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The boss fights in particular usually take place on ring areas and the developers were truly creative with the use of 3D elements. It’s like a blend of the best elements between 2D and 3D games, and the level design benefits greatly from this. With some creativity you can reach these areas, and it’s always interesting to explore each level in new ways using this dimensional space. You’ll have paths that connect with one another but are not accessible due to the two dimensional movements of Klonoa. Once you pass the first few worlds the uses of space becomes even more creative. Also, foes will approach from the background or appear in front. Often times you’ll see items or enemies in the background that can be hit by throwing enemies that way. Elements from both the background and foreground both affect gameplay and in some very interesting ways. While you can only move left and right the singular plane generally swirls around the terrain as the camera follows.
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What pushes this game above the rest is are the 3D mechanics. Thankfully restorative items are scattered throughout each level and are generally easy to find. There are no real power-ups in this game, and Klonoa’s life is measured by three hearts located on the bottom of the screen, and these are depleted as you are touched or attacked by enemies. You cannot simply jump on your opponents heads and must rely on the grab and throw technique as your only means of dispatching foes. When carrying one of these enemies you can perform a double jump in mid-air by using them as leverage, and this mechanic is one of the most used across the entire game. They can be thrown left/right, downward, and even into the background. Every hero for this type of game needs a gimmick, and Klonoa’s is his ability to grab and carry enemies using his magical ring. You guide the mascot character through levels as you run from left to right jumping over chasms and fighting enemies. In general Klonoa: Door to Phantomile plays like most other side scrolling platform games. This game was clearly designed with children in mind which generally isn’t bad, but Namco took themselves too seriously here. I didn’t like this fact because the dialogue sequences are quite cheesy, and the spoken gibberish is offensive on the ears. Compared to most platforming titles this one puts much more emphasis on its story. All is not well, and it’s up to Klonoa to stop them.
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It turns out that an evil being named Ghadius along with several henchmen who are seeking out a magical pendant. Soon after an airship crashes into a nearby mountain, the two set out to investigate this strange occurrence. Upon removing it he meets, and quickly befriends a magical little ring spirit named Huepow. Living here is a cat/human boy hybrid named Klonoa who one day finds a golden ring sticking out of the ground.
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Klonoa takes place in a fantasy world called Phantomile which is based off of people’s dreams. Klonoa: Door to Phantomile might just be the best platformer across the entire console easily surpassing the likes of Crash Bandicoot and Spyro the Dragon. One such game, Klonoa, attempts to blend the second and third dimensional mechanics and does so better than any other similar title I’ve played. It’s unfortunate because for the most part these games hold up significantly better than the flashier releases of this era. We had excellent games such as Tomba, Astal, Mischief Makers and the like, but the problem is that most of them were completely overshadowed by the flashier three dimensional titles released in the same time period. The 2D platformer was, by all indications, a thing of the past with only a few devoted game companies still pushing the format. Most developers eagerly pushed their new games and old franchises alike into the 3D realm immediately following the launch of the 32/64-bit consoles.