Main game
3.90 average rating based on 148 ratings
hey
heeeeeey
this is cameron btw. i had a really fun time playing you all weekend. you were short and sweet and exemplified stellar 2.5D platforming fundamentals.
like, each of your levels had a unique theme. i've never played a platformer with a steampunk war themed level. really cool!! your story felt kind of unnecessary though.
anyway, lemme know if this is bugging u ur probably asleep lol
lemme know if you wanna hang this weekend
bye <3
My absolute favorite 2d platformer and ps2 game. I played and loved many games as a kid, looking back some were pretty decent, some were really fucking bad, but I played this as a fucking 10 year old and to this day It stills blows me the fuck off because of how good it was. just play it if you can. Fuck.
The second mainline Klonoa title is a refined and confident evolution of the original game’s 2.5D platforming formula, using the PlayStation 2’s power to create more dynamic and expressive environments. The signature grab-and-throw mechanic remains the core of the experience, encouraging precise timing and spatial awareness while keeping combat simple and accessible. Level design steadily introduces new ideas, from environmental hazards to gentle puzzle elements, ensuring the gameplay feels varied without becoming frustrating or overly complex. And complexity is definitely not one of it's strong points, it never was, and this title won't change your perspective on this, if you already disliked the previous entries to this franchise.
Visually, the game stands out with its vibrant color palette, smooth animations, and imaginative worlds that feel alive and whimsical. It is impressive how good the graphics are, even for today's standards when it comes to this genre specifically. Each stage is distinct, with strong visual themes that complement the mechanics introduced within them. And similar to something like Mario 64, each stage feels very unique, completely different from each other, the only exception is when you need to revisit some levels, which happens often in the story-line. The soundtrack further enhances …
The second mainline Klonoa title is a refined and confident evolution of the original game’s 2.5D platforming formula, using the PlayStation 2’s power to create more dynamic and expressive environments. The signature grab-and-throw mechanic remains the core of the experience, encouraging precise timing and spatial awareness while keeping combat simple and accessible. Level design steadily introduces new ideas, from environmental hazards to gentle puzzle elements, ensuring the gameplay feels varied without becoming frustrating or overly complex. And complexity is definitely not one of it's strong points, it never was, and this title won't change your perspective on this, if you already disliked the previous entries to this franchise.
Visually, the game stands out with its vibrant color palette, smooth animations, and imaginative worlds that feel alive and whimsical. It is impressive how good the graphics are, even for today's standards when it comes to this genre specifically. Each stage is distinct, with strong visual themes that complement the mechanics introduced within them. And similar to something like Mario 64, each stage feels very unique, completely different from each other, the only exception is when you need to revisit some levels, which happens often in the story-line. The soundtrack further enhances this atmosphere, blending playful melodies with more somber, emotional tracks that underscore key story moments and give the adventure a dreamlike quality, though I don't think they are as memorable as other franchises.
Beneath its cheerful exterior, it tells a surprisingly mature and emotional story. Themes of identity, responsibility, and sacrifice are woven naturally into the narrative, culminating in an ending that is often remembered as one of the most affecting in the platformer genre. And this is an unique trait of this franchise, every title that I've played so far takes the story to a very serious degree, while delivering an impactful ending, and this one is no different. One of my biggest problems with this game is the amount of cutscenes and dialogs, it has too many of them, and they are too long, which a lot of times hurt the pacing, especially since this is a platformer, and not a story-heavy kind of title. While the game is relatively short and on the easier side, this accessibility helps maintain a smooth pacing and makes it welcoming to people of all skill levels.
Though it does have some extra content in the form of challenges, but they are mostly recycled sections with added twists or rules to make them more difficult. Overall, this game is a heartfelt, creatively designed platformer that values atmosphere and emotional impact as much as mechanical polish. Though it never achieved the commercial success it deserved, its thoughtful design, memorable presentation, and emotional storytelling have cemented its status as a cult classic and one of the most underrated gems of the PlayStation 2 era. This is a must-play if you are a fan of platformers, as much as the other titles of this franchise. I recommend trying to play the re-releases for modern platforms, but I decided to play the original PS2 version.
Pros
Cons
Mi sono salvato dal giocarlo guardando il longplay, visto che l'originale mi ha lasciato l'amaro in bocca.
I played this back to back with 'Door to Phantomile' and I liked this one as well. Bringing new types of enemies, puzzles and stage variety, with some sort of snowboarding levels added, which I really enjoyed. It feels great controlling Klonoa and even if the move set is the same as in the first game, the formula still works and was entertaining enough to 100% this one as well, collecting all the Momett dolls for some unlockable goodies and extra levels. I think I might just check out the GBA releases too since I heard good things about them.
[3.4] / [5]
Pros:
-- Great example of a run'n'jump platformer with light puzzle elements
-- The art style is great and the music matches nicely
-- As per previous Klonoa games, the story is simple, but very endearing
Cons:
-- First half lulled a bit, even though the second half brought it home
-- Getting all of the collectibles is a bit steeper of a task than it might need to be for a game like this
-- Pretty much "more of the same" if you haven't enjoyed previous Klonoa games
Check out my full review at TheKlotzNet
Klonoa 2 innovates by adding 2 separate buttons whose sole purpose is to let Klonoa strike cool poses and do rad mid-air flips. Other games need to catch up!

Playing Klonoa 2 again. I needed to take a break from Dark Souls and Spelunky 2. I needed to play a game that loved me or at least didn't want me dead with every step.
It's been awhile since I've played the first Klonoa game, but I feel like the sequel adds some interesting mechanics that the first game didn't have. Fun puzzle/platformer so far, albeit a bit short.
The best Klonoa
No one would still be talking about Klonoa if it weren't for it's visuals.
When you have an easy platformer, and Klonoa is an extremely easy one, the visuals become absolutely essential to it's success. If I'm not concentrating on the jumps and timing the game needs to show the player something fun to look at, otherwise it's just boring.
The game's setting is a dream world which is used as a licence to throw you into a lot a of imaginative environments that manage to hit several different tones. There's the circus level which is exciting and festive and than slowly morphs into a goofy haunted house. There's the ominous and mysterious ruins, a more serious London-like level that's having bombs dropped on it. The most silly level is the surf boarding level that plays a ridiculous pop-song with nonsense lyrics (look up the soundtrack titled "stepping wind" on youtube. If something that silly and playful doesn't appeal to you this isn't your game). It maintains a cutesy vibe to everything up until the end where the final boss goes into JRPG melodrama which I thought was stupid.
The move-set for Klonoa is unique making …
The best Klonoa
No one would still be talking about Klonoa if it weren't for it's visuals.
When you have an easy platformer, and Klonoa is an extremely easy one, the visuals become absolutely essential to it's success. If I'm not concentrating on the jumps and timing the game needs to show the player something fun to look at, otherwise it's just boring.
The game's setting is a dream world which is used as a licence to throw you into a lot a of imaginative environments that manage to hit several different tones. There's the circus level which is exciting and festive and than slowly morphs into a goofy haunted house. There's the ominous and mysterious ruins, a more serious London-like level that's having bombs dropped on it. The most silly level is the surf boarding level that plays a ridiculous pop-song with nonsense lyrics (look up the soundtrack titled "stepping wind" on youtube. If something that silly and playful doesn't appeal to you this isn't your game). It maintains a cutesy vibe to everything up until the end where the final boss goes into JRPG melodrama which I thought was stupid.
The move-set for Klonoa is unique making it more of a distinct game than "cute easy platformer". You can grab enemies with his wind-ring and use them either to double-jump or throw them as a projectile (throwing them is often part of some of the game's frequent, mild puzzles). It's fun and mischievous using enemies against each other. There's sometimes some really unique platforming sections that involve catching an enemy, double jumping to another, and repeating the process, triple or even quadruple jumping. It's a great system but not fully pushed to it's limit because they rarely want to throw demanding screens at the player which is a real shame.
The level also flow really well and have that feeling where you want to run through it fast; which looking back. makes me think the game could have benefited from a dash mechanic.
What the game really needed to improve though was better collectibles. It's badly designed enough so I almost feel like subtracting another star. There are entire screens or platforming sections that exist soley for these dream stones and you'll find yourself in lots of situations where you have point in gathering them, making all these jumps and screens pointless. If you get 100 you get a 1up. Ok, that's fine. But since your counter resets to zero when you clear a level or die, that don't carry over to the next level like Mario's coins. So if you know you aren't going to get 100 before clearing the level, collecting them becomes pointless. Getting 80 does nothing. And once you get 100 in a level there's no reason to get more, as each level only has 150 (it does however give you some pointless unlock if you 100% a bunch of the levels). To add to it, unless you're someone who struggles with Kirby games, you'll find yourself not needing extra lives urgently. Which really makes those stone-collecting jumps and rooms just feel like empty space.