlayOnline. Archived from the original on February 20, 2004. Retrieved September 18, 2022.
- ^ a b Ahmed, Shahed (June 15, 2000). "Square/EA's Monthly Game Release Campaign". GameSpot. Archived from the original on April 30, 2004. Retrieved September 18, 2022.
- ^ Staff Comment - 藤井武夫 (in Japanese). PlayOnline. Archived from the original on October 15, 2003. Retrieved September 18, 2022.
- ^ Staff Comment - 菊地雄一 (in Japanese). PlayOnline. Archived from the original on February 20, 2004. Retrieved September 18, 2022.
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- ^ デザイン担当者によるイラストです。 (in Japanese). PlayOnline. Archived from the original on April 9, 2004. Retrieved September 18, 2022.
- ^ Staff Comment - 市村 孝二 (in Japanese). PlayOnline. Archived from the original on February 20, 2004. Retrieved September 18, 2022.
- ^ Staff Comment - 寺田努 (in Japanese). PlayOnline. Archived from the original on December 16, 2003. Retrieved September 18, 2022.
- ^ Staff Comment - 臼田忠泰 (in Japanese). PlayOnline. Archived from the original on February 20, 2004. Retrieved September 18, 2022.
- ^ Staff Comment - 長嶺裕幸 (in Japanese). PlayOnline. Archived from the original on February 20, 2004. Retrieved September 18, 2022.
- ^ Staff Comment - 神田 毅 (in Japanese). PlayOnline. Archived from the original on February 20, 2004. Retrieved September 18, 2022.
- ^ a b "Junya Nakano". RocketBaby. January 1, 2002. Archived from the original on February 28, 2003.
- ^ a b c Nakano, Junya (November 20, 1999). "Dewprism Original Soundtrack liner notes". (in Japanese) Digicube. SSCX-10036. Retrieved on September 18, 2022. Scans
- ^ a b 「デュープリズムは自身の成長期だった」作曲家・仲野順也に聞くデュープリズムの音楽世界【20周年記念インタビュー】. Penguin's Labo (in Japanese). October 14, 2019. Archived from the original on October 14, 2019. Retrieved September 18, 2022.
- ^ a b デュープリズム オリジナル・サウンドトラック - 仲野 順也. Square Enix (in Japanese). Archived from the original on October 14, 2007. Retrieved September 18, 2022.
- ^ Staff Comment - 岩崎 英則 (in Japanese). PlayOnline. Archived from the original on February 20, 2004. Retrieved September 18, 2022.
- ^ デュープリズム オリジナル・サウンドトラック. Oricon (in Japanese). Archived from the original on August 28, 2022. Retrieved September 18, 2022.
- ^ デュープリズム オリジナル・サウンドトラック. Square Enix (in Japanese). Archived from the original on January 16, 2021. Retrieved September 18, 2022.
- ^ Square Enix Battle Tracks Vol.3 Square 1999〜2000. Square Enix (in Japanese). Archived from the original on January 16, 2021. Retrieved September 18, 2022.
- ^ "Square's New 'Dew'". IGN. May 26, 1999. Archived from the original on May 22, 2006. Retrieved May 22, 2022.
- ^ デュープリズム. Square Enix (in Japanese). Archived from the original on October 6, 2013. Retrieved September 18, 2022.
- ^ スクウェア公式デュープリズム秘密の遺産攻略本 (in Japanese). 1999. Archived from the original on August 15, 2022. Retrieved September 18, 2022.
- ^ デュープリズム. Digicube. Archived from the original on March 11, 2000. Retrieved September 18, 2022.
- ^ スクウェア・エニックス、PS/PS2用7タイトルの廉価版を発売「FFX インターナショナル」や「デュープリズム」など. Game Watch Impress (in Japanese). November 15, 2006. Archived from the original on June 29, 2013. Retrieved September 18, 2022.
- ^ "Exclusive: Square Reels in 2000 With RPGs". IGN. July 13, 1999. Archived from the original on December 6, 2006. Retrieved September 18, 2022.
- ^ "Square Ships Threads of Fate For The PlayStation Game Console". Square. July 18, 2000. Archived from the original on February 4, 2003. Retrieved September 18, 2022.
- ^ 会社概要 [Company Profile] (in Japanese). Square. Archived from the original on June 3, 2000. Retrieved March 25, 2022.
- ^ "Chain of Memories: A Conversation with Amanda Katsurada". Square Haven. May 19, 2007. Archived from the original on July 30, 2007. Retrieved September 18, 2022.
- ^ "Final Fantasy IX character details". The Gaming Intelligence Agency. June 4, 2000. Archived from the original on April 1, 2022. Retrieved September 18, 2022.
- ^ "In Depth Look At Square's Demo CD". IGN. April 27, 2000. Archived from the original on January 21, 2015. Retrieved September 18, 2022.
- ^ "Square's Summer of Adventure 2000 Promotion". IGN. April 12, 2000. Archived from the original on June 3, 2020. Retrieved September 18, 2022.
- ^ "Threads of Fate for PlayStation". GameRankings. CBS Interactive. Archived from the original on December 5, 2019. Retrieved May 22, 2022.
- ^ a b c d e f g MacDonald, Mark; Boyer, Crispin; Smith, Shawn (August 2000). "Threads of Fate" (PDF). Electronic Gaming Monthly. No. 133. Ziff Davis. p. 151.
- ^ a b c d e デュープリズム. Famitsu (in Japanese). Archived from the original on June 27, 2013. Retrieved September 18, 2022.
- ^ a b c d e f g Star Dingo (August 2, 2000). "Threads of Fate Review for PlayStation on GamePro.com". GamePro. IDG Entertainment. Archived from the original on February 20, 2005. Retrieved January 1, 2016.
- ^ a b c d Vestal, Andrew (November 19, 1999). "Threads of Fate Review [JP Import]". GameSpot. Archived from the original on September 18, 2015. Retrieved January 1, 2016.
- ^ a b c d e f g Smith, David (July 18, 2000). "Threads of Fate". IGN. Archived from the original on June 20, 2016. Retrieved January 1, 2016.
- ^ a b c d e Baker, Chris (August 2000). "Review: Threads of Fate". Official U.S. PlayStation Magazine. No. 35. Ziff Davis Media. pp. 102–103.
- ^ a b c d e f Bass, Samuel (September 2000). "Threads of Fate". Next Generation. No. 69. Imagine Media. p. 108.
- ^ "1999年ゲームソフト年間売上TOP300" [1999 Game Software Annual Sales Top 300]. Famitsū Gēmu Hakusho 2005 ファミ通ゲーム白書2005 [Famitsu Game Whitebook 2005] (in Japanese). Tokyo: Enterbrain. May 13, 2005. p. 416. ISBN 4-7577-2307-5. Archived from the original on June 28, 2015.
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- ^ Duine, Erren Van (April 18, 2011). "Threads of Fate Coming to North American PSN Game Archives". RPG Site. Archived from the original on July 18, 2014. Retrieved September 18, 2022.
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External links
[edit]Threads of Fate
View on GrokipediaGameplay
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 Mint, 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 combos via repeated inputs, and executing special moves tied to character abilities. Controls are intuitive, using buttons for melee strikes (e.g., Square for swings or slaps), jumps (X), and ability activations (Triangle or Circle), allowing for agile positioning in 3D spaces.[7][8][9] Rue's combat revolves around his Arc Edge axe for primary melee 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.[10] 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 Tigre provides charging tackles for high-damage rushes.[8] These forms consume MP for special attacks (e.g., a Gudon's fire-breath costing 4 MP), and combos 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 HP and MP, enhancing endurance over time.[8][11][9] 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 fairy rings that mix colors and effects to produce dozens of spells, with around 34 usable variants.[12] Players acquire new ring colors by collecting them from key locations or characters (e.g., red 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 (red + normal for explosive projectiles) or healing (blue + hyper for the Energy Spring restorative). Magic is cast via a dedicated button, 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 melee focus.[13][11][7] 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 HP or MP mid-battle. There is no experience-based leveling system; instead, combat proficiency improves organically through usage, with bronze coins from foes enabling continues upon defeat to maintain momentum. Boss fights highlight the dual-hero dynamics, as the chosen protagonist 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 Nightmare (approximately 100 HP), demanding precise timing, positioning, and ability switches for victory. This structure ensures varied battle experiences without relying on post-combat rewards for progression.[8][13][11]Exploration and progression
Threads of Fate features a semi-open 3D 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.[14][15] 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.[14] 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.[15] 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 protagonist, Rue or Mint, leading to separate arcs with unique areas and objectives.[14][15] 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 world domination 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.[15] Players can switch between protagonists post-divergence to complete both arcs, unlocking a combined ending.[14] 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 climbing trees and walls in Carona Forest, while the Pollywog form provides floating to cross gaps, and the Gargoyle allows high jumps to ledges. One coin per type unlocks the transformation, with extras used for upgrades or items.[14][15][16] Mint, conversely, unlocks ring-based magic variants, such as Green Magic's Wave pattern to activate wind devices in Gamul Forest 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 magic.[14] 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.[15] Collection mechanics drive exploration without a traditional experience point 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 HP boosts at 5,000 G) or by accumulating damage in adventures.[14][15] Key relics include the Legendary Sword from Underground Ruins and Shield from Raging Mountains, which contribute to crafting powerful meals or accessing new areas, while items like Cannon Orbs (five required for flight) and the Brooch from Gamul Forest 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.[14]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, Mint, a banished princess with grand ambitions, seeks the Dewprism to conquer the world and settle scores with her sister Maya, who exiled her from their kingdom.[17][7] 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 Doll Master and his manipulative puppet army, alongside hints of deeper ancient evils connected to the relic's creation. These shared foundational elements establish a realm where fate intertwines with personal motivations, setting the stage for the characters' divergent paths.[17][7] Mid-game, the narratives branch into protagonist-specific arcs, each spanning roughly 10 hours of gameplay. 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 dragon Wylaf, blending exploration with character-driven conflicts that highlight individual growth and alliances.[17][7] The climaxes feature high-stakes confrontations against the Doll Master's forces and the relic's originator, the powerful Aeon 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 epilogue linking the tales. The narrative weaves themes of fate, profound loss, and redemption, offset by humorous, lighthearted moments that temper its emotional weight.[17][7]Protagonists
The dual protagonists of Threads of Fate are Rue and Mint, each offering distinct playstyles and perspectives in the game's action RPG framework.[18] Rue is a young orphan boy suffering from amnesia, 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.[15][18] His unique ability to transform into any monster he defeats allows him to adopt their forms and abilities in combat, integrating directly with the game's mechanics for versatile exploration and battles.[15] 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 character arc.[18][19] 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.[15][18] 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.[18] 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.[15][20]Antagonists
The primary antagonists include the Doll Master and Valen, whose manipulative and ancient presences contrast sharply with the protagonists' personal struggles. The Doll Master, also known as Ruecian, is a puppet-like villain 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 magician in the East Heaven Kingdom.[15][18] 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.[15] 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.[15][18] 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.[15]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.[18][19] Mel, often called Fancy Mel, is Mint's quirky companion and a comic relief 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 atelier.[15][18] Her wise and cautious traits provide inventive support and humorous interludes, often aiding with magical deciphering and energy solutions.[15] 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 aircraft, offering encouragement and crafting superior weaponry while displaying a romantic side.[15][18] His interactions with Rue and Mint foster alliances built on mutual respect and shared challenges in craftsmanship and combat.[15] 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.[15][18] Her relationship with Mint is defined by intense sibling rivalry, evolving from opposition to potential alliance amid family tensions.[18]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.[21] 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.[22][23] The initial concept positioned the game as a 3D action RPG prioritizing fun and accessible mechanics over intricate storytelling, drawing inspiration from the style of Brave Fencer Musashi.[23] This approach featured dual protagonists—Rue, a shape-shifting warrior, and Mint, a young magician—each with distinct abilities and parallel narratives, designed to appeal to a broader audience by offering varied playstyles.[24] The title was originally known as Dewprism in Japan, but was changed to Threads of Fate for Western markets to more clearly evoke the intertwined themes of destiny and relic-hunting central to the plot.[23][5] Production faced significant challenges due to a tight budget and compressed schedule of about 18 months, resulting in simplified combat and exploration mechanics to meet deadlines. The camera system proved particularly problematic, with issues in navigation and perspective persisting despite efforts to refine it during development, contributing to some of the game's occasionally awkward 3D traversal.[23] Despite these hurdles, the team committed to a fully polygonal 3D presentation without relying on pre-rendered cutscenes, aiming for immersive, real-time cinematic sequences.[25]Music
The soundtrack for Threads of Fate was composed and arranged by Junya Nakano, featuring 54 tracks that blend synthesized orchestral arrangements with electronic elements to create a whimsical, adventurous atmosphere suited to the game's lighthearted action RPG gameplay and dual-protagonist narratives.[26] Released alongside the game in 1999, the music emphasizes relaxing, ambient tones with tribal and nostalgic influences, particularly in exploration and town themes, while incorporating upbeat, cheery motifs for character-driven sequences and more intense battle cues.[27] This approach enhances the player's immersion in the world's sense of wonder, using subtle percussion and melody variations to underscore emotional arcs without overpowering the platforming and combat mechanics.[28] Prominent tracks highlight the game's contrasting storylines: "The Bond With Claire" serves as Rue's leitmotif, a melancholic piece with soothing, flute-like synths that evoke his quest for revival and loss; "Mint's Theme" contrasts with upbeat brass and rhythmic energy, reflecting her ambitious relic hunt and conquest-driven personality.[29] 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.[27] 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 gameplay feedback on the PlayStation hardware.[30] 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 album, Dewprism Original Soundtrack, was published in Japan by DigiCube on November 20, 1999 (catalog SSCX-10036), compiling all tracks in high-quality audio without vocal performances or English-localized elements.[26] A music selection variant followed in 2000, offering a curated subset of highlights.[31] 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.[32] 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.[33]Release
Original release
Threads of Fate, known in Japan as Dewprism, was initially released for the PlayStation on October 14, 1999, developed and published by Square Co., Ltd.[5][34] The game launched in a standard jewel case format, with an official strategy guide published separately by Square to accompany the title, providing detailed character introductions, system explanations, and magic lists.[35] Japanese advertisements highlighted the game's dual-protagonist narrative structure, featuring the stories of the amnesiac boy Rue and the willful girl Mint as they pursue a reality-altering relic called the Dewprism.[36] Initial sales in Japan were solid for a mid-tier Square RPG, reaching approximately 120,000 units by the end of its launch year.[37] The game was not released in Europe. 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.[2] 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.[38] 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.[39] Early sales performance in the West was modest, with an estimated 80,000 units sold in North America over the game's lifetime, hampered by its arrival late in the PlayStation's lifecycle and direct competition from high-profile titles like Final Fantasy IX, which launched just 11 days earlier.[37][40] Development delays from the Japanese version contributed to this staggered rollout, but the core experience remained intact across regions.[41]Digital re-releases
Threads of Fate was re-released digitally as a PSOne Classic on the PlayStation Network in Japan on June 23, 2010.[42] The North American digital version followed on April 19, 2011, allowing players to download and play the original PlayStation title on PS3, PSP, and PS Vita systems.[43] Prior to the PSN launch, a physical re-release under Square Enix's Ultimate Hits label became available in Japan on January 25, 2007, providing PS1 compatibility for PlayStation 3 users through backward compatibility.[44] The PSN version was priced at $5.99 USD and did not include trophies or specific enhancements like HD upscaling or native widescreen support.[43][45] As of November 2025, Threads of Fate has not received ports to modern consoles such as PlayStation 4, PlayStation 5, or Nintendo Switch, remaining accessible primarily through legacy PlayStation platforms and backward compatibility options.[2] This digital availability has helped preserve the game's accessibility for new and returning players without requiring physical media.[25]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 combat and transformation mechanics for Rue, contrasted with Mint's magic-based approach, were frequently highlighted as engaging elements that added variety to the action RPG formula.[9][39] GameSpot's Andrew Vestal scored the Japanese version 7.9 out of 10 in a November 1999 review, praising its eccentric character designs, sharp humorous dialogue, and striking 3D visuals with vibrant, well-textured environments that evoked a sense of wonder. 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 character's path.[9] 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 RPG progression, though the accessible mechanics made it appealing for a broad audience.[39] In Japan, where the game launched as Dewprism in October 1999, Famitsu 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 Final Fantasy VIII. Common praises across reviews emphasized the vibrant art style and seamless story-switching between protagonists, which created an engaging narrative flow.[7] The favorable buzz from these critiques contributed to strong initial sales in Japan, with approximately 120,000 units sold overall, but momentum faded in the West during its 2000 launch amid the PlayStation's declining market dominance and competition from PS2 titles.[46]Retrospective views
In the years following its initial release, Threads of Fate has garnered appreciation as an underrated action RPG, 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 RPG 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 character misunderstandings adding levity to the dual-protagonist stories of Rue and Mint, ultimately calling for a sequel to revive its tongue-in-cheek style in contemporary consoles. These views position the title as a cult favorite among Square enthusiasts, valued for its heartwarming character arcs rather than blockbuster scale.[17][47] Modern critiques often focus on its accessibility and emotional depth, evolving beyond original complaints about camera controls to acknowledge dated graphics 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 narrative [and] good comedy," while noting the colorful visuals and basic gameplay 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 YouTube 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 story and cast of characters" and "nearly flawless translation."[48][49] 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 2020s, 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.[50][51][52]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.[23] 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.[23] Composer Junya Nakano also carried over his whimsical, orchestral style to multiple Final Fantasy soundtracks, including contributions to Final Fantasy X.[23] 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 PlayStation, Threads of Fate helped bridge the company's shift from 2D sprite-based titles like Final Fantasy VII to more dynamic, real-time 3D environments in the late 1990s, influencing the evolution of the genre toward hybrid action elements.[23] Specific references to Threads of Fate appear in later works, notably a 2016 collaboration event with Square Enix's mobile RPG Rampage Land Rankers, which featured cameo outfits for characters Rue and Mint, along with exclusive quests drawing from the original game's lore.[53] The game's themes of intertwined destinies and relic-hunting adventures echoed in the Kingdom Hearts series, where writer Watanabe incorporated similar motifs of fate and personal growth across interconnected worlds.[23] Despite no official sequels or remakes, Threads of Fate inspired fan-driven projects, including the 2009 doujin game Duo Princess by the creators of Recettear: An Item Shop's Tale, which served as an unofficial spiritual successor with dual-heroine mechanics and light-hearted fantasy tropes. Fan interest in a remake 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.[23]Modern availability
As of November 2025, Threads of Fate is no longer available for digital purchase on the PlayStation Store, limiting primary access to physical copies of the original PlayStation disc, which can be obtained from second-hand retailers.[54][55] The PSN version, originally released as a PS1 Classic for PlayStation 3, PlayStation Vita, and PSP, is incompatible with modern consoles like the PS5, which lacks native backward compatibility for PS3 digital titles and does not include the game in its PS Plus Premium Classics catalog.[56] No official ports exist for PS4, PS5, Nintendo Switch, 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 4K and enhanced rendering options. The emulator's community maintains active development, addressing compatibility issues and enabling smooth performance on PCs, with documented gameplay demonstrating reliable execution even for titles with complex 3D environments.[57] 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.[58] 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.[59] 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.[60]References
- https://strategywiki.org/wiki/Threads_of_Fate
- https://strategywiki.org/wiki/Threads_of_Fate/Characters
