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[REVIEW] Phantasy Reverie, One year (and some change) on.

Started by SerialDreams, August 14, 2023, 12:39:59 PM

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SerialDreams

A modern remaster of the Klonoa games (especially the second, what with it being previously being PS2 exclusive) was something long sought after by us fans in the community. Now that I've had my hands on PRS, and played it here and there...

Well, I can't necessarily say it's bad, but for me at least it's kind of a let down. To make this easier, I'll break my issues down one at a time.

Before we get into it proper, though, I know there are mods that correct a few of the items that will be brought up.
However, those are third-party and accessible only to computer players. I am judging the duet pack for how it shipped.

Also. Minor Spoilers Ahead.

Pros
======

1) Accessibility
NAMCO went far and above to put this on every platform they could and make it as accessible to the new generations as possible. Especially prevalent for LV, which previously only existed for the Sony PlayStation 2 and was only made harder to get ahold of thanks to the game's general uncommon status and WATA Games' shenanigans driving up the prices of all vintage game software.

2) Proper DtP Klonoa
One of my biggest issues with the Wiimake that was correct quite wonderfully here was Klonoa himself.
I did not like one bit that they originally recycled the older, tween-teen Klonoa from LV in the Wiimake.
But PRS actually has a faithful representation of kid Klonoa

Cons
======

INCONSISTENT PHYSICS
----------------------------
One of my favorite parts of PRS also opens a hole into one of the most confounding development choices I've ever seen.
LV appears to use the same engine (albeit with modern amenities) as it did over 20 years ago.

But DtP appears to still use the Wiimake's engine. Why though, when LV is the better one?
At least I'm lead to believe it's a different engine because Klonoa's physics change between games.

Any old guard fan will know right off the bat that in both of the original Sony games, Klonoa builds momentum when he moves. So when you let off the D-Pad, he slides forward a few more steps (unless you cancel it with a jump or turning the other way).

Phantasy-LV still has this behavior, but DtP does not.
It feels kind of jarring and weird that the game's physics were not unified.

Compare this to Crash N.Sane Trilogy. I know the more weighted physics in N. Sane as compared to the original PS1 games was a point of contention for a lot of people, but at least it was a constant across all entries of N. Sane.

REDUNDANT HUD ELEMENTS
------------------------------
This one also bugs me to no end.
Throughout both DtP and LV, there special collectibles that unlock extra goodies usually post-endgame.

Across both games, though, the amount of special collectibles you have collected appears twice for some reason.
There's the original colorful displays that pop up when you first collect the collectible, and the other that's permanently under Hearts bar. It doesn't take up a lot of screen space, but it doesn't make sense to me why they would implement two visual counters for them.

BAD MUSIC LOOPS AND LACK OF POLISH
------------------------------------------------------
I noticed this especially in LV; and with it being the Klonoa game I mainly grew up with and love the most, it's unbearable. The original PS2 version 20 years ago was able to seamlessly loop the streamed music, I don't understand how for NAMCO, who as far as I have seen always put their best foot forward, weren't able to do this with the PRS release.

On top of that, the animations for the cutscenes still feel as sterile and lifeless as they did back then. Not mentioning that some animations (like Klonoa's mouth movements for his taunts, or his smile when fired out of the canons in LV) are completely absent.

The extra costumes are a cute addition, but the menu for toggling them is odd.
The screen caps they use to show all of the costumes don't line up with one another and the lighting varies for some reason. It feels very rudimentary. It makes me wish they would have just used the models themselves against a default backdrop.

COMPRESSED AUDIO
----------------------------
Why is DtP's audio not uncompressed?
NAMCO surely still has the original recordings before they were compressed to fit on the PS1 disc, yet they went with those compressed copies.
In a sense, it's kind of charming, but it also clashes with how every other sound effect is crisp and clear.
Especially though, it clashes with LV.

DIFFICULTY MODES
---------------------------
I like the idea of the difficulty system as a concept, but I remain steadfast that neither DtP nor LV need difficulties that are easier than how the original games shipped. Hard mode should also not be locked behind game completion

AESTHETIC
----------------------------
This one is more of personal gripe than anything.
I am not at all a fan of the vibrant colors, especially in the case of LV.
All the past Klonoa games have been colorful, but that colorfulness was always muted.
In my opinion, it gave the games a unique feel and, well, it's just easier on the eyes.
One thing in PRS that exasperates this vibrant colors issue is the often-times WAAAAY over-tuned Bloom and HDR effects.
It's not much of an issue on the PC releases where these effects can be toggled, but it feels garish on consoles.

======================
CONCLUSION
======================

By and large, I give it a 6.2/10.
As a final product it's playable, but I feel for fellow long standing fans it's a bit of a disappointment.

The overall lackluster and rushed quality makes me feel like PRS was made more to be a piecemeal to appease the existing fan base than to garner a larger one.

I can't really recommend it to PC users, since emulating any of the Klonoa games isn't all that resource-intensive. But if you're on a cheap desktop or laptop, PRS is probably the easier option.
"Wahii, rupurudu!" = "Okay, let's go!"

rapappa the pepper

a + Wahoo! for you, well at least you were fair with it, and, unlike me didn't just bash on it without bringing pros...

Well, long time no see.  :)
Is this a forum they forgot, or has the forum forgot them?
Hello, i'm, i guess a general artist, 3D modeller, 2D traditional illustrator, and some times make music. You can know more about me at my Neo Cities: https://rapthepep.neocities.org/

If you want me to work on a project of yours, contact me? Well, idk, maybe if i like it...

SerialDreams

Good to see you, too!  :D
It really has been a while since I last posted here.
"Wahii, rupurudu!" = "Okay, let's go!"

RAYDEN

All these points are just about spot on, the fans deserved better. Although I'm still thankful that Namco acknowledges that this is an IP they used to invest in.

They indeed probably saw the Crash and Spyro remasters, so they wanted to dig their own stake into a Klonoa remaster. Albeit this one was evidently handled with a lower budget.
Drink up, me 'earties, yo ho


SerialDreams

Amendment to CONS section, one thing I completely missed including:

While minor at best, I noticed while playing LV that Klonoa has none of the in-game mouth animations present in the original PS2 release such as when he taunts or is fired out of a cannon.
"Wahii, rupurudu!" = "Okay, let's go!"

SerialDreams

Revised as of 15 June 2025
PREAMBLE

Modern remasters revitalizing older games for new generations are long sought after by many communities.

Phantasy Reverie Series was a dream come true (pun not intended) for the veteran and newcomer fans of the Klonoa community. A double pack containing remastered versions of the series' seminal first and second main entries, Door to Phantomile and Lunatea's Veil; a release especially welcome for the latter.

For the last twenty years until PRS came along, Lunatea's Veil had been a PlayStation 2 exclusive. While typically a non-issue as a majority of older games are fairly easy to emulate, provided you have a gaming PC to power them, until about five years ago, emulating LV or any PS2 game was not as glamorous.

The dream-traveling rabbit's second outing during this time had many issues with missing graphics and effects on emulation, most notoriously being the fire effect seen in Volk City, but another being the shadows shrouding Ow-Gows (the large, three-mandible worm monsters that dwell in the caves of La-Lakoosha and suck Klonoa in if he gets too close). Meaning for the last two decades, the best way to reliably experience the world of Lunatea as intended by the developers was on it's home platform, a financially nonviable prospect as both the physical game itself and a PS2 to play it on have for years had only become more prohibitively expensive.

CRITICISMS

Inconsistent Player Physics

In the original DtP and LV, when coming to a stop after running for a while, Klonoa would maintain some of that momentum and slide to a stop.
Back in 2008, Namco released a remake of Door to Phantomile (simply titled Klonoa outside of Japan with a new typeface). This first attempt at revitalizing NAMCO's world of dreams brought few changes with it to make the game more accessible to a younger audience, like increasing the available hearts from 3 to 5; with each heart worth 2HP in the first game, makes 10HP.

More importantly to this review however, one gameplay change they made for the Wii had to do with a mechanic of the eponymous player character's physics.
In both the original DtP and LV, Klonoa gains a small amount of momentum after running for a while and when he stops, he continues to slide forward a small amount. Small as it is, that little sliding stop can cause the unwary player to slip and fall to their death from narrow platforms.
This mechanic was removed from the Wii version, as previously written, to make the game a little bit easier.
As the PRS version of DtP is directly based off of the Wii remake, this change persists.

In a most confounding decision, however, the PRS version of Lunatea's Veil still has the momentum.

Post-process Effects

PRS gives DtP and LV a very colorful and crisp facelift. This is both a benefit and detriment. By themselves, the aesthetics are pleasing to the eye. However, they are, in spots, completely overpowered by the overtuned and frankly garish Bloom and HDR effects.

A non-issue for computer players, as these effects can be toggled in the game's graphics settings, but no such luck for those on consoles.

Redundant HUD Elements

PRS features a new HUD standardized across both games with dream stones (the 'coins') and extra lives on the top right, and health and the collectibles (rescued villagers in DtP, Mometsuto Doll Bells in LV) on the to left.

In addition to the static collectibles display, the games also feature the original collectible UI graphics lovingly recreated in lossless HD which pop up whenever you collect one of said collectibles. It doesn't make sense to have two displays serving the same purpose.

Bad Music Loops

Amongst many qualities of the series, one often lauded are the game's soundtracks.
Many of DtP's and LV's levels feature two (or sometimes more) variants of the same track that play in different parts of the level (like indoor and outdoor variants) and the originals seamlessly transition between them as needed; moreover, as streamed music goes, the Wii remake and original LV also loop these tracks so seamlessly that one would think they were sequenced.

PRS' audio system, in that regard, is not nearly as robust. As I have more experience with LV than DtP, the seam in the music between the end and start of the loop is distractingly noticeable.

Rigid/Missing Animation

Of all the things that could have used sprucing up in PRS, the game's animations, both in-game and during cutscenes, are in desperate need.
Many of the cutscenes - e.g. at the end of level 1-2 from DtP which introduces the game's two main antagonists, Ghadius and Joka - are still as rigid and unpolished as they were in the original Wiimake.

LV suffers significantly less, as it had a bigger budget than the DtP's wii remake, but there are still some moments where it is hard to ignore. e.g. the cutscene at the end of the Maze of Memories. There's a moment where Klonoa switches poses in a very inorganic and robotic way. As if only the foundational animating was done.

Some of the small detail animations from the original LV are completely absent in the PRS version, namely Klonoa's dynamic expressions during gameplay such as when he taunts, or flies out of a canon.

Compressed Audio

Specific to DtP, the game uses a mixed bag of voiced audio. During cutscenes, the original compressed PS1 audio is used whereas during gameplay, the rerecorded grunts and yells from the Wii remake are used. On one hand, it's almost a little charming that they kept the cutscene audio exactly as it was on the PS1, but on the other, it's kind of distracting. NAMCO almost certainly has the uncompressed audio somewhere, as over twenty years ago, exclusively to Japan, they release DtP's complete soundtrack on compact disc with a few bonus tracks thrown in for fun; one of which being an SFX track containing uncompressed pickup sounds, but more importantly contained uncompressed recordings of some in-game lines from actresses Kumiko Watanabe and Fujiko Takimoto, who respectively voice Klonoa and and his friend Huepow.

Lackluster Extras

The novel features included in PRS is extra costumes for the dream traveling lagomoprh and an additional download for a digital art book, and that's about it.

CONCLUSION

While overall the package - on paper - is a reliable means for newcomers to experience the first two major adventures of NAMCO's dreaming bunny, the demonstrable rushed quality and lackluster quality will be disappointing and off-putting to both long time and newcomer fans. Most, if not all of the above criticisms can and have been addressed in unofficial patches and mods from the very dedicated community, however those can only be done on the PC.

More to the point, the purpose of this review is to judge the game how it shipped, not how it's been reshaped by the community.

All in all, it's a 6.2.
An unpolished, content anemic repackage that's just serviceable enough that I would regrettably recommend purchasing only at a discount.
"Wahii, rupurudu!" = "Okay, let's go!"

rapappa the pepper

Can you show me some of these supposed mods that fix the game?

Weird that PRS would be most ideal on PC, when you can already emulate both original DTP and L'sV just fine.
Is this a forum they forgot, or has the forum forgot them?
Hello, i'm, i guess a general artist, 3D modeller, 2D traditional illustrator, and some times make music. You can know more about me at my Neo Cities: https://rapthepep.neocities.org/

If you want me to work on a project of yours, contact me? Well, idk, maybe if i like it...

SerialDreams

Quote from: rapappa the pepper on June 16, 2025, 05:52:46 AMCan you show me some of these supposed mods that fix the game?

Weird that PRS would be most ideal on PC, when you can already emulate both original DTP and L'sV just fine.

The dynamic face animations from LV were being fan patched back in is one of the key ones I was referring to.
"Wahii, rupurudu!" = "Okay, let's go!"