Test: shadow labyrinth: pac-man's return: This article explores the topic in depth.
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The dark corridors of Shadow Labyrinth offer a game design firmly anchored in the foundations of classic metroidvanias, with a non -linear exploration, a chouïa of backtrackingan progression based on artifacts and unlocked skills, and fights severe but just. Therefore, But under the apparent copy. Similarly, we distinguish the effectiveness of a student who wants to do as well as his masters. For example, The mechanics are not simply borrowed, they are rearranged to offer a real depth. In addition, The player begins with basic sword combos. However, a system of dasha dodge and a parade modeled on Metroid Dread or Nine Sols (in addition permissive than the latter). Furthermore, Added to this is a variety of equipable perks. Similarly, kinds of emblems at the Hollow Knight, offered in stores or found during exploration, which modify the skills (speed, jump, test: shadow labyrinth: pac-man’s return regeneration …) of Puck, the yellow ball that follows you everywhere. Nevertheless, These personalization possibilities change on the fly. Similarly, bringing great versatility of approach, and The title will tacitly invite you to experiment as much as possible in order to be able to get out of boss fights alive, ranging from rather tough to the uprooting of hair in order.
The few walls of difficulty that we will sometimes be confronted with are only there to encourage the theorycrafting. Furthermore, Shadow Labyrinth offers a very rich palette of synergies and buildings. Meanwhile, Aggressive build to inflict fast damage. Meanwhile, tank approach to take and advance like a stone golem on the battlefield, build parade/against for timing virtuosos, maximization of Gaia capacities (a huge Gundam that can be summoned and controlled to quickly clean up the screen and that test: shadow labyrinth: pac-man’s return we will prefer to keep for boss fights) … In addition, possibilities within a metroidvania.
Level design. For example, for its part, takes fully done and causes for the labyrinthine spirit of the arcade era of Pac-Man. The structures are convoluted, without ever sacrificing clarity. The areas wire each other with great naturalness. Some of the nine main biomes go through the compulsory shots of the volcanic area, the prison, the wilderness area …. others are much more inspired, with a special mention at the crystalline palace and the door of the abyss, remarkable both in terms of atmosphere and artistic direction. If the game was sold by Bandai Namco as a Metroidvania cyberpunk. it turns out that it is not limited to that. We sometimes explore territories with pastel tones. at other times the warmth of colors is argued test: shadow labyrinth: pac-man’s return with the coldness of a dreary sky. If there are never really “wow” moments, we are regularly picked up by the audacity of the artistic direction.
Always about the level designit seems important to specify that the backup points are remarkably generous. The Miku Sol (mini backup) and main sanctuaries restore your life and act as fast teleports hubs. Their intelligent placement largely compensates for the full -bodied difficulty, especially in perilous areas. Too distant backups are rare, and shortcuts are very quickly unlocked to alleviate tedious journeys after death. A system that encourages audacity without making each death prohibitory.
If we are lost in this literal labyrinth. we will also be a little in the narrative labyrinth of the game. We gradually discover a strangely coherent rereading of what will be called the extensive Namco universe. Because the real test: shadow labyrinth: pac-man’s return great success of the title is to have connected. without ever forcing, A whole galaxy of cult games: Xevious, Bosconian, Splatterhouse, Galaga, Mr Driller … So many more. less direct echoes which materialize as bosses (with completely twisted designs), in secondary characters or in fragments of decor. Even the tragically canceled New Space Order is part of the chronology. The game is then seen as a tribute to an entire arcade culture. with a narrative ambition much higher than that of a simple nod compilation.
What strikes, basically, is the strange freedom that gives off Shadow Labyrinth. Far from sanitized marketing specifications, the game seems to have been designed as a personal manifesto. Seigo Aizawa. to whom Bandai Namco obviously left her hands free, signs a game in a singular tone, to the test: shadow labyrinth: pac-man’s return dense universe, sometimes abstruse, but always sincere. The pace is not always ideal. the difficulty stings at times, The technique sometimes leaves something to be desired (sometimes steep animations, somewhat long loading time, some hit-boxes a little strange …) but we feel a vision behind each choice. And it changes everything.
Because beyond his gameplay. her winks supported, Shadow Labyrinth Develops a real discourse on the video game media itself, and on the mythologies it produces and reproduces. Seigo Aizawa did not just tinker lore To make it pretty: he tried to build a coherent chronology between the great figures of the golden age of Bandai Namco. as if he wanted to erect an 8-bit pixel MCU, with Pac-Man in a Christ figure. And it works surprisingly well. Each appearance. each boss or fragment of decor seems to draw the wires from a collective memory test: shadow labyrinth: pac-man’s return of Japanese video game.
But instead of delivering everything in hand. the game adopts a voluntarily elliptical, exploded narration, where several reading levels are superimposed. A writing that sometimes reminds of the style of Hideaki Anno. between symbolism, introspection and meta architecture (which is particularly true in the last straight line of the game and in its conclusion). Behind the pixels. Shadow Labyrinth Also questions our own relationship to franchises: our nostalgia, our refusal of change, our sometimes toxic love for yesterday’s mascots. The game suggests that the infinite loop of the labyrinth is also that of the player prisoner of his need for playful comforter. fear of renewal. A malignant reading, sometimes abstructed, but which gives the whole a rare thickness.
Shadow Labyrinth is not a gameplay masterpiece, nor a technical monster. But it is a really separate proposal. a game that knows where test: shadow labyrinth: pac-man’s return he’s going, who dares to marry myth and gameplay, retro and contemporary, product and work. Remains thatIt is more than likely that players who have no affect. link with the franchise Pac-Manand even more with the big history of Bandai Namco licenses, may miss out on the salt of the title.
- To read also | How Shadow Labyrinth wants to reinvent the story of Pac-Man: our interview with the game director
Test: shadow labyrinth: pac-man's return – Test: shadow labyrinth: pac-man's return
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