Threads of Fate

Reviewed by Marcus Webb & Elena Castillo ·

Square's late PS1 action-RPG with two protagonists sharing the same world with different motivations — treasure-hunter Rue seeking resurrection magic, princess Mint seeking world domination. Threads of Fate's dual narrative, real-time combat, and shape-shifting mechanic make it a distinctive Square alternative to Final Fantasy's dominance.

Threads of Fate box art

💡 Threads of Fate — Key Facts

  • Threads of Fate was developed by Square and published by Square Electronic Arts
  • Released in 2000 on PLAYSTATION
  • Genre: Action, Jrpg
  • We rate it 8.1/10 — highly recommended
  • Square's late PS1 action-RPG with two protagonists sharing the same world with different motivations — treasure-hunter Rue seeking resurrection magic, princess Mint seeking world domination. Threads of Fate's dual narrative, real-time combat, and shape-shifting mechanic make it a distinctive Square alternative to Final Fantasy's dominance.

Overview

Threads of Fate gives players two complete campaigns before the combined picture becomes clear. Rue’s serious quest and Mint’s comedic one share the same world, the same towns, many of the same locations — but they’re not the same story.

That dual structure was Square’s most interesting narrative experiment on PS1 outside their prestige titles, and most players who found it remember Mint more than Rue.

The Princess Problem

Mint is the more memorable character because her motivation is genuinely unusual for JRPG protagonists: she wants to take over the world. Not reluctantly, not as a means to some higher end — she’s a deposed princess who wants her throne back, and from there, ideally, everything else.

The game treats this seriously enough to drive a complete story and comedically enough that Mint’s megalomania is entertaining rather than villainous. She helps people along her quest when helping them happens to serve her interests. She’s more self-aware about her selfishness than most JRPG protagonists are about their altruism.

The Transformation System

Rue’s ability — absorbing defeated enemies to copy their form — is the mechanical hook that makes his campaign distinct. Different enemy forms change how Rue moves, what he can attack with, and what environmental puzzles become solvable.

The system asks players to pay attention to enemies they could otherwise ignore. A form collected in the first dungeon might be the solution to a puzzle in the fourth. Rue’s campaign is about what you’ve accumulated as much as where you are.

The Square Personality

Late PS1 Square had remarkable production capacity — they could put resources behind almost any project. Threads of Fate benefited from that: the character models, environments, and animation have the polish that Square applied consistently across their late-PS1 catalog.

What the production quality surrounds is a modest game. Neither campaign is long, neither story reaches for Final Fantasy depth. But Square’s polish on a modest game is still a very well-made game, and Mint is still one of gaming’s more entertainingly self-motivated protagonists.

Our Review

8.1
Excellent / 10
🎮
Gameplay
★★★★★
🎨
Graphics
★★★★★
🎵
Audio
★★★★★
🔄
Replay
★★★★★

Gameplay

Threads of Fate features two separate 6-8 hour campaigns: Rue (a gloomy treasure hunter who can transform into defeated enemies, copying their abilities) and Mint (an arrogant princess with wand magic attacks and a comedic self-interest motivation). Both characters traverse the same world, towns, and dungeons but with different story beats, different boss encounters, and different narrative revelations. Real-time combat uses light and heavy attacks with character-specific magic or transformation abilities. Rue's transformation system lets him copy enemy forms for different attacks and platforming solutions. Mint uses collected gems to power wand attacks and elemental magic.

Graphics

Threads of Fate has Square's characteristic late-PS1 production quality — colorful character models, detailed environment art, and the expressive character animation Square developed across their PS1 catalog.

Audio

Junya Nakano's soundtrack provides upbeat adventure accompaniment that matches the game's lighter tone. Character themes differentiate Rue's melancholy from Mint's self-important energy.

Replayability

Two complete campaigns with different stories, bosses, and narrative reveals require both plays for the complete picture. Rue's transformation collection and Mint's gem upgrade path both have completionist goals.

Historical Significance

Threads of Fate (2000) was Square's last major PS1 action-RPG before Final Fantasy X and the PS2 era. The dual-protagonist structure with genuinely different motivations — Rue's serious resurrection quest versus Mint's comedic megalomania — was an unusual narrative experiment for the genre. The game sold modestly and has remained a cult title rather than a celebrated entry, remembered primarily by Square completionists and action-RPG fans who appreciated its personality over its narrative depth.

Pros

  • + Dual campaign structure provides two complete stories in the same world
  • + Mint's comedic villain motivation is genuinely entertaining
  • + Rue's enemy transformation system creates variety
  • + Square's production quality at PS1 peak
  • + Accessible action combat for RPG-focused players

Cons

  • - Neither campaign is particularly long (~6-8 hours each)
  • - Story is relatively lightweight compared to Square's prestige titles
  • - Combat lacks depth compared to dedicated action games
  • - Square's obscure PS1 output — limited modern discussion

Also Known As

Dewprismデュープリズム

Threads of Fate FAQ

What are the two campaigns in Threads of Fate?
Threads of Fate has two separate 6-8 hour campaigns played from the same world's locations. Rue's campaign follows a gloomy treasure hunter searching for a relic that can resurrect a lost companion — his motivation is serious and personal. Mint's campaign follows a deposed princess who wants to collect relics to take over the world and reclaim her throne — her motivation is comedic megalomania. Both characters visit the same towns, dungeons, and meet the same NPCs, but story events differ significantly: bosses are different characters for each protagonist, narrative reveals come from different perspectives, and the endings are distinct. Playing both campaigns provides the complete story.
How does Rue's transformation ability work?
Rue can absorb defeated enemies by standing on their remains as they fade, copying their form. Each transformed enemy form provides different attacks, movement properties, and size characteristics. Some transformations provide small-enemy forms that fit through tight spaces; others provide large powerful forms for combat. Rue can store multiple transformations and switch between them. Certain dungeon puzzles require specific enemy forms to solve — platforms that only activate for small enemies, for instance. The system provides both combat variety and exploration utility, making enemy encounters relevant throughout the game for transformation collection.
Is Threads of Fate available on modern platforms?
Threads of Fate was released on PlayStation Network for PS3 and PS Vita, making it digitally accessible without the PS1 original. It is also available through PlayStation Plus Premium on PS4 and PS5. The game was released in Japan as Dewprism — the original Japanese title that Square changed for the Western release. Physical PS1 copies are commonly available at modest prices at retro game stores.
Is Threads of Fate connected to any other Square games?
Threads of Fate is a standalone game with no direct connection to other Square franchises. The title was developed by a team separate from the Final Fantasy, Dragon Quest, and Kingdom Hearts teams, making it genuinely independent Square IP rather than a franchise entry. The aesthetic — colorful, lighthearted, action-focused — is closer to Square's Legend of Mana than to Final Fantasy. Some players note similarities to Secret of Mana in art direction. The dual-protagonist structure where different motivations illuminate the same world is more unusual than any specific franchise comparison suggests.

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