We're very glad to see Klonoa getting the revival treatment. He's an excellent, if under-appreciated, mascot style character. How does the Wii version differ from the port that appeared on the NamCollection in 2005?
Hideo Yoshizawa: I believe Klonoa is a product that is truly supported by its fans. I receive fan letters even today. NamCollection used the version released in 1997, but this new iteration is a re-master that fully uses the Wii functions.
This will single-handedly drive the price down on the extremely rare, original PlayStation version of the game. For collectors, this is good/bad news, depending on how you look at it, but for gamers who simply wanted to play this game all these years, it's a godsend. Are you happy to bring Klonoa back into the spotlight?
HY: The PlayStation version aimed to have the best technology and mechanics at that time, and I believed we accomplished that. We're happy that we are able to bring the world we imagined in the original version into the technology and mechanics that we have today.
Klonoa on PS1 was a rare platformer that innovated without being derivative of the Mario series, while also featuring solid new game mechanics. How much effort did you put in to creating something new, yet familiar so platformer fans would immediately enjoy this game?
HY: At that time, I believed controls that could be used both to move and attack would create a new gameplay element. Also, since a lot of action games followed Mario's example, I forbid the team from using those basic controls such as stepping on enemies. We were initially thinking of using three buttons for the controls: one to throw forward, one to place the enemy in front of the character and one to jump. However, the tempo was not as smooth as imagined. After a lot of trial and error, we decided upon the two button control scheme currently used for the game.
In the Wii version Klonoa gains a new whirlwind attack, which dizzies his enemies. How much does this alter the balance of the gameplay, and why was it added? Did you feel the original game was lacking something, or was it to give fans of the original something new to try?
HY: We were thinking of new Wii-specific motion control features to put in, but since the game balance of Klonoa was already fixed with the PlayStation version, putting in new features would destroy that game balance. Taking that into consideration, we ended up with Klonoa's whirlwind attack that will slow the enemies' speed. This new feature will help players who have difficulty responding timely to enemies.
The game's final level truly puts all of the skills you learned in the earlier levels to the test, and while it's challenging, it's never frustrating. You should be proud of having implemented such a gracious learning curve, considering you're responsible for the original hardcore action game, Ninja Gaiden.
HY: When I made Ninja Gaiden, the majority of our audience were only hardcore gamers, so difficult and challenging games were demanded. However, the gaming audience began to widen. Considering this change, Klonoa was aimed to become a game that can be enjoyed by a wide range of people. Even though there may be very difficult but fun placements of enemies scattered throughout, we tried not putting in too many challenging ideas that will stop the player's progression. In that sense, the difficult ideas that we couldn't put in the game are condensed in the extra vision that you will be able to play after clearing the main story.
The Reverse Mode, in which you play the levels in reverse, is an interesting idea. Is it a nod to Castlevania: Symphony of the Night, which featured a similar idea, and how hard was it getting it to work. Did you have to move some things around to get it right?
HY: What we basically did was to reverse all the data from left to right so it didn't take as much time as we had assumed. It was easy to create but it feels fresh and new when you play it.
One of the most surprising elements of Klonoa is that the ending is surprisingly bittersweet. I recall getting teary-eyed. What was your inspiration for taking this angle with the plot?
HY: I wanted to construct the story similar to a fairytale. If a child were to play this game, they would probably see it only as an adventure story, but an adult would understand the pain the characters are feeling. It takes on a different story depending on the age of the person experiencing it.
On that note, the follow-up Klonoas on WonderSwan, GBA, and PS2 seemed very lighthearted by comparison to the somber ending of the original Klonoa. Was this to move things more in line with Mario's ever cheerful vibe, to capture more consumers?
HY: Since WonderSwan and GBA versions were sub-stories, I made them into little stories that used dreams as a motif. Klonoa 2: Lunatea's Veil has a different story and maybe people who finished the original Klonoa noticed it. The ending of Lunatea's Veil used the original Klonoa's ending as the motif.
Klonoa Works: Does this team exist perpetually, creating Klonoa games, or does it disband occasionally to work on other stuff, and regroup when a new Klonoa game is desired?
HY: We regroup whenever desired.
While you guys have created a Klonoa-themed volleyball game (PS1), you've resisted the urge thus far of doing a kart-racer. Well done! Has that idea ever been proposed, and what other genres can you see Klonoa venturing into?
HY: It is a goal of mine to make a Klonoa game in several genres, but we have nothing planned as of now.
Will we ever see a port of the Klonoa game for WonderSwan in any form? Or were the GBA games close enough for your tastes?
HY: For now, we don't have anything planned, but I believe the WonderSwan version is a superb action puzzle game and I really want to remake it.
Will we ever see an all-new, next-gen Klonoa game? Does Namco's continued revival of the older games mean they're still supporting the franchise? Klonoa's game mechanics seem like it could lend itself to some Shadow of the Colossus-style vertical challenges.
HY: We currently don't have anything planned, but I'm hoping we will be able to come up with a new Klonoa game.