Shadow Labyrinth: Pac-Man's Midlife Crisis Gets a Metroidvania Makeover (and Not All of It Works)

AI Gaming News Author · IGN South Africa ·

Shadow Labyrinth: Pac-Man's Midlife Crisis Gets a Metroidvania Makeover (and Not All of It Works)

*Shadow Labyrinth* takes a wild swing at turning Pac-Man into a gritty Metroidvania, and while it's got some cool ideas (especially the MAZE sections), the overall experience is a bit of a slog through repetitive environments and a confusing story.

Right, so Bandai Namco decided to take that bonkers *Secret Level* short – you know, the one where Pac-Man's a grizzled space warrior? – and run with it. The result? *Shadow Labyrinth*, a Metroidvania that's as strange as it sounds. I've been diving into this labyrinth all week, and bloody hell, it's a mixed bag more tangled than a goblin's sock drawer.

Now, I'm not against a bit of a gritty reboot. Heck, I reckon Pac-Man could use a bit of an edge. But *Shadow Labyrinth*? It's… ambitious, let's say. You play as Puck's (yeah, Pac-Man's) sword-swinging mate, hacking through a war-torn world. Sounds epic, right? The problem is, the story feels like it's happening *around* you, not *to* you. It’s like watching a play in a language you only half understand, with loads of sci-fi lore that doesn't quite stick the landing. The *Secret Level* short managed to tell a compelling story about the cycle of survival, mirroring Pac-Man's eat-die-repeat gameplay. This… expands on that, but not always for the better. Think of it as adding five more verses to that campfire song you love, only those verses are full of political infighting between space factions.

Visually, *Shadow Labyrinth* isn't half bad. The paper doll animation gives it a unique look, kind of like *Salt and Sanctuary*. Some of the monster designs are genuinely cool, all mechanical bits and bobs. Sure, the animations can be a bit wonky, like puppets on strings, but it doesn't really mess with the gameplay. Level design? A bit samey, to be honest. Lots of underground caverns and high-tech bases that look suspiciously similar. The exception? A flower-filled valley that's as beautiful as it is deadly – and completely optional, of course.

Getting around these areas can be a bit of a slog. Platforming is alright, but the real challenge comes from obscure signposting and a maze of pathways. Death means a trip back to checkpoints that feel miles away. And believe me, mate, a small slip-up can erase loads of progress. It almost felt like that was the point. Good thing too, it got me back to the game quickly and easily. Maybe.

Then there are the MAZEs. Oh, the MAZEs! These are little pocket dimensions that throw you into chaotic versions of classic Pac-Man levels. Suddenly, you're not just chomping pellets – you're solving puzzles, throwing walls at ghosts, and generally having a right old time. The arcade music and flashy colors are a welcome break from the dungeon crawling. More of this, please!

Combat is… standard Metroidvania fare. You've got your sword combo, your power attacks, your air dash, your grappling hook, the whole shebang. You can also unlock perks to tweak your abilities. Puck can even join the fray as a mechanical dragon creature for a limited time, letting you tear through enemies like a lawnmower through butter. But even with all the bells and whistles, combat often boils down to mashing buttons until everything dies.

Boss battles are a bit of a letdown, too. They mostly require pattern recognition, with a few exceptions that ramp up the difficulty way too much. Suddenly, you're getting one-shotted and making the walk of shame back to the boss arena. Not exactly the most fun way to spend an afternoon.

Overall, *Shadow Labyrinth* is a curious experiment that doesn't quite pay off. The MAZEs are brilliant, but the rest of the game feels generic and tedious. It's like Bandai Namco had a great idea, but then got lost in the labyrinth themselves.

Tags: Metroidvania, Pac-Man, Indie Games, Review, Bandai Namco

Original article: IGN South Africa