Reviews from

in the past


been thinking lots about hard/challenging games and how i just absolutely don’t fuck w them and don’t see the point. i often find myself annoyed and abandoning scrimblo platformers for this very reason bc it’s not even smth where u can get better at learning how to use the mechanics like in most games,, w these types of games it comes completely down to reflexes that I just don’t have. but this is cool and chill and v forgiving,, more so about being in this games world and appreciating its vibes than most platformers. idk rlly appreciate a platformer that cares more about aesthetics + narrative than actual gameplay. rlly beautiful and pretty game ^_^ #kidcore #scrimblo

as for like idk the hate of this remake in comp to original game…..u hating from a cracked screen….aint u dizzy???? fr tho like idk ive played the first three levels of the original ps1 release and it’s def it’s own vibe and is v pretty but this has accessiblity options both by being easier and being readily available which is nice lol…
also idk i think this game has its own specific vibe that’s kinda diff from the original game,,, has a similar look + feel to balan lol sick that’s cool

klonoa is cute :3 i was sad at the ending ):

There is a novelty to the gimmick of grabbing enemies for double jumps or attacks, but it's ultimately quite a simple platformer with a rather uneven difficulty curve to its various challenges. The music is good and the character designs are cute.

I never played this game as a kid, but I KNOW i'd hate it.
IDK if its just this remake of the game or if it is the OG... but oh my god are the controls bad. The ability to grab enemies is so hit or miss (sometimes I stand right next to them and it doesn't work). The bosses are also hit or miss, with them either being extremely easy, or being hard AF. Also the latter levels (vision 5-2, 6-1, and 6-2) all feel too long and irritating to restart.

The music was great, the graphics were great, the first 2/3rd of the game was really fun for me. But the game kinda fell short in the end.

Klonoa is, frankly, about as good as platformers get.

The best way I can describe this game is that it’s earnest. It’s got so much heart and it radiates passion at every juncture. I can’t remember the last time I played something that felt like such a genuine labor of love.

The 2.5D style works extremely well, and in the remaster especially, environments are so beautiful and vibrant that you can’t help but grow to love Klonoa’s world. Your moveset is simple but effective - grabbing enemies with Wind Bullets and being able to use them to double jump opens up so many options for interesting level design.

But the highlight of Klonoa, really, is its narrative. Frankly, this is the perfect platformer story. It’s pretty common in this genre for stories to be an afterthought, but with Klonoa, this couldn’t be further from the truth. These poor kids are put through a lot, and it makes Klonoa’s determination and courage even in the face of overwhelming odds even more impactful. He’s such a charming, and again, earnest protagonist. There’s real stakes, depth, and even some darkness to Klonoa’s story in a way I didn’t expect - and it’s honestly just the perfect amount. Lightning in a bottle, frankly.

This boy’s story so clearly matters to the developers, and makes the adventure so fulfilling. A breath of fresh air in a genre dominated by the same plumber saving the same princess through the same worlds again and again.

My only gripes with Klonoa are with its difficulty. The remaster comes with two modes - Easy and Normal. Normal difficulty is perfect for a casual playthrough, being just the right amount of challenging, but the inclusion of Lives makes it problematic for a 100% run. I think lives are an outdated concept to begin with, but with so much to collect in Klonoa’s stages and often being forced to waste a life to retry a specific section for the right amount of crystals, having to restart the level so often feels punishing and soul-crushing. Easy mode does have infinite lives - so I’d recommend it for a 100% run and it did indeed alleviate many of these frustrations - but if we could have had Normal difficulty with infinite lives, then I really do think this would be a perfect game.

Klonoa: Door to Phantomile is probably my favorite platformer now. It’s so unbelievably earnest and it just makes it impossible not to fall in love with this dog-rabbit-cat boy and the world he lives in. The world matters. Klonoa himself matters. His journey, his growth, his losses, they all matter. And that’s why this game ends up having the best story I’ve ever seen in a platformer. Terribly underrated, and I cannot wait to play the second one. I really do hope that the remasters sell well enough that we finally receive a third mainline installment.

didn't really do much for me. i thought the platforming was generally pretty fun and the story was surprisingly emotional toward the end, but it didn't stick with me much otherwise.

Klonoa is a series I've been aware of ever since they remade Door to Phantomile and Lunatea's Veil for modern systems but it's a game that I've only just started getting into. Honestly, before I even knew what Klonoa was, I thought Klonoa was a Sonic character from a Sonic game I hadn't seen.

Klonoa: Door to Phantomile sees the young cat Klonoa and his friend Huepow travel to stop the Dark King, Ghadius from unleashing nightmares upon the world of Phantomile.

The world of Klonoa has an incredibly fun look to it. Full of bright colours and scenery elements that make you stop for a second to really take in what it is that you're looking at. Visually, the levels never feel boring.

The gameplay of Klonoa is pretty simple, but can still be tricky in certain levels. Aside from your basic platforming elements of running, jumping and the sorts, Klonoa has a magical Wind Ring which allows him to capture enemies. Klonoa can them use the enemies to double jump, use them as projectiles, and certain enemies can do special things, like be used as a helicopter. Using enemies as projectiles felt very reminiscent of Kirby, except I can't gain the enemy's power. The platforming, as simple as it may be, can be done in tricky ways, such as in the bonus level you obtain from collecting all 72 Phantomillians scattered through each stage. In this bonus level, there're many areas where you have to travel long distances by chain capturing enemies to make sure you don't fall to your doom, which requires good timing.

Klonoa's story is relatively simple. I didn't pay too much attention during my main playthrough, but I did go back and rewatch the cutscenes. I think simple stories are completely fine and can still be compelling and enjoyable when done correctly and Klonoa's story is just that. It is not the best story I've ever witnessed, but it is still fun at the end of the day and does have some really neat moments throughout.

The bosses of this game are all relatively fun, and like any game, only get harder as you progress. My favourite boss in Door to Phantomile is probably Joka, a loyal henchman of Ghadius. Each fight is relatively easy to figure out in how you beat them and how each phase of their fight works. I think in terms of difficulty, Ghadius was probably the hardest for me.

There were a couple levels I wasn't too fond of, mainly 6-1 and 6-2 which both levels just felt annoying and tedious to go through, which is a shame seeing as these levels are the final stretch of the game.

Overall, Door to Phantomile is a great, fun platforming experience that I think more people should definitely experience.