ROR: Klonoa Door to Phantomile (PS1 Vs. Wii)

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This video got me into Klonoa.

👍︎︎ 2 👤︎︎ u/Nitro_Indigo 📅︎︎ Aug 30 2018 🗫︎ replies
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pretty teens and welcome-back gentles and ladies men to another exciting episode of remake re-break i mix a paradigm gamer it's time to move on to a series I wanted to cover four years and something that many of you have probably never even heard of klonoa is a series that's never received that much attention from the gaming community for reasons we'll be discussing along the way while the advent of gaming content on YouTube has helped to give klonoa more exposure I still think this is one of the most underrated IPS in gaming and one that I'd love to see given another chance to that end I've decided to do a comprehensive marathon looking at every klonoa game released today yes even that one I'm leaving no stone unturned because I want to explain why klonoa is one of the best gaming IPS you've never played what better way to start them with a brand new episode of my fan favorite segments remake or ebrake in this segment I review the classics of the past to see how well they hold up today but the special emphasis on how well their subsequent ports remakes or re-releases improve upon the original experience for the first episode of this marathon we're going to be looking at a PlayStation gem called whanoa door to phantomile this ball sets we make for the Nintendo Wii that further ado this is door to phantomile remake a rear break before we get into the nitty gritty a short history lesson is in order you're all probably familiar with the company called bond I Namco formerly just Namco this Japanese gaming firm is behind such IPS as splatterhouse tales of mr. driller Tekken tower of druaga and even Dark Souls pac-man is probably the company's most recognizable IP frequently making cameo appearances in their other work in the late 1990s Namco's and talks to create a new game licensed often existing IP when those talks fell through the company commissioned the project's director Hadiya yoshizawa to create a new action platforming game with the resources see Han at the time 3d action games were all the rage but yoshizawa thought they were too complicated to play and felt traditional 2d game design was more accessible in the end Yoshizawa decided to compromise between 2d and 3d gameplay by combining them into a 2.5 D play style with an emphasis on using enemies to solve puzzles yoshizawa also wanted his project to be cinematic and story-driven believing other developers didn't prioritize these qualities enough originally the game was going to be relatively serious but it eventually evolved into something more lighthearted and comical the plot characters and settings were designed around a dream motif with the goal of making something that both children and adults could relate to the main character was designed by Yoshihiko Arai who at first unveiled a darker character named shady but was unsatisfied with it and went back to the drawing board the resulting character had long rabbit like here's a cat-like face a necklace and a giant hat with the retro pac-man symbol on it klonoa the dream traveler was born the game was released to Japanese audiences in 1997 and debuted in the West a few months later in 1998 door to phantomile was praised by critics as a fresh new take on the side-scrolling genre and received editor's choice awards from both GameSpot and imagine Games Network despite its critical success scored a phantom IO made only a decent dent in terms of finance selling approximately 180,000 copies worldwide as of February 2016 compared that to the seven point five eight million copies that crash bandicoot tua sold in that same time frame and you'll see why Namco is disappointed but Namco hadn't given up on klonoa just yet after the release of door to phantomile Namco gave klonoa his own Sonic Team equivalent lonoa works which went on to develop six more games in the early 2000s after the Japanese only release of klonoa Heroes in 2002 in a North American localization for Dream champ tournament in 2005 the klonoa franchise went dormant for six whole years as Namco lost financial interest in the series moved on to other projects but the dream travelers luck changed in 2005 when Namco merged with fellow Japanese electronics manufacturer Bondi the new corporate leadership stated a desire to bring klonoa back and so the firm commissioned yoshizawa to direct a remake of door to phantomile with developer pay on Yoshizawa felt that Clinton's character design was perhaps a little too 90s so I was asked to produce a redesign for the character named Koh bond I conducted a survey asking gamers whether they preferred the original design or the redesign when respondents overwhelmingly favored the original design the new design was scrapped klonoa door to phantomile was released for the Nintendo Wii in Japan in 2008 but was released under the title of just klonoa in the rest of the world that following year much like previous klonoa games the remake failed to make the financial impact that Bondi Namco is hoping for selling a meager 160,000 copies and that's a shame because to this day klonoa for the Nintendo Wii is the last clue Noah game ever released truly ironic that the very game which gave birth to an underrated series of games would ultimately spell its untimely end the plot of klonoa door to phantomile is actually quite substantial compared to most platforming games on the market looking at the Wii versions cover you'd expect something cutesy and light-hearted with the actual narrative being fairly minimalistic well some of that can be true at times door to phantomile story has a lot more going on than you might think let's start with a brief synopsis klonoa is a wind villager who lives in the windmill powered breeze gale he's best friends with the spirit named Hugh Poe who lives in the magic wind ring that klonoa discovered while walking in the woods one day one morning after waking up from a dream blighted by dark imagery 101 Hugh Poe observed a spaceship crash in a nearby bell hill and decide to investigate when they arrived they discovered that a dark spirit named gardius and his assistant joka have abducted luffy's diva from the mythical moon kingdom was able to rejuvenate the world the Phantom Isle by singing her song of rebirth with Lafitte's and goddesses custody evil forces and Nightmare energy are allowed to flow unchecked meaning that phantom Isle will gradually succumbed to darkness after defeating one of joker's monsters clone Owen Hugh Poe uncover a moon pendant which lapies hidden the belt for vent gardius from reaching the moon kingdom coño on Hugh Poe asked their caretaker grandpa for guidance and he requests that the duo travel a forelock forest to visit a tribal leader known as granny as someone well-versed in the legends of the Moon Kingdom granny is the only one who can help the duo put a stop to goddesses plans clone Owen Hugh Poe except departing breeze Gale for an adventure spanning phantom Isle and beyond so if he couldn't tell from the summary I just gave you this is a lot more complicated than your typical cutesy platformer and I didn't even get to the darker moments or any of the twists and turns to take place later in the game before we talk about some of those moments in the spoiler section I'd like to give my overall impressions of the story let's begin with the presentation door to phantomile conveys its story through your typical text-based cutscenes but also offers voice acting spoken in a fictional language called phantom island unlike the dinosaur language and starfox adventures which basically sounds like jumbled English with unmodified nouns this game's phantom island makes for a much more convincing fictional language seeing as it has its own syntax and grammatical structure another small design choice that pulls it all together is that the words appear in synchronization with the voices which allows you to connect the phantom island speech with the text on screen taken together this approach allows for expressive characters and somewhat dynamic cutscenes without the presentation suffering from the dated localization afflicting so many games of its time the worst thing I can say about these cutscenes is that the voices sound like they were recorded with a potato but since it's basically gibberish to begin with that doesn't really matter the game also makes use of a handful of CG cutscenes which are replaced with real-time cutscenes in the we remake the CG still looks pretty good if a bit pixelated but it's 240 iso you can only expect so much beyond the creative presentation one of the things that makes door to phantomile story so great is its cast of likable characters not all of them are as well developed or three-dimensional as say Luke phone Bob but each are appealing and likeable for their own reasons klonoa is our happy-go-lucky hero with a kind heart and a dedication to doing what's right you Poe is a supportive cutesy sidekick who actually turns out to be a plot important character joka is your laughably evil dragon character who starts off as an incompetent nemesis or klonoa but gradually becomes more unhinged as the game goes on beyond the main characters there are many side characters that may even rival those of the jak and daxter or Ratchet and Clank series from the love star blue the Mason to the absent-minded King seed off everyone leaves a mark on you in some way though we don't see as much of gardius in this game as i would have prefered he does come off as legitimately menacing and unlike your typical dark spirit character his motivations actually make some sense that are easy to sympathize with and then there are those twists I was talking about earlier ah spoiler alert I think the moment I realized that klonoa was something truly special was when I first saw this scene right here up to this point joka was a rather silly villain that was difficult to take seriously even when he was holding granny hostage but in this scene he destroys Clini was home and murders grandpa just to steal back the moon pendant that was when I realized that jokah was way more twisted than the game was initially letting on and then there's grandpa's death scene taking place immediately afterwards the fact that the scene has the emotional impact it does is a testament to the strength of the presentation here in klonoa scream and pain and sorrow over the death of his only family is legitimately heartbreaking but nothing beats that final scene in most games the ending is typically a pleasant one that ties up all the loose ends and leaves you feeling warm inside door to phantomile subverts this trope and the reveal surrounding klonoa on Hugh Poe are central to this the player is led to believe throughout the entire game that klonoa was born and raised in phantom Isle and that Hugh Poe has always been his friend for most of his life later it's revealed that Hugh Poe was secretly the prince of the Moon Kingdom and that he'd some klonoa the Phantom Isle in a bid to stop gardius to get klonoa on his side hugh poe planted memories in his head of their past friendship everything the player in klonoa were led to believe was a lie but over the course of the game you Poe grows remorseful of his actions develops a legitimate bond with klonoa who in turn comes to view Hugh Poe as a true friend when Hugh Poe confesses to his manipulation klonoa reacts with denial an emotional outrage but at that very moment the feast rejuvenates the world with her song a rebirth signaling the end of klonoa stay in the dream world of phantom Isle despite Hugh Poe's best efforts to preserve his friendship he is unable to overcome fate in klonoa sucked out a phantom Isle and returned to his homeworld in any other game this scenery and music would be happy and uplifting but in a twist of bitter irony door to phantomile makes it one of the saddest things you'll ever see in a video game sure you defeated the villain and won the day but you were unable to preserve the one thing that mattered most yeah I'll admit it I actually cried the first time I saw this ending overall the story in klonoa door to phantomile manages to walk a very fine line and appeal to gamers of all ages younger gamers can appreciate the game's light-hearted tone and humorous nature while adults can appreciate the memorable characters in the game's darker Saturn moments door to fade two miles plot is one that sticks with you after your first playthrough and one that you'll continue to appreciate in your second and third so what about the Wii version there are actually quite a few changes that are worth discussing here while the substance of the script is more or less the same there are a handful of Translational differences the developes is now the songstress lapies granny is now the chieftess and joka is now referred to as joker for some reason as a slight spoiler joka does appear in several other klonoa games so changing his name to Joker feels unnecessary another changes that rather than using a static text box that appears at the bottom of the screen dialog now appears in floating word balloons that change positions during cutscenes which coupled with the more dynamic camera angles allows for an overall more cinematic feel the biggest change the story presentation however is the addition of English voice acting despite what you might expect this new voice acting is actually pretty well done almost every character particularly Hugh Poe feels well cast and the delivery is strong and generally appealing the fact that characters are speaking in a language I can understand coupled with the more dynamic text box system makes for cutscenes that are overall more compelling than the original there's only one problem and unfortunately it's a big one klonoa is now voiced by Eric stead who does not fit the character at all for the most part every other character sounds more or less like the original Phantom Island voice actors but klonoa goes from a high-pitched cutesy voice to a grading pubescent one come on let's go it's something I got used to the longer I heard it but god damn could they really not have found something a little more familiar it's like listening to Kirk Thornton trying to voice Shadow the Hedgehog and sonic boom the rise of lyric despite Thorton being a great voice actor who's done some great work in other media I cringed every time I heard shadow speak in that game in err extent as klonoa makes me feel the exact same way I think it's safe to say that my brother Eric has a more fitting klonoa voice ouch that hurt I don't pay me enough to research it oh listen you have no proof that that just happened thankfully if you're hungry for something closer to the original the game does give you the option to play the game in phantom Island with klonoa once again voiced by Kimiko Watanabe the only drawback is that the text box are pasted with the English voice acting in mind so unlike the original the phantom island will synchronize with the words as they appear on screen this means that characters may only make a few noises and then leave you to watch the text box slowly catch up with what they're actually saying all things considered though that's a pretty minor complaint and one that I think most people would be willing to overlook overall the story and presentation of klonoa door to phantomile are excellent with the Wii version slightly improving things in some aspects let's move on to the aesthetics door to phantomile art design is pretty damn good if I do say so myself like most 3d platforming games of its time door to phantomile features fully rendered 3d environments with vibrant colorful textures and some great-looking level geometry in fact I dare say that beyond a handful of blocky looking assets here and there the geometry and door to phantomile still holds up decently today unlike the environments however the characters are represented with 2d sprites rather than 3d models for the most part they look pretty convincing by today's standards the game uses a specific shading technique to make sprites look more like 3d character models much like the recently released Mario and Luigi paper jam which keeps the sprites from clashing with the backgrounds the only time where I felt the illusion was shattered was when the game employed the use of larger enemies it looks like they just scaled the normal sized sprites to make them twice as big instead of giving them larger sprites with double the pixel density this only happens in a handful of instances but it's still jarring nonetheless the art direction is also fantastic the environments make use of familiar design cues but still manage to put their own spin on old tropes character designs are great too with each character looking visually distinct and memorable in their own ways surprisingly even someone like gardius fits right in with the cutesy ER characters in the game considering that Yoshizawa x' goal was to create a world that could appear in anyone's dreams the artists did an excellent designing the characters and locales of phantom Isle thanks to its cartoony aesthetic door to phantomile remains visually appealing to this day that being said let's move on to the we remake all the PlayStation original still holds up pretty well all things considered the Wii version looks significantly better it's actually a considerable improvement over the game's PlayStation 2 sequel klonoa to Luna taya's veil hell I dare say that klonoa is one of the best looking games on the Wii this game could almost pass for an early Xbox 360 or Playstation 3 title it looks so good it's every bit as bright and colorful as the original except with more detailed textures and smoother level geometry the character sprites from the original have been replaced with full character models which still look great even seven years later the animations are very well done to Hue bow could have used a few extra Poly's to round himself out but if that's the worst i can say about the character models that I think this remake is doing pretty well for itself what really seals the deal for me is the widescreen and progressive scan support which makes the game look great on an HDTV overall the Wii version is a major graphical improvement over the original and likely the remakes greatest strengths the soundtrack provides some great tunes to match the great visuals beyond a new musical treatment for the song of rebirth that plays between levels the soundtrack seems to be the same in both the PlayStation and Wii versions of the game door to phantomile actually has quite the girthy soundtrack considering the game's length with over 60 musical tracks to listen to over the course of the game and as surprising as it may sound almost every one of these tracks is actually quite memorable take Blu the Mason's theme for example by all accounts he's just some NPC happened to meet in the first vision but his team is actually one of the catchiest pieces in the game I can't even accurately describe what kind of music it is it's just fun to listen to that goes for all the other character themes as well Grandpa's theme is relaxing and comforting joka steam is sinister and over-the-top and Hugh posting fits the character in all of his baggage incredibly well and then there's the level music which actually has an impressive amount of variety a lot of it is your typical cutesy platformer music but as you get farther along in the game the music becomes darker and more atmospheric and tone the boss music is mostly techno which contrasts nicely with the main stage music and does a great job establishing an atmosphere of conflict and tension over all the soundtrack is just generally well composed and catchy fits well with what's happening on screen to tell you the truth it's actually something I don't mind listening to every once in a while while doing homework or writing scripts it's an incredibly underrated soundtrack so I'd recommend giving it a listen sometime if you haven't already and with that we can finally get into the gameplay as mentioned previously klonoa door to phantomile is a 2.5 D puzzle platforming game meaning that all the action takes place along a winding 2 e playing that snakes across 3d geometry if you've ever played kirby 64 the crystal shards for Nintendo 64 then you have a pretty good idea of how door to phantomile handles you take control of klonoa who is able to jump and flap his ears to hover for a short time not unlike Yoshi's flutter jump it doesn't give you nearly as much distance though so you're encouraged to use it as a way to jump slightly farther or to salvage poorly time jumps taking a page from American super mario brothers to a staple of canoas gameplay involves inflating enemies with his wind ring for use as a projectile attack what makes klonoa different from mario 2 is that he can also throw enemies into the background and foreground either to activate switches get items or attack enemies klonoa can also throw a captured enemy directly downward ball in midair which not only gives him an extra boost for platforming but also allows him to attack whatever is below him enemies in klonoa aren't just obstacles to get in your way they're tools critical to progression an ingenious twist on a genre that generally rewards players for brute force and memorization well it sounds like these simple mechanics would get staled pretty quickly they actually managed to stay interesting the whole way through thanks in part to the game short length door to phantomile can be finished in about three and a half hours which admittedly leaves me somewhat conflicted this would be a pretty good length for an early release Genesis or Super Nintendo game but by the time the PlayStation and n64 came out expectations had changed late Willy's Super Nintendo games set the bar for beefier games with save features in the onset of memory cards and fifth generation consoles only solidify this trend with some exceptions on the other hand door to phantomile still feels like it's at the right length for what it's trying to do most stages can be beaten in about six minutes or so which keeps the game from contracting freedom planet syndrome the game doesn't feel obligated to needlessly pad out the game player story to surpass some arbitrary length requirement and that's a design choice I can respect plus the game does have a reasonable amount of replay value and the short length prevents the simple mechanics from overstay their welcome another thing that keeps the mechanics interesting is the level design there are 12 lean levels in door to phantomile which are grouped into six visions of two stages each at the end of each vision you'll fight a boss and move on to the next one when you complete all of these stages you'll move on to the final vision and face the final boss what makes klonoa fairly unique from the likes of Mario Sonic or Donkey Kong is the emphasis on its puzzle elements unlike those games where you just have to keep moving along until you've reached the end lonoa forces the player to think more about the how of that progression because klonoa is reliant on enemies to hit most switches or reach higher platforms the game forces you to think about where you'll get the enemies where and how you'll use them and what enemies will throw and in what order the enemy design forces you to think about this too while all this might sound terribly complicated I think that if you were to play it for yourself you'd find that it's actually fairly intuitive I think that even younger gamers could pick up door to phantomile and finish it without too much hassle in fact if I had any criticisms of the puzzle elements it's that they're a little on the simple side compared to the sequels particularly to dream champ tournament but that's not necessarily a bad thing in fact I think it makes for two phantom I'll the perfect place for newbies to wean themselves onto the mechanics before moving on to the more complex sequels this observation also applies the difficulty which is very much on the easy side while the game does start off pretty simple and gets harder as you progress the game keeps you well-stocked on lives and gives you a health bar with six hits where he has most of the sequels only give you three hits it's not kirby levels of easy and it is possible to get a game over if you're not being careful but I think that most average skilled gamers will plow through this title without any issues honestly I have no problem with that I'd prefer a game be well designed and fun to play but a little too easy then have it be Nash your teeth frustrating and not fun to play because of it but that's just my opinion if you're someone who prefers more of a challenge in their platforming games you'll probably want to look elsewhere the bosses aren't really going to give you a run for your money either they're all fairly creative and unique each one involves a different strategy and they do help to shake things up every couple of stages or so still you'd be hard-pressed to die against most of them the last few bosses are a lot more aggressive and actually put up a fight better late than never I suppose overall the bosses are fairly decent but I think they could afford to be a little more challenging than they actually are if you're a completionist type collects having side objectives in your platformers then door to phantomile got you covered basically gardius is kidnapping in low fees has allowed nightmare energy to flow unchecked in phantom islands across the land have been captured in nightmare energy bubbles using enemies or as wind bullet klonoa can burst the bubbles and free the phantom islands from the nightmares there are six phantom islands in each stage while you should be able to find them all as long as you're vigilant some of them are pretty well hidden thankfully the levels in this game are fairly short so it doesn't take too long to find that one phantom island you happen to miss Luna tans Vale eat your heart out my only nitpick in this regard is that there are a few stages where things will branch off into several pathways without any sort of indication as to what's the way forward and what's just a side pathway this can make tracking down phantom islands somewhat more annoying than it has to be but at the very least there's nothing in the game preventing you from backtracking to the fork and taking the necessary path that's one of my gaming pet peeves right there where you accidentally miss something and you're not allowed to go back for it without restarting the stage thankfully door to phantomile isn't one of those games another thing that does kind of suck about the PlayStation version is that if you miss a phantom Island in a stage you're not allowed to replay that stage until after you beat the game at that point you unlock a world map and can select stages to find the phantom islands that you happen to miss not a huge deal but something that did bother me on my first playthrough the Wii version fixes this by giving you access to the world map from the beginning which I appreciate if he can save all the phantom islands and defeat the final boss you'll knock an extra vision which is actually a pretty good level featuring its own story overall I really like the Phantom island rescue side quest it gives you an incentive to poke your nose around the levels and see everything there is to see it isn't unnecessarily annoying and it leaves you well rewarded for your efforts that more or less covers the gameplay in the original game so it's time to talk about the remakes other additions for one thing the remake tweaks Clini was control slightly in most klonoa games klonoa z' wind bullet will only shoot about a foot or so in front of him which means you basically have to get right on top of enemies to grab them I never thought this was a huge problem with the original or the other klonoa titles but I did admittedly wish that klonoa z' wind rain had a little more range to it fortunately for me the we remake has tripled the range of Quinta's wind bullet to about three feet or so which makes picking up enemies feel a lot more comfortable in general apparently clínicas movement speed was also raised slightly an enemy hit boxes were enlarged but these changes don't really feel that noticeable to me one drawback that I did notice is that klonoa takes a little longer to face the background foreground which did caused me to miss targets every once in a while still it's nothing I couldn't get used to speaking of controls the Wii version supports several controller options including a sideways Wii Remote a Wii Remote Nunchuk a classic controller and even a GameCube controller I played the game using a game view controller and it made for an overall comfortable and responsive experience so you might be wondering if the remake does anything to increase the game's difficulty from the PlayStation 1 days well no it actually makes things even easier and that's mostly thanks to the fact that klonoa can now take 10 hits as opposed to 6 and no there's no difficulty setting I appreciate that the remake was trying to appeal to younger less experienced gamers but what reason was there not to include a harder difficulty setting well the game does actually have a reverse mode which you unlock after finishing the main game but unlike the mirror modes from Donkey Kong Country Returns or Mario Kart Wii Vanilla's reverse mode doesn't really make the game harder in any substantial way it's literally the exact same levels only flipped well that's not entirely true each reverse mode level does have a hidden vortex that will take you to a little challenge room but these are more frustrating than they are challenging look at this one from the forelock forest level what the hell am I supposed to do here I keep getting knocked and lava and dying instantly if you manage to beat the challenge room you'll win a gold medal the only thing is you don't get anything for getting them all beyond bragging rights so I don't see why I should be arsed to force myself through these challenge rooms I don't understand why the remake couldn't have had an actual hard mode of some kind or maybe another extra vision most of the other games in the series have at least two or three extra visions and it's not like this game was super long to begin with how hard could add a band to have added new levels beyond reverse mode there are a couple of other things you unlock for finishing the game first of all you get a costume viewer which allows you to change klonoa into his door to phantomile and Luna tail outfits as well as a couple of new ones it's a purely cosmetic change but I still appreciate the addition nonetheless the second addition is a Time Attack mode where you get to take on all the bosses and try to set a record similar to the mom at house in klonoa 2 it's something to do if you're bored but not exactly anything substantial the Wii version also adds a movie viewer which was great for helping me record phantom island versions of cutscenes finally you get a character viewer which lets you look at all the character models in the game that's kind of neat but not exactly earth-shattering I appreciate the efforts made to add new things to the original door to phantomile but they all range from somewhat neat to Annoying to simply unimpressive so remake a rebrand how does klonoa door to phantomile for the week compared to the PlayStation original overall I'd give this game a remake score it's a faithful rerelease that improves on the original experience and makes a good-faith effort to add new content the controls are also slightly better things the improved range of the wind bullet the graphics have been remade from scratch and look amazing and the story presentation has been refined in some ways the remake also gives you the option to play the game with English voice acting which is actually pretty good beyond casting Eric status klonoa and if you really hate the English voice acting that much just play the game in phantom island for pete's sake where the remake falls flat isn't it's attempts to add new content the costumes Time Attack movie viewer and character viewer are all ok but they're really nothing special either then there's the reverse mode which doesn't really do any anything new with the levels while the added challenge rooms are just frustrating the fact that the remake actually makes the game even easier without adding any higher difficulties is another shortcoming the greatest disappointment for me however is the lack of any new levels the original game was only 14 levels long there was absolutely no good reason why there couldn't have been another extra vision or something if the remake had included these things I wouldn't hesitate to bump it up to a replay score regardless klonoa for the Wii is an excellent remake and one that I would highly recommend to newcomers and fans of the series alike something that kind of surprised me is that there's a decent number of people out there who really don't care for this remake and while it certainly could have been better than it is I think many people exaggerate the quality difference between the Wii version and the original I get the impression that some klonoa fans have a very close relationship with the playstation door to phantomile and that years of playing it have given them a very specific subjective idea about what door to phantomile is and what it ought to be in the changes to the remake depart from that very specific subjective image I am NOT saying that it's wrong for people to prefer the original and for the record I played that version years before I even touch the remake but you've got to give credit to the remake where credit is due and recognize that not everybody has that same specific subjective impression of what this game ought to be I can't in good faith call klonoa for the Wii a bad remake it just does too many things right but what about klonoa door to phantomile in general overall it's an excellent gem for the PlayStation in Wii libraries and one that I would highly recommend to fans of the puzzle and platforming genres the story is great and surprisingly substantial featuring a cast of likable characters a number of twists and turns and a handful of darker sadder moments that adults will appreciate the graphics are still appealing today but the Wii version standing out is one of the best looking games in the system the soundtrack is phenomenal but the wide assortment of varied and memorable tracks the gameplay puts a welcomed puzzle spent on the familiar side scrolling formula making you some simple but surprisingly deep mechanics to craft a unique platforming experience that I really don't think you can get anywhere else sure the game is fairly easy in the early Buy are pushovers but I enjoy the overall experience too much to really care about those things if what you've seen in the footage interests you I'd suggest checking the game out for yourself which version what I recommend it's tough to decide on one hand the original is an impressive unique experience for the PlayStation and one that fans of the system should definitely check out on the other hand the we remake is demonstrably superior to the original and several aspects despite a handful of shortcomings I'd say that if you were to get only one version of klonoa door to phantomile get the reaming at the same time I can honestly recommend both versions to anyone with the cash to spare if you're going to get the ps1 version I'd recommend getting it off PSN for your PSP Vita and ps3 if you try to buy an original disc copy it's going to cost you a pretty penny and it's really not worth it for a game you can beat in three and a half hours and that pretty much covers klonoa door to phantomile join me next time for the second game in the series lonoa moonlight museum for the bondi wonderswan until next time I am EXO paradigm gamer and I hope you enjoyed the review Oh Oh Oh Hey Mindy's here since they say they'd be all right listen you don't get high on your fate like them take that Eric
Info
Channel: ExoParadigmGamer
Views: 133,293
Rating: 4.894031 out of 5
Keywords: ExoParadigmGamer, Video Games, Mistertitanic, Game Mavericks, Review, Let's Play, EPG, Remake or Rebreak, ROR, Unversed Cast, Klonoa, Klonoa: Door to Phantomile, Klonoa 2: Lunatea's Veil, Klonoa: Empire of Dreams, Klonoa 2: Dream Champ Tournament, Klonoa: Moonlight Museum, Klonoa Beach Volleyball, Klonoa Heroes, Densetsu no Star Medal
Id: L_TPYRZf-oE
Channel Id: undefined
Length: 33min 35sec (2015 seconds)
Published: Mon Apr 11 2016
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