I have to agree with others; I enjoy when the art across multiple cards helps to tell a story (love the LTR Tepig, Pignite and Emboar for this reason).
I am also a huge (literally) Snorlax fan. Regrettably the card isn't as good as it needs to be in order to be competitive though given how things have been going I'm glad they didn't make it something so ridiculously broken that it becomes a problem. I've never accepted the idea that it is okay to make "bad" cards. Specialized cards? Sure. If one is worried about a promo (or other hard-to-get) card being "too good" because of lack of access, all that has to happen is that it be reprinted elsewhere in a more accessible form (preferably with different art so the difference is easy to see). Keeps it collectible but allows for it to be playable.
Running through things quick...
Stage: Basic - I really wish the designers would take advantage of how many Pokémon there are (and thus how long we often go without a particular card being printed) to just make older "Basics" with "Baby" forms into proper Basic=>Stage 1 Pokémon (and if there is a Stage 1 involved, bump it up to Stage 2 status).
Type: Colorless, of course.
HP: 120... why not 130? The "short" version is that video game Snorlax are big and when the larger variety of HP scores for the video games are compressed into the TCG, this should be one of the Pokémon that get maxed out.
Weakness: Fighting is appropriate but horribly dangerous. Unless rotation is supposed to nerf Fighting-Types, this will be one of the more dangerous Weaknesses to have outside of whatever flavor-of-the-expansion deck is currently popular. The Ability does keep a Lucario-EX/Muscle Band/Strong Energy open from scoring a OHKO against Snorlax, but by only 10 HP. Again, not saying Weakness should be a different Type, just that Fighting Weakness is pretty sick right now.
Resistance: None, but since Ghosts are part of a triple-video-game-Type conversion I can understand why.
Retreat Cost: [CCCC] is massive, but that is to be expected on a Snorlax. Still it would be nice if the rest of the card was good enough that such a burden was warranted in terms of game balance as well as flavor.
Ability: Seems good to me; it isn't something it has in the source material but the options the video games provide aren't so great by TCG standards.
Attack: Horrible - four Energy should easily yield 100 damage in the current metagame and that isn't enough to ensure something is competitive, just not "automatically bad". For one less Energy this attack would still be priced as three-for-80 isn't uncommon. Four for 50 (and sometimes for 80) is just awful. Also it doesn't feel overly "Snorlax" like.