logo
#

Latest news with #Metroidvania

Shadow Labyrinth review - Pac-Man meets Metroid
Shadow Labyrinth review - Pac-Man meets Metroid

Metro

time5 days ago

  • Entertainment
  • Metro

Shadow Labyrinth review - Pac-Man meets Metroid

The Pac-Man episode of Amazon Prime show Secret Level is the inspiration for this strange new Metroidvania and its peculiar mix of influences. 2025 has so far been a good year for weird games, with plenty of unlikely oddities, including one featuring a boy stuck in a permanent T-pose and whose best friend is a singing giraffe, and the latest from Hideo Kojima where you take orders from a talking shop mannequin and fight ghosts by flinging a boomerang soaked in your own blood at them. It may seem a cliché but most of the strangest video games are made in Japan; those two certainly and so is this: a grim and gritty 2D Metroidvania that's also a secret Pac-Man game. As bizarre as that idea is it's worryingly reminiscent of Bomberman: Act Zero on the original Xbox, which reimagined the colourful party game as a dystopian nightmare and became infamous as one of the worst video games ever made. Shadow Labyrinth is nowhere near that bad, but then it's not actually that gritty either. It's inspired by a 10 minute episode of Amazon Prime Video show Secret Level, which reimagined Pac-Man as a sci-fi story about a starfighter pilot crash landing on an alien world and being manipulated by a malign Pac-Man. We haven't seen it, but we hope it was better than the game tie-in. Before we learned of the Amazon connection, we assumed the game had been inspired by the famous The Madness of Mission 6 fan art for Pac-Man, which you've probably seen on a T-shirt or two, if you've ever been to any kind of video game convention or similar event. That almost certainly would've been a lot more interesting than the vapid, cliché ridden sci-fi tale that is Shadow Labyrinth's actual backstory. Right from the start, the plot is filled with nonsensical sounding names and jargon, but the short version is you're a nameless swordsman who's been revived by a floating yellow orb called Puck, that anyone else would recognise as Pac-Man. (The name is a reference to the fact that the original arcade game was originally meant to be called Puck Man, until someone realised how easily the first letter of the word could be defaced.) After the brief, and very confusing, introduction you're immediately knee deep in Metroid homages, whacking weird alien bugs with your sword and practicing your 2D platform jumping. All of this is fine, although the bland and clinical-looking art style is immediately unappealing and almost makes it look like an old Flash game. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. The core gameplay is absolutely bog standard Metroidvania but the degree to which it copies the look and feel of Metroid, rather than Castlevania or anything more original, is strange and off-putting, given this is supposed to be a Pac-Man game. More importantly, Shadow Labyrinth is no Metroid Dread, and not only is it not as well designed or executed (the signposting is awful) but the only thing unique about it is the shoehorned in Pac-Man references. Like all Metroidvanias, there's a lot of exploration and backtracking in Shadow Labyrinth, as you pick up new abilities and weapons that then allow you to access areas you've previously seen, but which were inaccessible the first time round. That sense of slowly opening up the whole map, slowly peeling open its secrets, is the core appeal of the genre but this is a very uninspired implementation of the concept, with a hundred better example available elsewhere – especially from indie developers. You've probably already guessed, but one of the most important uses for Puck is taking over the morph ball role from Metroid, as you squeeze into places you can't usually fit. The Spider Ball upgrade, that allows you to stick to walls and tracks, is the real focus though, as you move along like the arcade game, eating little white dots along the way. There're more explicit recreations of the classic Pac-Man gameplay in a series of mini-games, which look and sound like the excellent Pac-Man Championship Edition games. They even use the same music, which only begs the question of why Bandai Namco didn't just make a new one of those, instead of wasting everyone's time with this Metroid nonsense. More Trending Having Puck combine with your character to become a sort of mechanical demon Pac-Man dragon sounds interestingly weird in theory but even that doesn't make the game any more fun to play. To add more salt to the wound, Puck is a very annoying character, and the whole game comes across as obnoxious and abrasive. When we say our favourite bit is the subtler references to other Namco classics, like Galaga and Xevious, it should give some indication of how much we enjoyed the majority of the game. Pac-Man has been around for 45 years and has aged better than most other golden age coin-ops, with the Pac-Man Championship Edition series keeping the core gameplay fresh and exciting even after all these decades. There's nothing fresh or exciting about Shadow Labyrinth though, the memory of which will linger for far less time. In Short: Mixing Pac-Man with Metroid seems like an enjoyably strange idea at first, until you realise just how bland and unimaginative the end result is. Pros: You have to get a long wrong to make a Metroidvania completely uninteresting and the sword-based combat is mildly engaging. The Pac-Man Championship Edition mini-games are fun. Cons: Once you dismiss the Pac-Man gimmicks the game has no notable ideas of its own and pales compared to better examples of the genre. Confusing and unengaging story, with ugly visuals. Score: 4/10 Formats: PlayStation 5 (reviewed), Nintendo Switch, Xbox Series X/S, PlayStation 5, Nintendo Switch 2, and PCPrice: £24.99Publisher: Bandai NamcoDeveloper: Bandai Namco StudiosRelease Date: 18th July 2025 Age Rating: 12 Email gamecentral@ leave a comment below, follow us on Twitter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: Cyberpunk 2077 fans think new update secretly runs better on PS5 Pro MORE: The Drifter review – Australian adventure time MORE: RoboCop: Rogue City – Unfinished Business review – 20 seconds to comply

A gritty Pac-Man reboot makes for surprisingly solid Metroid-style action
A gritty Pac-Man reboot makes for surprisingly solid Metroid-style action

The Verge

time5 days ago

  • Entertainment
  • The Verge

A gritty Pac-Man reboot makes for surprisingly solid Metroid-style action

Shadow Labyrinth didn't make the best first impression, though I'm not talking about the game itself. The concept of a gritty reboot of Pac-Man first reared its strange head in Secret Level, an anthology that turned notable video games into animated shorts that mostly felt like extended commercials. And that's exactly what the episode 'Circle,' which reimagined Pac-Man as a blood-soaked survival story, turned out to be. But as off-putting as the episode was, it turns out that the premise actually works for a Metroid-style action game. For those who didn't watch Secret Level, Shadow Labyrinth puts you in the role of an unnamed, hooded swordmaster, who awakens to find himself inside some sort of dark alien labyrinth. He's greeted by a floating drone named Puck, who serves as both a guide and a partner to survive in this treacherous world. Puck, of course, is Pac-Man. For the most part, the game plays a lot like a typical Metroidvania. It's a side-scrolling game that's heavy on action, like Metroid Dread, and as you defeat bosses and collect gold, you'll slowly expand your arsenal of skills, which opens up the game further. The twisting, maze-like map is full of dead ends that you can't explore until you get the right ability, which include staples like a double jump and grappling hook. You can also craft various upgrades, both permanent and temporary, so you can customize the character to your liking. It's a satisfying loop of exploration, combat, and problem-solving (usually involving some kind of platforming sequence), punctuated by tense, elaborate boss fights that depend a lot on pattern memorization. I could be describing a lot of other games here, but there are a few elements that make Shadow Labyrinth unique. And it mostly has to do with Puck. Scattered throughout the labyrinth are rails that Puck can ride on, sort of like Pac-Man moving his way through a classic arcade maze. It's reminiscent of Samus' morph ball ability, except it's relegated to predetermined areas of the map. Later on, there are actual Pac-Man mazes to play through, too, complete with pellets and ghosts to eat. The game is at its best when you're quickly swapping between Puck and the swordmaster, either to navigate a tricky platforming sequence or defeat enemies. In one early boss battle, I was able to use a rail on the ceiling to avoid projectiles, and then drop behind the enemy for some quick sneak attacks. Early on, Puck and the swordmaster gain the ability to temporarily fuse together to create a power-up that's sort of like a mech suit, which you can use to devastate most enemies and even avoid environmental hazards. Oh, and when you're a mech, you can eat your enemies to gain materials needed for those important unlocks. One of the nice things about Shadow Labyrinth is that, unlike the animated short that preceded it, it doesn't overdo it with the grim tone. It can get a little bloody when you're slicing through creatures, but it's not gratuitous. In fact, much like Dread, the oppressive tone creates an interesting kind of tension, one that makes the rare moments of respite feel especially welcome. That said, the cutscenes are self-serious and convoluted, and there are silly moments where Puck becomes giant and eats the corpses of bosses, but these are mostly easy to ignore if all you want to do is explore a complex map, Metroid-style. That's really what the game offers. The combat is solid, the platforming is challenging, and the bosses are exciting. And thankfully, the tone mostly doesn't intrude on the experience, while the Pac-Man theme brings just enough new to add an interesting twist for those well-versed in Metroidvanias. Secret Level may have been a commercial, but it was a pretty poor one: it missed what actually makes Shadow Labyrinth worth playing. Shadow Labyrinth launches on July 18th on the PS5, Xbox, Nintendo Switch, and PC.

A stylish shooter, occult Solitaire and other new indie games worth checking out
A stylish shooter, occult Solitaire and other new indie games worth checking out

Engadget

time12-07-2025

  • Entertainment
  • Engadget

A stylish shooter, occult Solitaire and other new indie games worth checking out

Welcome to our latest roundup of indie game news and releases. We've got some nifty stuff lined up for you this time around, including a stylish co-op shooter and a very cool Metroidvania concept. But first I'd like to bring your attention to a newish game I picked up in the Steam Summer Sale. It is absolutely breaking my brain — or perhaps it might actually improve my cognitive function. It's called Ambidextro and it's from Majorariatto, which self-published the game (the two-person studio's tagline is "Video games that ruin lives"). The gist here is that you play a wizard sent by a queen to rescue her children after a witch kidnaps them and takes them to two different places. Rather than let him try to find the princess and prince one at a time, the queen bisects the wizard and orders him to the dungeons until he learns to control both halves of his body simultaneously. That's where you come in. To view this content, you'll need to update your privacy settings. Please click here and view the "Content and social-media partners" setting to do so. There are 100 single-screen levels in Ambidextro and you complete them by controlling each half of the wizard at the same time. One with the left thumbstick and the jump button of your choice, and one with the right. The aim is to bring the two halves of the wizard together. The timer doesn't leave much room for error and when one half dies, it's back to the start. Sure, you could cheat by getting a friend to control one of the wizard halves, but that defeats the purpose. I am a truly horrible multitasker, so I was curious how well I'd do at playing Ambidextro . As it turns out, I got through the first 19 levels fairly quickly, and then I was absolutely rotten at it. Granting myself more time through the accessibility settings helped a bit, but it's still a tough game. I'm going to stick with it to see if I can get better. There's no way it could be as difficult as simultaneously playing two characters in Overcooked by myself. Now, that's impossible. To view this content, you'll need to update your privacy settings. Please click here and view the "Content and social-media partners" setting to do so. Mycopunk is a co-op shooter from developer Pigeons at Play and publisher Devolver Digital that arrived in early access on Steam this week. With a Moebius-style look that reminds me a bit of Sable , the fantastic Rollerdrome and the Borderlands series, Mycopunk is certainly eye-catching. You can team up with three friends and play as robots that have been hired to eradicate a fungus that's infected a valuable world. Each of the robots has their own moveset and class, but (as in the Borderlands games) there's a great deal of variety and customization when it comes to the weaponry. To view this content, you'll need to update your privacy settings. Please click here and view the "Content and social-media partners" setting to do so. Inscryption showed what's possible when you inject horror into a card-based game, and perhaps that was an influence for Occlude , which is out now on Steam. This is billed as a "game of occult Solitaire." Sure, you'll arrange cards by numerical rank, but it seems there's more going on here than might first meet the eye. As the title suggests, the rules are somewhat obscured in this narrative puzzle title from Tributary Games and publisher Pantaloon. Can you figure 'em out? To view this content, you'll need to update your privacy settings. Please click here and view the "Content and social-media partners" setting to do so. Everdeep Aurora is an interesting-looking game from Ysbryd Games that landed on Steam and Nintendo Switch this week. This NES-inspired 2D adventure reminds me a little of Animal Well in terms of its tone and look. You play as a cat named Shell who drills down to search for her missing mother amid a meteor shower that has wrecked the planet's surface. There's a mix of platforming and exploration here. Everdeep Aurora looks rather pretty and the trailer made me smile. I'm hoping to play it at some point down the line. To view this content, you'll need to update your privacy settings. Please click here and view the "Content and social-media partners" setting to do so. I do love a side-scrolling beat-'em-up and Ra Ra Boom is absolutely one of those. This project from Gylee Games features four ninja cheerleaders from outer space who are trying to save Earth from a rogue AI. This is a co-op game for up to four players. Each of the cheerleaders has their own attacks and abilities (including ranged weapons), as well as a skill tree that you can use to unlock new ones. I've played a chunk of Ra Ra Boom and I'm enjoying it quite a bit so far. It looks and sounds nice, and the combat is just the right level of challenging for me up to this point. If you dig games like the Streets of Rage series and Teenage Mutant Ninja Turtles: Shredder's Revenge , you might be interested in checking this out. A two-level demo is available on Steam now. Ra Ra Boom is coming to Steam, Epic Games Store, Xbox and PS5 on August 12. To view this content, you'll need to update your privacy settings. Please click here and view the "Content and social-media partners" setting to do so. Rhythm of Resistance is a Metroidvania that has a very interesting mechanic. It's a rhythm-based game (no points for guessing that after reading its title), but there's a catch — you can pick the music. For instance, you can switch to a track with a lower BPM to make a trap easier to bypass. You can find new songs that can distort reality "in strange and surprising ways" while you're on your journey in this game from NetherMoon Game Studio, which is slated to arrive on Steam next year.

6 under the radar games for the second half of 2025
6 under the radar games for the second half of 2025

Digital Trends

time01-07-2025

  • Entertainment
  • Digital Trends

6 under the radar games for the second half of 2025

Believe it or not, but we've already crossed into the second half of 2025. Depending on how you look at it, this year might feel like it has only just started or has been the longest six months of your life. In terms of games, though, we've already had a bounty of amazing games this year, with standouts being Monster Hunter Wilds, The Alters, Clair Obscur: Expedition 33, and Death Stranding 2, just to name a few. Looking ahead, we have a fairly clear roadmap for what the big upcoming games of 2025 will be, such as Ghost of Yotei, Borderlands 4, and Metal Gear Solid Delta: Snake Eater. This felt like the perfect time to highlight some of the smaller games that you might not have heard of or maybe forgot were coming out in all the excitement. These are my 6 most anticipated games that might be flying under your radar. Shadow Labyrinth – July 17 Starting off in July, we have the strange reimagining of the classic arcade game as a dark Metroidvania. Shadow Labyrinth pulls out the horror elements that were always present in Pac-Man and fully embraces them. You will take control of a character known as Swordsman No. 8 who teams up with an orb called Puck, which is a direct reference to Pac-Man's original name. Besides standard action and exploration, alongside your usual progression systems of unlocking new moves, you will also be able to fuse with Puck to traverse the map as if it were a classic Pac-Man maze. While I was originally skeptical this game wouldn't stand up beyond its shock value, everything I've seen since its reveal has me convinced it will be a great new Metroidvania. Recommended Videos Ninja Gaiden: Ragebound – July 31 We're seeing a major resurgence in old ninja and samurai games between the new Onimusha and Ninja Gaiden 4 on the way, but we're also being treated to retro-style entries that call back to the series' origins. Ninja Gaiden: Ragebound might be more exciting than the next big entry. Coming from the amazingly talented team at The Game Kitchen and Dotemu, it only takes one look at the pixel art to know this game will be something special. Just like the original NES games, Ragebound looks like a brutal but fair 2D action platformer that will bring modern sensibilities to a classic genre. Sword of the Sea – August 19 One of the newer games I added to my list is Sword of the Sea. This is the next game from developer Giant Squid, who you would know as the team that made Abzu and The Pathless. This next game looks like it is combining the vibes and tone of the former with the more advanced and satisfying movement of the latter. The footage shows off a mysterious character surfing through a dead world on a floating sword, bringing life back wherever they go. As water and life return, more areas to explore and restore open up. This game will be all about the world, vibes, and satisfaction you get from the movement. Shinobi: Art of Vengeance – August 28 Remember how I mentioned how many classic ninja games were coming back? Well, here's another one for you to check out in August. Shinobi was a cult classic title compared to its contemporaries, which makes the existence of Shinobi: Art of Vengeance all the more exciting. Like Ragebound, this game is sticking to the classic 2D action style, but with a smoother and hand-drawn art style. If I had to guess from the footage, I'd say this one will be a bit more forgiving than Ragebound, but we will have to see. While there is some clear overlap between the two games, I think there's more than enough room for two excellent 2D action games. Towa and the Guardians of the Sacred Tree – September 18 The only roguelite to make my list is the charming Towa and the Guardians of the Sacred Tree. The hook this game promises that is somewhat unique for the genre is the fact that choice and bonds will impact the game. That hasn't been detailed much yet, but the gameplay already has my attention. Action looks slick with tons of characters, plus the inclusion of co-op, but different quests will take you to different timelines. As time advances, the hub village and characters will change. Again, we need to see just how deep these systems go, but it sounds interesting enough right now for me to want to check it out. Digimon Story Time Stranger – October 2 The Digimon Story games have been underrated ever since the first Cyber Sleuth. While some still pass this entire franchise off as a Pokémon clone, the games at least have forged their own path as amazing RPGs. Sure, you will tame and battle with your digital monsters, but the battle system is leagues ahead of Pokémon, and the story and world are a clear step up. This entry will have over 450 Digimon to find and collect, but it is the plot featuring time travel, parallel worlds, and secret organizations that has my inner anime fan fully onboard. If you're not sure Pokémon Legends: Z-A will shake off the poor reputation the series has had as of late, you can always jump ship to Digimon Story Time Stranger.

Dark Pac-Man Metroidvania ‘Shadow Labyrinth' Forgoes Hand-Holding, Encourages Experimentation And Skill Usage
Dark Pac-Man Metroidvania ‘Shadow Labyrinth' Forgoes Hand-Holding, Encourages Experimentation And Skill Usage

Geek Culture

time23-06-2025

  • Entertainment
  • Geek Culture

Dark Pac-Man Metroidvania ‘Shadow Labyrinth' Forgoes Hand-Holding, Encourages Experimentation And Skill Usage

Make no mistake, this isn't your grandfather's Pac-Man. Shadow Labyrinth , Bandai Namco's upcoming 2D Metroidvania side-scroller re-imagining of the classic 1980 arcade game icon, promises not only to show off the lovable yellow puck in a whole new light, but also marks a drastic departure from its simple pellet-munching gameplay roots with its sprawling maps, complex level design and intense, challenging combat encounters. We've already seen a glimpse of what the title has in store via a brief preview in May, but during an extended hour-long hands-on session with the title, we were able to get a better feel of how moment-to-moment gameplay works, and left with a notable observation – this game doesn't even bother to hold your hand. The preview was split into two sections: a gauntlet of puzzle-solving and combat, alongside a challenging boss encounter. While its core gameplay fundamentals and platforming elements remain unchanged from our previous session, the extended look did allow for a better understanding of its mission structure, level design and progression. And it's progression that ties any Metroidvania title together, Shadow Labyrinth included, as players will constantly learn new abilities throughout their journey in order to proceed forward on the game's main narrative path, or for backtracking to open new routes for additional rewards. Pertinent examples of such skills include double jumping and the ACTIV shot, the title's version of a grappling hook, though surprisingly, both were unavailable during some sections shown in the preview. Without the help of these two skills, traversal is decidedly more complicated this time around. Once again, much emphasis has to be made that the game does not feature objective markers, so it's up to the player to figure out how to move forward, identifying which areas can and can't be accessed at any moment based on the abilities available to them at that point in time. Take this one instance where, at one point, players are dropped into an area with no way of returning, with all other exits sealed off, bar one opening just out of jumping reach. A double jump would make quick work of the gap, but without it, and with no way back, players might feel at a loss for what to do, possibly even assuming that they had accidentally soft-locked the game by not learning a required ability before progressing to this point. The solution, it turns out, was to use a very specific ability, a mid-air dodge roll, to barely close the gap and slide into the tight opening. Waka waka and away we went! This very example was subsequently brought up during an accompanying interview with game producer Seigo Aizawa to understand the steps taken by the team to ensure the game's accessibility – especially for genre newcomers – and prevent players from hitting such roadblocks. Thankfully, he clarifies that this issue only arose due to the nature of the preview session, which drops players into the midpoint of the game without an explanation of core traversal mechanics. 'For this preview, we selected a section from the middle part of the game, and so we estimate that for first-time players, it would take around eight to 10 hours to reach this point,' explains Aizawa. 'In the full game, after acquiring a new skill, players are normally guided through a tutorial video or a tutorial stage to help them get used to how that skill is to be used.' 'Since we skipped all these parts for the preview, players understandably might be at a loss for what to do. Rest assured that in the main version, the game is designed to let the player and Swordsman No. 8 grow together by gradually mastering the controls as the story progresses.' Still, it remains to be seen how reliant on a player's knowledge of the tools at their disposal the game will get, with protagonist Swordsman No. 8's skillset bound to get even more complicated as the game progresses, requiring players to remember a constantly growing set of moves and then identifying which to use for different platforming sections. Without objective markers, simply progressing the game's main narrative path becomes a much trickier affair, as players might be tasked with obtaining a specific set of items to open up a blocked passage, with no guidance on where to go next. In the preview, the main route is blocked by a gate requiring a set of three tablet pieces, with the player left to find them on their own. After exhausting all other available route options, with most being blocked off in one form or another, players will eventually encounter an elevator leading to a three-way crossroad, eventually figuring out after tackling them one by one that each leads to a piece of the broken tablet. Reaching the end of each path is no cakewalk either, with one leading to the aforementioned area requiring a mid-air dodge roll, one featuring a tough encounter with waves of spawning enemies, and perhaps the most difficult one of all, a timed platforming challenge utilising Swordsman No. 8's mini-PUCK mode. While its platforming section isn't all that difficult, it was the timed element that really ramps up the challenge. Players have to first activate a button at the start of the section, opening up a door at the end and beginning an invisible timer. The thing is, this particular challenge requires patience, with the section revolving around grinding along a set path while avoiding slow-moving saw blades, jumping between the main path and strategically placed safe zones to wait until a blade has passed before continuing. On top of that, the entire section is suspended above a bottomless pit, spelling doom for any missed jump and sending players back to the start. Again, all this occurs while an invisible timer ticks down, and finally completing the section, only to realise that the timer had run out in the process and coming face to face with a closed door after all the effort would certainly have led to much frustration. Granted, some might find this constant trial and error thrilling, and its difficulty might even be a major selling point, but this might prove a harder sell for genre newcomers, especially considering how gamers from all skill levels might dive into the title because of its well-known Pac-Man IP, making accessibility even more important. To this end, Aizawa reassures that the game will adopt a step-by-step approach, allowing players to get used to the game's systems over time. 'Over the course of the game, players can obtain new skills and progress through its different stages, designed to help them naturally get used to these abilities before moving on to the next steps,' he explains. 'So I believe players do not have to feel worried, and can feel at ease while playing the game.' To its credit, the game's reliance on trial and error can lead to some interesting eureka moments, best seen in the preview during a closing boss encounter with a particularly challenging foe, the Jen Hybri. The hulking Jen Hybri monstrosity is menacing right from the get-go, with a design inspired by the classic 1988 Namco beat 'em up arcade game, Splatterhouse . In fact, many of the game's enemy and level designs were inspired by classic Namco games, with Aizawa explaining that Shadow Labyrinth is set within the United Galaxy Space Force (UGSF), the combined science fiction world of all Namco titles. Like the protagonist of Splatterhouse , the Jen Hybri wears a menacing mask that is more than just a fashion statement, as it is able to deflect all of Swordsman No. 8's blows with ease. Unable to target its massive head, the fight then boils down to timing, requiring skilful parrying of its attacks to create a brief opening to strike back, resulting in a risky back and forth while slowly whittling down its health. While achievable, this method is definitely challenging, with the game actually featuring a much easier solution instead – the use of Swordsman No. 8's GAIA mech form. When using GAIA, players are now able to shatter Jen Hybri's mask (something the game never makes known), exposing the boss's weak point. The tradeoff here is that it switches up its attack patterns upon its mask being broken, now featuring much more aggressive strikes. Still, with its head exposed, players are then free to utilise mid-air strikes to make quick work of Jen Hybri's lengthy health bar, making the fight much more manageable in the process. It's in these cases that the game's sparse guidance really shines through, offering the satisfying feeling of discovering new tactics to deal with challenging obstacles and encouraging players to experiment with new combat techniques with every encounter, with this combat flexibility being something that Aizawa is personally the most proud of. 'I really enjoy the heart-pounding action we created, and the variety of moves available. Once players get the hang of it, they can combine moves like ACTIV shot, aerial attacks and chain combos for some really stylish battles, something I hope everyone can enjoy.' Aizawa concludes. As it stands, Shadow Labyrinth has the potential to be a divisive title. On one hand, its near lack of guidance can make it daunting for players less familiar with the Metroidvania genre; on the other, the emphasis on player discovery can lead to immensely satisfying moments that simply won't exist with traditional objective markers. The question now, then, is whether the game can balance out these two extremes in its full release. Shadow Labyrinth will launch on 18 July 2025 for the PS5, Xbox Series X|S, the Nintendo Switch 2, and PC. Kevin is a reformed PC Master Race gamer with a penchant for franchise 'duds' like Darksiders III and Dead Space 3 . He has made it his life-long mission to play every single major game release – lest his wallet dies trying. Bandai Namco Geek Preview metroidvania pac-man Shadow Labyrinth

DOWNLOAD THE APP

Get Started Now: Download the App

Ready to dive into a world of global content with local flavor? Download Daily8 app today from your preferred app store and start exploring.
app-storeplay-store