Issue 13 of the Official UK PS2 Magazine, published November 2001, came with a demo disk containing a handful of levels from the then soon-to-be-released Klonoa 2. Playing this demo tens of times as a wean would be my only exposure to Klonoa 2 for nearly 23 years. Despite Klonoa 1 being a childhood favourite, and a formative cornerstone that had no doubt informed my tastes and passion for videogames; I only managed to get around to Klonoa 2 proper earlier today. I’d have gotten around to it sooner, were it not for the fact that Klonoa 2 was one of a few outlier cases of games that emulated horribly on PCSX2. Fugged to the nines until relatively recent revamps in compatibility were instated. Aptly enough, it was so surreal playing the levels from the demo once again - it all came flooding back like fleeting memories returning to me from a dream fighting to be recalled.

Soberingly, I don’t think I’m anywhere near as red hot on this game as I still am with Klonoa 1. Perhaps K2 had spent too long being gassed up, cooking and stirring in my head as an elusive cryptid. On many fundamental levels I think this is absolutely beautiful work. Demonstrating incredible emotional maturity in its final hours of the narrative representative of a slightly aged Klonoa, through heartfelt writing and vocal performances. A soundtrack brimming with disparate ideas and delivering them w/ confidence, grappling a wide array of influences and energies. For such an early PS2 game, these cutscenes are composited so brilliantly, giving characters illustrative frames to act in, staging the environments in striking ways… we still get things like this wrong!! I particularly love how the camera would move during boss fights, not only tracking the boss’ movements but also working to sell their scale and let them act on the stage! Incredible level design too, making great use of unique stage quirks to impose puzzle-like ordeals - the colour changing enemy was an enlightened addition. Klonoa 2 is the proud owner of an amazing final level, too - a true sum of all of it’s works with stellar level design, and thoughtful use of music and visuals.

I’m less keen on how weak a handful of the stages in the game are, both visually and in terms of level design. I’m even less keen on the repetition the game will impose on you, it’s not enough that they’ll re-use levels at certain points; you’d also need to run a few laps around some levels as you collect keys/activate elevators and such. It’s a bit more draining than it’s necessarily worth, in my humble, made worse due to the fact that levels in this game are wildly long and can be a bit plain. If I had to be brutally honest, I think Klonoa 1 does a better job at conceptualising its levels around its many disparate worlds, wrapping around and winding between the background geometry in a way that makes it all the more satisfying to explore. It would be nice if Klonoa himself had more of an active role in the story than an optimistic errand boy. It stands in stark contrast to the first Klonoa game where he’s incredibly emotionally invested in the proceedings, but I’m sure the plan here was to demonstrate that he’s an older and wiser character this time around, more clear on his Unico-like role in life and letting the world speak for itself. There’s tremendous merit to that and I can’t help but feel more of a relation to a Klonoa who isn’t thrashing out at the world when playtime is over, but I’m a theatre kid at heart I suppose oh god.

Admittedly I played Klonoa 2 in a bit of a goofy way, where I'd finish a level, and then skim a longplay of the same level from the 2022 remaster for comparison. I can only be honest here, but I think both of them have merit! The remaster fucks up the vibes in key locations with awful colour choices, blown out bloom and weird fullbright lighting. The level in sheer darkness, necessitating you to use a limited light resource to be able to see the geometry is ruined in the remaster because it’s already so well lit you don’t even need the light spirits! But I think the additions to the geometry and character models made in the remaster are really well considered, fleshing out the world enough for them to feel closer to realisation without diminishing their overt dream-like quality. My annoying brainwyrms are expertly trained to hate the aesthetic haemorrhaging that occurs from changes and concessions these remasters tend to make, but my ideal Klonoa 2 sits somewhere between the two versions..... (I want to know what the remaster changed the weird Full Metal Jacket cypher into)

Reviewed on Feb 28, 2024


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