Let's get this out of the way. I don't think
Shadow Labyrinth is a bad game. I played it fully and I had zero crashes, the game works out of the gate without issues, no bugs, no getting stuck or falling through the floor, no bugged cutscenes or any kind of visible error. But there is no way I could ever consider this game good either, and it's honestly a shame because it does have it's interesting parts. But some of the choices done by the dev team, an obviously experienced dev team by a big publisher are legitimally baffling, especially for a game that is, ultimately, so derivative. My mind honestly never though I would see some of the choices done in this game. I wouldn't sy that "Metroidvania" is a solved genre with defined rules that should never be broken, but Shadow Labyrinth really commits some of what I consider the "Metroidvania Deadly Sins", and I didn't even think these "sins" existed because... why? Why would the dev do this? What were they thinking?
Apparently this game has been in development since 2020, but regardless the Hollow Knight (and not only) inspiration is obvious. The way the protagonist (swordsman n°8) fight, the enemy patterns, and the most obvious one: the "charms" (called perks) which take slots (with some more powerful requiring more slots and which you can increase by finding extra "slots") that you get over the course of the game, with one of the first ones you can get allowing the swordsman to automatically gather the money (called aura) the enemies drop when killed, greatly helping in grinding especially since more often than not the aura ends up falling in hard to get places. So, games like Hollow Knight, Ender Lilies, Blasphemous (and many others) all came out before the game even started development (or slightly after it did). So why, why, why?
Why are there 2 types of "bonfires"? The standard one is the typical "bonfire". You touch it, you recover HP, you refill your "estus", your game is saved, and you can even fast travel between them. Perfect. Except that this game decided it needed a second, weaker type of bonfire which only recovers the HP, and does nothing else. Well it still saves your game, but it does not refill estus, it doesn't let you fast travel, and if you die and respawn you respawn with no estus at all! And obviously the "checkpoint bonfire" is much more common than the normal one, and sometimes the amount of rooms you have to walk before you find a real complete bonfire is so high you probably end up exploring more than half of a region (and the last area has no real bonfires at all!). This "choice", and boy it is a fucking choice, feels like it exists only to make the game harder, and to make exploration longer just to pad out the total playtime. What were they thinking?
Exploration in this game is baffling. Let's get this out of the way (again): the game has very few meaningful upgrades, and for the first 1/3 of the game the progression is basically linear. But that's fine, it's not the first metroidvania that starts linear and then opens up when you get a specific, critical, upgrade. It's also not the first metroidvania that focuses more on combat and bosses instead of discovery and exploration. No, the problem with this game is that the maps feel like they've been created by an actual madman. I have never seen such a badly designed map in a metroidvania in my entire life. The maps are gigantic, empty mess of badly drawn graphics and poorly though rooms and corridors. I have never felt ny kind of "direction" or guidance for the entire game. in every new area I simply explored randomly until I somehow stumbled on the boss room so I could kill it and get the next progression step which allowed me to reach the next area. The maps are filled with "splits" that serve no purpose (they're not shortcuts, there are no upgrades or special enemies in either of them) except to confuse the player. Well I guess it makes the regions feel more like a labyrinth? But the bigger problems are 1) the terrible samey blurry graphics that makes it impossible to figure out what room you're in unless you check the map every screen and 2) the fact almost all "items" you can find while exploring are diaries/reports (they're only lore dumps) or "shiny stones" that you may eventually be able to trade for very few upgrades. Real upgrades? Everyone is obtained from a boss. Perks? The vast majority is obtained from vendors. Damage upgrades? NPCs. Eventually you will start to find extra HP notches and a few extra estus (if you can actually use them because of the baffling fake bonfires the game is filled with!) but by that point you will be at least at the final third. By checking the Steam achievements you can clearly see a massive dropoff when th players reach the 3rd area, probably one of the worst examples (except later there is an even wors one, but I guess not many players reach that far). But this is nothing compared to the "deadly sin" I will describe now
On your way to the second boss you pass an area that is clearly impossible to walk through, and the boss room is only a few rooms later. When you kill the boss you get an upgrade and a quick tutorial movie which shows the player the new upgrade can let the player pass through that exact room you just passed a few rooms before. So, even if the game clearly tells you to keep walking onward, you as a metroidvania player obviously decide to "try" your new upgrade in that previous corridor
as the tutorial showed you. So you do that, get into this new area and... you can't do shit here because you haven't progressed enough with the story. And there isn't even a real bonfire in this new place so it's not like you can at least teleport back to the normal progression path. But then why even show that tutorial?! Why not just have the room after the boss require the new upgrade so the player gets a hand on how to use it?! Why? What were they thinking?!? This isn't even the only time you get punished for "exploring". Another baffling one is the fact you may stumble upon a room with an upgrade for one of your special attacks, except if you don't have that specific special attack yet the room is... simply empty. Nothing to collect, nothing to get. Again, what were they thinking?
For the entire game I never felt like the way I fought the enemies, whether small or bosses, changed in any meaningful way. Your standard 3 hit combo is and will always be your only meaningful way of attacking. Grinding aura to buy damage upgrades does basically nothing, and buying MP (used for any special action, including dodging) upgrades doesn't feel like much either because of how much mp is used by any action. Almost every boss in the game was an exercise in tedium because of how long it takes to kill them compared to how many attacks they have. But the worst element is the one the entire game is build upon: eating. Yes, this game is technically based on Pac-Man so obviously eating enemies is a mechanic. Eating enemies reuires the enemy to be dead or stunned (bosses are eaten automatically). Oh, and it also requires MPs, so if you run out of them (because you used too many special attacks in a row to make fighting a bit faster) you can't eat shit. Except that, you know, devouring enemies is the most mportant element in the game. You see, enemies drop aura when they die, but if you eat them they will also drop materials. And, oh boy, I can see what you're thinking. Materials? You mean don't simply buy things with money alone? Of fucking course not. You craft them at vendors using money
and materials. You have no idea how much backtracking is required if trying to get 100% in this game, and you have no idea how much of it will be simply to
gather some more "tribal bones", "xevious fragments", or "galaga innards". Which makes the shitty exploration even shittier. Which, obviously, makes devouring the one thing you must always try to do to reduce unnecessary trecks. But doing so requires the player to basically never use any special attack, meaning every single battle will take the maximum possible time. What. Were. They. Thinking?
Now let's talk about Pac-Man himself. Or herself in this case. Your friendly companion Puck is used to explore certain areas in the game clearly inspired by the arcade pac-man games. These glowing walls will have the swordsman automatically trade places with Puck so she can "ride" on them like a standard pac-man game. The pac-man sections control quite badly, but you can get eventually used to it. The bigger issues is that the pac-man mode gets zero upgrades in the game, so these parts become boring and repetitive very quickly. But nothing really prepares you for the "labyrinths": the labyrinths are special stages you play which feel like Pac-Man Chapionship Edition on steroids. I will say these labyrinths are cool in concept and have nice level design and setpieces, especially for the boss parts. My problem is how these labyrinths are completely separated from everything else in the game. There is no explanation on what they are, there is no explanation on what purpose they serve in the game world, there is not a single line of dialogue that comments on them if you play them or not, and the only actual use of clearing them all is that one of the final boss phases gets its HP halved if you finish all 12 of them. Oh, and, obviously, if you want to complete the game 100% they are complete and utter bullshit. You have to play them perfectly, you have basically 0 margin of error otherwise you can kiss the final reward (materials needed to buy/craft one of the perks) goodbye. What should be a fun minigame, a neat distraction, ends up being another exercise in frustration, something that this game truly specializes in! Really, what can I say outside of what were they thinking?
And obviously I tried not to talk about it but you can't really ignore it because it's everywhere: the story. The game does take the story seriously, and I don't think it's bad honestly. It's not really an edgy pac-man either. The game opens with a scene that looks straight out of a completely unrelated game featuring a space battle against the Xevious army and their leader. It actually makes sense since the game is set into the
UGSF world, an universe that combines most older (and not) Namco games into a single "timeline". Then the player (and I mean it literally) is summoned into the body of the swordsman by Puck, who is one of the commanders of that space battle in the opening because she needs and escort (and more importantly someone who has actual hands since she got reduced to a spherical bot) to activate a secret weapon capable of piercing the Xevious planet so you can reach and kill their mastermind. Long story short pac-man isn't really that much of a focus. Yes Puck is obviously pac-man, yes the 4 main underlings of the final boss are obviously stand-ins for the 4 ghosts, but the game has just an equal, if not more, amount of references to other Namco games: Xevious, Galaga, Dig Dug, Ace Combat, Baraduke, and more. Honestly, the story is probably the one good thing about the game. There is a lot of care that went into it, but the exposition leaves a lot to be desired. Critical info on the setting or the game world are stuck into the reports you find while exploring, and most cutscenes are very samey. The final boss gauntlet is the only cutscene in the game with a hgher "budget". The lack of voice acting (there are only grunts, no real voices) considering how much story there is (and the game price) is a clear negative however, but it's not worth a "what were they thinking", at least
The UGSF world is interesting and I hope Bamco eventually does something more interesting with it than this game. But regardless this game is truly baffling, the difficulty is all over the place, the exploration is terrible and repetitive, badly implemented fast travel, cheap ways to get damaged (including the final boss, a 4 boss fight gauntelt with no checkpoints you have to start from scratch if you die having a 1HKO move), poor checkpoints. And the funny thing is I can see why some o these choices were made: to make the game longer. You see the game is 30 bucks, which unfortunately is a lot for this genre. A player interested in the genre can spend half of that to get literally any other game, so to make the game feel "worthy" of the price point the devs made the game harder on purpose so it takes longer to beat. But then, why am I even wasting my time with this game? Why not just play literally anything else? The story alone and some of the few good enemy design can't carry a game that is so goddamn shitty especially in a genre that, somehow, has so many exceptional titles. If they though there was little "value" in making a metroidvania since they couldn't price it higher then... why even make this game
Or, to say it in another way: what were they thinking?