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.: December 11, 1997.: March 13, 1998.: June 5, 1998Mode(s)Klonoa: Door to Phantomile is a developed and published by for the in 1997. The story follows Klonoa and his friend Huepow in their efforts to save the dream world of Phantomile from an evil spirit intent on turning it into a world of nightmares.
The player controls Klonoa through a perspective; the stages are rendered in three dimensions but the player moves along a 2D path. Klonoa can grab enemies and throw them as projectiles, or use them as a jump boost to navigate through the stages.The game was directed by, who conceptualized the setting as a dream world that could appeal to children and adults. The Klonoa character was designed early on and the environments and other characters were designed around him. Door to Phantomile received generally positive reviews, being praised for its clever platforming and impressive graphics and cutscenes. Some critics thought it lacked in gameplay innovations and was excessive in its.
In retrospect, it is considered one of the best 2.5D platformers and best PlayStation games. It spawned, including (2001) for the, and for the. Klonoa approaching an enemyKlonoa: Door to Phantomile is a. It is presented from a perspective; the environments are rendered in but the gameplay takes place on a 2D plane. The player moves the protagonist Klonoa along this path; he can run left and right, jump, and hover for a short period of time. The path may often curve, overlap itself, or branch into different directions.
Paths visible in the background may be traversed later in the stage.Klonoa can grab enemies using a large ring inhabited by his spirit friend Huepow. After grabbing an enemy, they are inflated in a similar manner to a balloon and the player can either throw them as a projectile weapon at other enemies, or use them as a springboard to perform a larger jump. Enemies can be thrown into the foreground or background as well as along the 2D plane. The stages are laced with obstacles that must be traversed by using a combination of these techniques.
Some stages end in fights which take place in circular 3D arenas or head-on against a 2D plane. Plot The game is set in Phantomile, a land fueled by dreams people have at night. A furry anthropomorphic animal named Klonoa has been having dreams about an airship crashing into a nearby mountain, and one day an airship does indeed crash into the mountain. Klonoa and his friend, a 'ring spirit' named Huepow, decide to investigate.
They find a dark spirit named Ghadius on the mountain searching for a magical moon pendant so he can turn Phantomile into a world of nightmares. Klonoa ventures back to town where his grandfather tells him that his grandmother knows about the pendant.Klonoa and Huepow travel to find his grandmother, who tells them that the pendant is at his grandfather's house. One of Ghadius' henchmen eavesdrops on the conversation, and ventures off to steal the pendant and kill his grandfather before Klonoa can arrive back. Klonoa eventually defeats Ghadius who unleashes a nightmarish beast known as Nahatomb as he dies. Huepow reveals himself to be a prince and helps Klonoa defeat Nahatomb and restore peace to Phantomile. After this final battle, Huepow explains that Klonoa actually came from another world and was given fake memories when summoned to Phantomile.
Klonoa is then sucked through a portal back to his own world.Development. Original concept of the main characterKlonoa: Door to Phantomile was developed by and directed by as his tenth project. Yoshizawa is known for having previously directed (1988) for the.
The idea for Door to Phantomile originated when Yoshizawa wanted to create a more cinematic game following his dissatisfaction with other developers not prioritizing story. The original concept was more serious and featured robots and an 'ancient ruins' motif.
The main character was a robot that would defeat enemies with spinning iron balls. This idea was dropped for a dreams motif and a more comical story. Yoshizawa established the dream concept because he was interested in exploring the idea of where dreams go when they are forgotten. He envisioned a world where these dreams could be collected and felt players could relate the setting to their own dreams and experiences. Namco felt that the game would appeal to a wide audience, thinking the -like aspects would be enjoyed by children and the emotional would be appreciated by adults. Lead designer Tsuyoshi Kobayashi conceptualized the fast-paced action gameplay. Originally the game used three buttons, but was reduced to two for quicker input and faster play.Klonoa and other characters were designed by Yoshihiko Arai.
The initial designs of Klonoa had a shadow-like design and the character was called 'Shady'. Arai felt that this design lacked color and dropped it. His next design had eyes and long ears, as he believed that a person's eyes and silhouette are their foremost features. He added a large hat and necklace to give him a childlike and mischievous quality. The character has features of a dog, cat, and rabbit but is not explicitly any particular animal. His hat features a design.
After Klonoa was designed, the setting and other characters were designed around him. Having now adopted a dreams theme, the enemies were designed as nightmarish. Klonoa and Huepow's movements in cinematics were based on data. Some of the cinematic animators acted out their own motion capture in addition to professional actors. Differences in the character movements can be spotted with a close eye, according to the developers. The cinematics were made with. The background music was the work of several different composers, each working on their stages independently.
Release The game was revealed at the 1997 trade fair with a video demonstration. In previews, both and compared the 2.5D gameplay to. Namco stated they hoped the cartoonish antics of Klonoa would appeal to children, their target demographic. The game was also presented at the 1997 with playable demos and an actor in a Klonoa costume. The game was published by Namco on December 11, 1997 in Japan.
The soundtrack was published by in February the following year. It was originally going to feature only a selection of songs because the entire score could not fit on a single disc. It was postponed so it could be upgraded to a two-disc set to fit the full score. Japan also received a based on the game, published by in March.
Namco published the game in North America on March 13, 1998, and it was published in Europe on June 5. It struggled to gain sales in North America.Door to Phantomile was included in a compilation of Namco games titled in July 2005. The Japanese exclusive compilation commemorated Namco's 50th anniversary and included five original PlayStation games by the company. It was also rereleased for Japanese mobile phones in July 2009, and as a downloadable on the in December 2011. Reception ReceptionAggregate scoreAggregatorScore87%Review scoresPublicationScore7/1030/408/.2/108.0/105/10MAN!AC87%Critics labeled Klonoa: Door to Phantomile as Namco's first notable 3D platformer and a bid for creating a. Called it 'one of the best side-scrollers in years'. Critics praised how the game built upon simple controls and maneuvers to create interesting gameplay.
Liked how the game's level design lent itself as a 'satisfying puzzle element' rather than just 'an exercise in platform skills.' IGN wrote that it was perhaps the best platformer on the market, and 'the first 2.5D platformer that makes use of classic 2D game elements without sacrificing the versatility of a 3D environment.' Critics praised the level design and diverse environments. Although well made, some argued that it was somewhat formulaic and lacked innovation.
Explained that 'it uses platforming mainstays to create a surprisingly pleasing, if generic, gaming experience.' Recommended it to fans of classic platformers.
Ulrich Steppberger of Man!ac praised the game, and only was critical of the games short length.The cinematics received praise, with Edge believing they rivaled some film. The in-game graphics and visual artistry were also commended for their quality. The game's was met with mixed reviews, some thought it was overly cute.
Complained about the character voices, and labeled the cuteness 'nausea' inducing. Others like Edge and Computer and Video Games appreciated the game's cute aspects.
Because of the game's cuteness, Game Revolution felt the game was geared towards children. They also believed the game was too difficult for young players while likewise too simple for more skillful gamers. Others agreed the game was too short and could have been more challenging. Did agree that the game appealed to younger players, but felt the game had a fair challenge and could appeal to those looking for a simple game.Namco was given a 'Best Character' award for Klonoa by the in Japan for 1997. The game was deemed the Platform Game of the Year for 1998 by videogames.com, which called it a ' and 'a triumph from an unexpected source.' Legacy Klonoa: Door to Phantomile is remembered for its blend of 2D gameplay and 3D visuals. Critics praised it for retaining classic side-scrolling gameplay while still acknowledging the industry's transition to 3D.
And ranked it as the 5th and 25th best PlayStation game of all-time respectively. Called it 'arguably the best platformer released for the PlayStation' and GameSpy called it the best 2.5D game ever and of the best platformers of its generation.The game spawned, including a direct sequel titled (2001) for the, as well as other titles for the. The original game was remade in 2008 for the, called in the West. The remake was developed with key members of the original development team, including director Yoshizawa. An film set in the same universe as Door to Phantomile was announced in 2016, and canceled in 2019.
While Namco probably couldn’t ask for a better mascot than Pac-Man when it comes to recognizability, he’s more of a character who represents their history rather than one capable of carrying things forward with personality and flexibility. However, Namco decided to take a crack at creating a new mascot to join him back during the fifth generation of console gaming, and that’s how Klonoa was born, a strange mix between a rabbit and a cat dressed like a kid but with a hat paying homage to Pac-Man. His platforming adventures were meant to resonate with kids and adults alike, but he never seemed to catch fire the way other mammalian mascots like Sonic the Hedgehog did, and based on Klonoa: Door to Phantomile at least, it wasn’t the game’s fault for his low popularity.Klonoa’s first adventure takes place in the dream world of Phantomile where he lives with his grandfather and spends his time playing with a Ring Spirit named Huepow. However, a dark being known as Ghadius invades this world of sweet dreams and aims to corrupt the dream energy in the Moon Kingdom so that Phantomile would become a land of nightmares. Naturally heroic, Klonoa chases after him to try and stop him and save the people who are being corrupted by Ghadius’s influence, but it’s really Joka who serves as Klonoa’s constant rival throughout, the jester-like creature being Ghadius’s faithful servant and the one to sic many of the monsters and corrupted denizens of Phantomile on Klonoa. This tale of dreams and fantasy creatures is an excellent fit for a light-hearted adventure, and many of the environments are vibrant and colorful to match, but the game does sometimes shift into some legitimately sad moments.
It won’t weigh down the entire tone of the game, but the threat Ghadius plans poses and the ramifications of his work are brought up and depicted enough to establish the stakes. The people of Phantomile speak an invented language that is captioned in text boxes, but even with this barrier to understanding them, Klonoa’s emotion can shine through during the many happy and triumphant moments as well as the few sadder stops along the way.The form Klonoa’s adventure takes is a sidescrolling platformer game, but it’s not truly a 2D or 3D game. Klonoa’s movements are locked to a 2D plane as he moves through the stages, but the environments are three-dimensional, meaning that while you don’t control his Z-axis movement, your path may wind out in any direction it so pleases.
This isn’t just a visual effect, this so-called 2.5D level design allowing for things like areas intersecting with each other or taking place adjacent to a different segment of the level, the player sometimes able to hop between intersecting paths or toss objects into the background or foreground. Throwing is the main tool of interaction in Klonoa: Door to Phantomile, as almost everything you do will revolve around the ring that Huepow powers for you. While Klonoa himself can jump and even do a brief flutter to move slightly further, the ring is what allows him to fight any foes he faces, the ring firing a wind bullet that will pull in certain foes and inflate them into an easily throwable orb shape. Defeating many enemies can be as simple as picking them up, but others may require you to toss another foe at them.
Your inflated foes are also perfect for throwing at switches to activate them and can even serve as a way to get more height by throwing them below you for a boost.Almost all of Klonoa: Door to Phantomile focuses on the use of inflated enemies for combat and platforming challenges. Much like in a Kirby game, this means that your reliance on foes means you have to approach them, the ring having a pretty short range for grabbing and inflating the enemy. When an enemy can’t be inflated, you’ll often have to avoid their attacks while grabbing weaker baddies and hurling them when the opportunity arises, but there are also smaller enemies that have defensive measures you need to overcome to grab them. Most of the time, enemies do become pretty uniform in their usefulness while grabbed save for a special type that explodes after a few seconds, but it is by mixing up the platforming design and enemy layouts that it continues to challenge this simple but universal mechanic. Because it is so important, the game even makes sure that any area that requires an enemy to overcome, even an area where you only need them to grab optional collectibles, will have replacement enemies appear if they’re needed to get past the obstacle and you wasted the one you were given. The game is more concerned about you overcoming the challenge than doing it on your first try, and as such it’s happy to make challenges that require you to move quickly or even jump repeatedly through the air by grabbing enemies mid jump to use as extra upward boosts. You do have a life bar and can die if you fall down pits so there is some tension in failing a challenge, but you’ll always have the resources you need to overcome them, allowing for some more complex tests of timing your throws right.The boss battles are a fairly good test of using your enemies to your advantage as well.
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The big bosses are always immune to being grabbed, so the game asks you to stay moving to avoid their attacks until you not only have a smaller enemy to grab, but the opportunity to hurl them at your foe to deal damage properly. Some are pretty simple to beat, but just like the levels, complexity gets layered on as you become more used to your throwing power so that these can serve as the combat highlights they’re meant to be. The levels mix up the main play to fairly good effect as well, although some gimmicks don’t work perfectly like waiting in a stage that shifts from day to night in a set pattern that changes which enemies and platforms are active. For the most part though, they continue to mix in new layouts for your ring jumping to work through that feel distinct.
In these stages are also optional prisoners you can free, these often placed behind slightly harder jumps and throwing puzzles as collecting them all can earn you a final challenging stage to play. The interplay of throwing enemies and using them for extra jumps gets a surprising amount of mileage throughout the game and the level design continues to throw new ideas for challenges at it, so while Klonoa: Door to Phantomile’s mechanics may be simple on paper, they have the satisfying sharpness in design that makes for an enjoyable platforming adventure.THE VERDICT: Klonoa: Door to Phantomile’s lighthearted but sometimes serious adventure in a land of dreams is an excellent platforming journey with a deceptively simple mechanic at its center. The ability to pick up enemies to use as projectiles or as jump assistance has a surprising amount of flexibility, the game happy to provide the enemies that allow you to tackle any challenge put before you while still making enemies a decent threat because you must get in close or overcome their defenses to snag them. You don’t ignore your foes since they’re what you need to throw, and this leads to a game that leads to constant consideration of the area before you as you must use one dangerous threat to overcome another, the simplicity of control keeping things clean and fun rather than frustrating or difficult.And so, I give Klonoa: Door to Phantomile for PlaystationA GREAT rating. Committing to the wind bullet as the core focus of every interaction in the game pays off well for Klonoa: Door to Phantomile.
While it can dip into a few level gimmicks that aren’t as focused due to their brief intersection with play, the throwing and grabbing of enemies is honed into a mechanic that fills the whole of the game quite well, the simple controls being tested by new level layouts and enemy types that don’t require more complex mechanics to be interesting encounters. With a story that’s trying to be a bit more than just a framework for the action supporting it, Klonoa: Door to Phantomile has a more pronounced identity that lets the game tie together into a neat package of enjoyable play and heart. Phantomile is a good fit for Klonoa in its design, and his skills are great for navigating it, making it come together into a fairly focused and well structured gaming adventure.Klonoa’s star has faded in more recent years, and while it’s hard to say why Klonoa never took off like Namco wanted since his first game was definitely successful design wise, sometimes things outside a game’s quality can kill off something promising. Whether it was minimal marketing or it was a matter of subjective character appeal, it’s a shame that Klonoa: Door to Phantomile didn’t quite get the love that it deserves. April 28, 2019 at 1:36 pm“Because it is so important, the game even makes sure that any area that requires an enemy to overcome, even an area where you only need them to grab optional collectibles, will have replacement enemies appear if they’re needed to overcome the obstacle and you wasted the one you were given.
The game is more concerned about you overcoming the challenge than doing it on your first try, and as such its happy to make challenges that require you to move quickly or even jump repeatedly through the air by grabbing enemies mid jump to use as extra upward boosts.”I know this is probably accidental due to it being a Patron Pick and therefore getting to cut in line of your review queue, but this totally reads like a subtle dig at Tobari and the Night of the Curious Moon, which got criticized for failing to have vital items respawn thus forcing level restarts if the player wasn’t careful. And it amuses me.