TGS 2008: Kaze no Klonoa: Door to Phantomile Hands-On

This cute and cheery PlayStation platformer heads to the Nintendo Wii.

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TOKYO--The Klonoa series began more than 10 years ago, but if you've never had a chance to play as the catlike character with long ears, Namco Bandai is bringing Klonoa: Door to Phantomile to the Nintendo Wii. We had the opportunity to stop by the Namco Bandai booth at the 2008 Tokyo Game Show and run through a few levels. We found that its traditional 2D platforming gameplay in a 3D environment is easy but highly enjoyable.

Explore pretty 3D places in a 2D sort of way.

We started off in the first level where we're introduced to Klonoa and his bubbly little blue friend. Enemies come in various forms, but you have to pull them toward you instead of jumping on them, which you are probably inclined to do. Holding the Wii Remote sideways, we used the 1 button to grab enemies and hold them above his head and then toss them later. You'll find yourself mostly jumping from platform to platform, using enemies to give you the extra boost when you toss them downward. The boost helps you jump higher so you can snag some hard-to-reach items. Klonoa's ears also help him glide, which will come in handy. Air currents and geysers will appear in different levels to move you to higher ground, and you'll encounter different types of enemies. Enemies that come after you with shields can't be grabbed unless you jump over them and grab them from behind.

You have a heart meter that lets you take a certain number of hits, but there are plenty of items around to collect, and the game progresses at a decent pace. As the level goes on, more concepts are explained to you, such as picking up an enemy and being able to throw it in any of four directions. Door to Phantomile is a linear platformer where you generally take a single path. However, the environments are in 3D, and you'll loop around hills and climb up steps of waterfalls so it doesn't feel like you're just moving from left to right.

The environment is bright and colorful, and the levels give off a fairy-tale feel. As linear as the game is, it feels as if you're exploring the world because it's so detailed, even though you're essentially stuck on one track. Klonoa: Door to Phantomile is scheduled to be released in Japan on December 4. We don't know if it will come to North America, but we will update you as soon as more information becomes available.

Discussion

9 comments
Zee666
Zee666

I sure hope it comes to europe!

AngstOverlord
AngstOverlord

As I cannot abide the Wii I really hope eventually Namco pushes out a PS2 port. It'd just be a shame to miss out on what looks like a decent remake of a classic. There was a straight port in NamCollection but it's not quite the same thing. I also hope they dropped the idea of 'updating' Klonoa for Western audiences. It was mulled around a few months ago and I never heard that it was resolved one way or the other.

Serbine
Serbine

The game look really good hopefully it will come out over here as well:D.

randomrings
randomrings

they probably won't cuz it's nintendo and namcobandai, both being pretty stupid lately. if it was an arcade game they probly would though

keyroon
keyroon

klonoa was an excellent game so i'm gonna have get it but i hope they bring it out for a reduced price due to it being a ps1 port.

Spektre41
Spektre41

Damn it Namco, don't leave us out to dry, we need games like this! Down with Shovelware! Praise Klonoa! (PS: Dear Capcom, please bring Tatsunoko vs. Capcom over)

randomrings
randomrings

oh ya know, not too excited since i sold all my ps1 games and this was only MY ABSOLUTE FAVORITE!!! this is amazing, i'm getting this one way or another and finally getting to that bonus stage (if they keep it in)

jmangafan
jmangafan

creepy_mike considering the PS2 version had the whole jibberish dialogue, I'm sure it shouldn't be a problem. That being said HELLS YEAH KLONOA!

creepy_mike
creepy_mike

Oh man, I loved this game back in the day. I just hope they DON'T add real voice acting. A graphical update makes sense, but the characters should all continue to speak in randomly generated syllables a la Minda. Can't wait!