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Posts Tagged ‘Square Electronic Arts’

Published: Thursday, July 15th, 2010

PS1 Review: Threads of Fate

In a world where aeons (err, [relics]) hold unimaginable power, a spoiled princess with a phobia of pumpkins and itch for world domination and a humble shape-shifter with modest intentions meet in a bumbling little town. As they race for Valen’s relic, the ultimate aeon, the two magically bestowed adventurers pummel thievish pirates, explore ancient ruins, and best a mighty dragon. Wrap two stories, one lighthearted and the other redemptive, in one action RPG/platformer, and Threads of Fate is born.

Japan recognizes Square’s sorely underplayed creation (released here in 2000) as Dewprism, a game drizzled with role-playing elements and rife with personality. Clocking in at around fifteen hours, Threads of Fate engages players in a satisfying romp through dungeons and other fantasy locales. After choosing between the magician-in-training Mint and Rue, a mysterious and driven young man, players arrive at the central hub of Carona, and from there embark on a linear path rich with humor.

Although Mint develops her magical prowess along the way, Rue can transform into the monsters he encounters. Simplistic, non-obtrusive puzzles guarding rare treasure, the heroes must implement a different approach to overcome the challenges embedded within the picturesque environments. Indeed, the graphics have lasted well past their shelf life. Vibrant colors fill the screen, and catchy music adds a fun flair.

Since Mint and Rue can take a generous amount of damage before calling it quits, the game’s design adapts quite flexibly to the player’s skill level, the battle system ensuring that players build their stats without grinding. For perfectionists, extra opportunities periodically surface to boost core stats.

While the manageable but limited number of areas, side quests, and characters creates a wholesome and easygoing mini RPG, the world ends up restricted with little reason to revisit places besides collecting a missed item or two. Although magic is intuitive, players will be hard-pressed to exploit the variety available. With the exception of the aforementioned in-game puzzles, enemies have relatively non-specific weaknesses, so magic goes to waste.

Any head-scratching moments that crop up subside quickly, but one wonders whether this is due to the tight world. For such a small town, Carona poorly utilizes its services: The tavern, church, and Hobbs’ shop justify a stark handful of visits combined, Marco’s shop is always understocked, and the rare item buyers curiously disappear when they’re most needed. With a short list of areas to investigate, players won’t be stuck for long.

Though streamlined and entertaining at first, eventually the story and dialogue begin to drag, restating the same old ideas. Nonetheless, the dynamic aned quirky characters interact wonderfully, every scene comes to life, and the consistently interesting bosses fight fair. Two quests means at least a moderate replay level, but with this game’s charm, you’ll want to bash pumpkins and play with cute Poppul Purrels all day long. 8/10