
Traversal is often a puzzle in Klonoa, and figuring out how to use your enemies to your advantage is always satisfying. Some enemies can be grabbed onto, launching you high into the air for a short amount of time. You can also throw enemies into each other some of them even explode, making it possible to chain together certain attacks and set off chain reactions. For example, picking up an enemy and then throwing it down towards the ground in midair allows you to double-jump, making it easier to reach higher ledges. This allows for all sorts of unique ways to interact with and traverse through the various dream-like worlds of these games. Instead, you pick them up or grab onto them. The main differentiator between Klonoa and other platformers is that you don’t jump or spin or attack enemies to defeat them. Almost every stage (or “Vision”, as their called in these games) introduced some new type of interesting mechanic or gimmick to overcome, and I was consistently surprised at how creative and engaging almost all these ideas were.

But perhaps most significant to me was that I’ve never experienced a platformer that plays quite like Klonoa.

There are a lot of factors that contributed to that, from the games’ adorable character design and vibrant, animated world, to their infectious soundtracks and (surprisingly) funny writing. Klonoa Phantasy Reverie Series marked my first time playing through these classic games, and perhaps the highest praise I can offer is that I was having copious amounts of fun at basically every second.
