How come Klonoa has such tearful endings?Īt that time there were a lot of movie-like games were being made. I remember playing Klonoa on the PS1 and all the way at the end the game was very sad. Also there are secret areas to explore in Reverse Mode. When you play the game in reverse you may become flustered because everything is backwards. Actually, the Reverse Mode was made without many problems. For example, some enemy placement is different and the levels themselves a bit less rounded. The basic topography is based on the original but we improved some places we felt could be more playful. Also, while in development, we started to improve the controls to make the game play more comfortably.Īre the stages exactly the same as they were in the PS1 game? Did you have to change anything around to make the reverse levels more playable? It was nice to be able to bring a more fantastic three-dimensional world to life, especially the water transparency, the sunlight and shadow of the trees. However, in this remake, we were able to really create Klonoa’s world as we imagined it for the original version. The technical limitations of the original PlayStation version forced us to limit or remove any faraway background art by clipping it or creating a wall to block it out. What change are you most proud of? Were there any things that you wanted to do in the remake that you didn’t get to do such as adding new levels? As for the development team, we have gathered a great group of passionate Klonoa fans and I believe their love of the game shines through in the final product. Members of the original Klonoa Works team include me as the development producer, Mr. How much of the original Klonoa Works team participated in the remake? When did the team begin work on the project? He came from Bandai after the two companies merged in 2006 and expressed a desire to bring back Klonoa. Onozawa, vice president of NAMCO BANDAI Games. Klonoa is a product that is loved and supported by many enthusiastic fans. What made now the right time to reboot the Klonoa franchise? However, we wanted to respect the opinion of our sales team and compromised by letting Klonoa float for a few seconds by holding down the jump button. At first, the development team was opposed to the idea because the game would become imbalanced. When our sales team saw the character they asked if he could fly by flapping his overly large ears. We invited people from within our development department for character designs that fit the game’s nature and chose Klonoa. Hideo Yoshizawa, Director of Klonoa: First was the idea to inflate an enemy by shooting it and being able to carry it around to attack other enemies. How did you come up with concept for Klonoa as a character? In this interview Yoshizawa waxes about the ending’s metaphor, talks about a new feature for the North American version of Klonoa, and describes how Klonoa changed for the Wii. Personally, Klonoa is most memorable for its charming character and tear jerking ending. In the Wii version scheduled to come out here later this year Klonoa has been updated to a 3D model. Players explored 3D levels with a 2D sprite. The game is a platformer with a unique “twist”. Also includes a printed insert featuring archival artwork from the BANDAI NAMCO archives alongside new liner notes by Retronauts' Jeremy Parish.Klonoa made his first appearance on the PsOne over eleven years ago under the direction of Hideo Yoshizawa who also worked on the original Ninja Gaiden games. Klonoa: Door to Phantomile is available as a 2XLP set with new artwork by Drew Wise and pressed on onto clear vinyl.
KLONOA DOOR TO PHANTOMILE ART SERIES
The series remains notable and beloved for its 2.5D platforming style, its whimsical story and themes, and, of course, the phenomenal music. DISTRIBUTED TITLE : Fondly remembered by fans nearly 25 years after its original 1997 Japanese release, Klonoa: Door to Phantomile remains a landmark title in the PlayStation's vast library.