Shadow Labyrinth is one of those games that probably doesn’t make a ton of sense when someone gives you the elevator pitch for the game, which essentially is putting Pac-Man into a Metroidvania. Of course Pac-Man has ventured outside of the confines of his 2D mazes a number of times, but a traditional 2D Metroidvania is certainly new stomping grounds for one of video games oldest mascots. Surprisingly though, it kind of works. It’s not my favorite when compared against the big guns of the genre, but if you’re looking for a budget title to waste some time with, Shadow Labyrinth might be worth a look.
At the onset of the game you’re introduced to the player character, an unnamed, shrouded swordsman with a mechanical arm, capable of wielding the ESP Sword, a powerful relic that also serves as your primary weapon throughout the game. You’re quickly introduced to Puck, a floating robot that suspiciously looks a lot like a 2.5D version of, you guessed it, Pac-Man.
One other primary purpose that Puck serves in Shadow Labyrinth is the ability for the player character to transform into mini-Puck. Throughout the game there are areas of the map that have rails you can touch and then instantly transform into mini-Puck, which alters Puck’s appearance slightly to be more in line with the traditional 2D Pac-Man that we all know and love. These sequences are usually pathways to hidden items or a way of creating shortcuts to prior areas of the map that have been explored. While on the rail you can still attack enemies like you normally would, but otherwise you are pretty defenseless, with only the ability to jump around on the rail in Puck form in order to dodge enemy attacks. Frankly, I’m not a fan of the controls in these sequences. How you make controlling a 2D Pac-Man feel bad is beyond me, but Shadow Labyrinth often does. It’s alleviated a bit by the ability to turn on a jump guideline of sorts, so when you need to make a precise jump from one rail to the next you’ll at least have an idea of where you’re going to land, but by and large I didn’t like these sequences one bit.
Besides the Pac-Man elements, the movement and combat in Shadow Labyrinth is about what you’d expect out of any Metroidvania. Controlling the “Swordsman”, you’ll be able to dash, dodge, perform basic attack strings, and then eventually gain the ability to parry, grapple and so on. The abilities are bog standard Metroidvania fare, and while the general controls feel good, there’s nothing about it that feels fresh or especially modern.
I was hopeful for Shadow Labyrinth when it was announced, but as I played the game a lot of that eroded over the hours and hours I spent with it. It’s not a bad game for sure, I’ve played far worse Metroidvania’s over the years, but it’s also not a great game, held back by some archaic design decisions, a mostly bland art design, and some frustrating control moments. There’s enjoyment to be had here, sure, but you really have to struggle through the low points in order to gleam out just a bit of fun from this one.
Sony and Bad Robot Games are working on a 4-player co-op shooter under the direction…
There's a very well-rounded selection of new Nintendo eShop titles, content and sales launching today/soon…
...and it’s backup he can rely on…unlike that sniveling worm Starscream!
I’m not looking forward to this game monopolizing my PlayStation recap in 2026…
Meet the ass-kicking female faith fighter set to launch alongside the Nightreign DLC later this…
Can Agent 47 make sure the real Slim Shady please stay dead?
This website uses cookies.