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       Review:   
5th July 2002:
Klonoa: Empire of Dreams 
Can Namco's large-eared platforming mascot generate the same kind of hysteria that Mario does?
Posted by Marc Hull - - UK and Europe

Well, with Mario, Sonic and even Crash Bandicoot making their appearances on Nintendo's latest handheld, it was almost inevitable that Namco would do the same for their cute mascot character. However, like its PlayStation 2 counterpart, Klonoa leaves the action-orientated platform genre to the others and instead offers a more puzzle-based title.

The storyline revolves around an Emperor called Jillius who has contracted a strange illness that prevents him from dreaming. So, in typical dictator style, he takes out his shortcomings on some of his loyal subjects, forbidding anyone in the kingdom to dream. Unfortunately, someone forgot to tell Klonoa and his unusual imp friend, Huepow, about this new law, and so they promptly get arrested and sentenced to execution. However, before the fateful day arrives they agree on a deal with the Emperor, who will free them if they can defeat four monsters that are ravaging the Empire.

And so, Klonoa and Huepow set out on their adventure to rid the Empire of these evil beasts, but as you might expect they first have to travel across several levels before each boss showdown. The game's main map consists of five worlds; one for each monster and a final 'end of game boss' encounter, and upon selecting one you're taken to a neat semi-3D rotating map of the chosen land, which displays markers showing the available 'Visions' that have to be completed to progress.

Completing a Vision in Klonoa simply requires you to find a door and three stars to open it. However, it's not just a case of running around the level until you locate them; instead there are many barriers in your way that must be overcome by using some of Klonoa's moves. While he can run and jump like most other platforming characters, Klonoa's distinguishing feature is his ability to fire a 'wind bullet' which will grab onto nearby objects and pull them towards him (or pull him towards them, depending on which is stronger). By firing the wind bullet at enemies, you can grab hold of them and then throw them at other enemies to destroy them. However, more often than not it's better to hold onto the offending creature until you find a wall that's just too high to jump over, and then by double-tapping the jump button Klonoa will use the enemy to launch himself over the barrier.

Of course, the puzzle-based shenanigans don't stop there, since there are also doors that can only be opened by locating the correct key, 'Goomis' which are suspended in the air and can be used to swing from platform-to-platform, geysers that will blow you up to higher areas but not let you back down and blocks that can be picked up and moved to create steps allowing you to access some of the higher platforms in each level. However, while finding the three stars required to open the exit door isn't necessarily a difficult task, more accomplished players are asked to go back and collect all the dream stones scattered about each level. There are thirty of the little gems in each of the puzzle 'Visions', and collecting them will allow you to open up bonus levels where you don't have to solve puzzles, but instead just have to race across a level on a hoverboard or move through a level as the screen constantly advances behind you.

Graphically, Klonoa is no ugly game, although it doesn't take as much advantage of the GBA's power as other titles have done. While each Vision has some nice-looking parallax-scrolling backdrops, and even the rotating and scaling effects of the handheld are used in places, the foreground sometimes looks a bit empty and the levels are quite reminiscent of the block-based style of Game Boy Color games.

For sound, there are some nice tunes playing away in the background for each Vision, but nothing particularly memorable, and the effects played when you jump, shoot and get hit are also pretty standard for a platformer. With several Visions to each world, the game certainly can't be criticised for being short, however advancing through the game without collecting all the dream stones is pretty easy, so you can expect to complete the initial challenge within the first week. In terms of gameplay, though, many people might prefer Klonoa to some of the other platformers simply because of it's greater emphasis on skill and thought required to complete each of the levels, but for those wanting large boss fights and fast gameplay, something like Sonic Advance may be more up your street.

Overall, Klonoa is a neat and tidy platformer and puzzle game that should satisfy most gamers. However, you have to realise that you're not buying an fast-paced action title, nor something that will show off the GBA to the best of its ability. Instead, this is more of a game that's good to play when you've got a couple of hours to fill, which is really what handheld gaming's all about.

Marc Hull

 
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 Review Summary: 
Klonoa provides the Game Boy Advance with another accomplished platformer, but this time with a strong puzzle influence. Traditional platform fans may be put off by the slower pace of the game, but those wanting to kill some time will love digging into the many levels the game has to offer. Overall, a pretty good game.

 
 
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