Threads of Fate

  • by Star Dingo
  • August 02, 2000 00:00 AM PST

Threads Of Fate doesn�t have the epic scope or grand complexity of a game like Final Fantasy or Legend Of Dragoon, but this platform-jumping action/RPG hybrid is still a satisfying little bedtime story.

Threads Of Fate doesn�t have the epic scope or grand complexity of a game like Final Fantasy or Legend Of Dragoon, but this platform-jumping action/RPG hybrid is still a satisfying little bedtime story.

Minty Fresh

If Squall and the FF8 gang had passed through the town of Carona in their travels, they probably would have just glanced around, shrugged and walked on through. With its simple story and single, sparsely populated town, Threads of Fate plays out like the tale of one of Final Fantasy�s incidental shopkeepers, � but don�t let the intimacy and quaintness dissuade you.

Threads Of Fate lets you take control of one of two characters, both of whom have wildly different stories, a handful of different levels and bosses, and one common goal. Shape-shifting Rue is the more instantly likeable of the two, and his noble tale is more engaging right from the get go. Magic-wielding Mint�s story is unique in that she�s totally unlikable right from the get-gostart. Her only goal throughout the game is world domination (an ambition to which most people respond, �That�s nice, dear.�) but her tale becomes much more engaging and rewarding the closer you get to the endgame. Neither tale is particularly long - roughly 15 hours per character) � but that�s OK. By the time the end credits roll, you�ve just about had your fill.

The character advancement system in Threads Of Fate is simple, but effective. As you hit enemies and use magic, your Max HP and MP increase quietly in the background, without any fanfare; there are very few items to buy, and absolutely no items to �use.� Advancement comes mostly through two wildly different and very well implemented methods - Mint�s wide arsenal of standard-issue RPG magic or Rue�s unique ability to change shape into the different creatures he collects - that make playing through the game as each character a totally different experience.

String Theory

Threads Of Fate is a game mostly about its people and less about its world, and the graphics � for better or worse � reflect that balance. The characters are big, colorful, and very wellvery -animatedwell animated. They all have plenty of personality, and the way they bounce and flop around makes them look like marionettes in some sort of wonderful PlayStation polygon puppet show. The locations, however, are much less impressive � most of the levels are boring to look at and blandly designed. The few puzzles are straightforward, and most of the levels boil down to �Go right, jump on platforms, repeat.�

The sound is nothing spectacular either; the battle sound effectsnoises are dull, uninspired, and repetitious whacks and thumps, and the music (except for Rod�s Seductive Spanish Guitar Song) lacks the splendor of Square�s other flagship role playing titles. The control isn�t as tweaked solid as it should be; Mint and Rue obey your analog commands just fine, but combo attacks feel awkward and loose, and your characters frequently �auto-target� creatures you don�t want them to. Jumps can be particularly frustrating, especially since the game frequently becomes a platform-jumpingleaping extravaganza.

Rue The Day

Threads of Fate doesn�t have the grandeur or balance of its Square predecessors, but it�s a focused and tightly written little tale about two totally different characters. It�s quick, colorful fluff, and it should be just enough to tide you over while waiting for your next Final Fantasy fix.

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