Pac-Man, the little yellow dot-gobbler, has come a long way since his arcade debut in 1980. What started as a simple chase mechanic has evolved into a cultural icon, undergoing more reinventions than many would expect, from kart racing to puzzle adventures and even 3D platforming. But for the longest time, Pac-Man was known more as a mascot than a narrative-driven character. That began to shift subtly with the release of Secret Level, the Amazon Prime anthology series that reimagined retro game worlds through mature, story-focused lenses.
In its third season, Secret Level dedicated an entire episode to “The Labyrinth,” a moody, neon-lit dystopia loosely inspired by Pac-Man. Fans noticed the tonal shift immediately—it was gritty, introspective, and visually striking. Bandai Namco noticed too. Shadow Labyrinth, developed internally by Bandai Namco Studios, is the first mainline Pac-Man game in over a decade to fully embrace storytelling as a central pillar—and it works far better than expected. Released for the Nintendo Switch 2, it’s a bold, atmospheric revival that redefines what a Pac-Man game can be without forgetting its roots.
Before diving into my review, be sure to check out Toon’s hands-on right here; I’ve tried weaving my review into his hands-on, without trying to cover the same thing twice.
Hands-on: Shadow Labyrinth
A story woven in neon and ghosts
Set in a digital world decaying from within, Shadow Labyrinth casts Pac-Man not as a carefree chomping machine but as PUCK, a robot helper, set out on a quest in which he has already tried (and failed), so it’s time to buckle up and help PUCK in his quest PUCK still strives to complete the mission, even though they’re alone and unable to do it themselves. PUCK’s ambition stemmed from their military history, but they also had personal reasons for wanting to take down the dominating AI. The events of the Amazon Prime Secret Level episode detail the story of the 7th Swordsman; unfortunately, this episode is not yet available in the Netherlands, so I’m unable to catch up on the events before the game itself.
Luckily, Bandai Namco provided us with a quick rundown of the episode, so for review purposes, I will include this in my review:
The episode PAC-MAN: Circle (a ~7-minute long animated short) is a dark (and gory!) interpretation of PAC -MAN that some found to be awesome and other fans asked “why?” Days later at The Game Awards, Shadow Labyrinth was announced and Bandai Namco confirmed that PAC -MAN: Circle was a prequel story to Shadow Labyrinth, showing what happened with PUCK and the 7th Swordsman (spoiler: it’s not a success ). The events of Shadow Labyrinth pick up right where the episode leaves off with PUCK having summoned Swordsman No.8 – this is the protagonist of Shadow Labyrinth and the character that you/the player primarily control (outside of Mini PUCK & GAIA play modes).
Gameplay Pacmanvania reborn
At first glance, Shadow Labyrinth might look like just another stylish action-platformer—but peel back the layers, and you’ll find a surprising fusion of Metroidvania structure with unmistakable Pac-Man DNA.
You play as “Swordsman No. 8,” a quiet, mysterious figure navigating a massive interlinked maze, all under the guidance of a floating AI orb named PUCK—a clear nod to the original icon. The moment-to-moment gameplay feels familiar in the best way: it’s tight, responsive, and features a satisfying mixture of exploration, backtracking, and power acquisition. Hidden rooms, breakable walls, and environmental puzzles scratch that Metroidvania itch while keeping the pacing brisk.
However, where the game truly carves out its identity is in its innovation. At specific points, No. 8 fuses with PUCK, triggering a mechanic shift that transforms the game into a kinetic, surface-clinging experience—imagine Pac-Man running along the walls and ceilings, only this time, you control his speed, momentum, and can even leap between surfaces. These fusion segments aren’t just gimmicks—they serve as memory-based challenges that unlock new story fragments and deepen PUCK’s mysterious backstory.
Adding even more complexity is the introduction of GAIA, a mech-like fusion form unlocked later in the game. It’s bulky, powerful, and used for more than just smashing through larger enemies—GAIA harvests the data remnants of defeated foes, acting as a resource vacuum. These remnants feed into an upgrade system that lets you refine tools, enhance gear, and unlock abilities, offering progression that makes backtracking feel rewarding rather than repetitive.
Visuals, sound, and polish
Before diving into the nitpicks, credit where it’s due, Shadow Labyrinth is a feast for the senses.
Visually, it’s stunning. Each biome is distinct, ranging from gritty ruins to mountains and more uncharted territories. Enemies are creatively designed and visually coherent with their zones, while boss encounters stand out as visual set pieces, reinforcing the post-apocalyptic digital wasteland the game inhabits. It’s moody, atmospheric, and at times, even unsettling—like Hybrid Theory-era Linkin Park could burst from the speakers at any second while you sprint and slash your way through a corrupted cyberscape.
Musically, the game leans into dark synths and ambient noise, punctuated by hard-hitting combat tracks that elevate tense moments. The soundtrack doesn’t just set the tone—it amplifies it. Whether you’re gliding through a low-gravity maze segment or trading blows with a screen-filling boss, the music is dialed in. Controls feel snappy and responsive across all forms—whether you’re platforming as No. 8, gliding with PUCK, or stomping around as GAIA. The game maintains a stable framerate throughout, even during chaotic on-screen moments. While I couldn’t find concrete numbers on frame rate targets, the performance felt rock-solid on the Nintendo Switch 2, both in handheld and docked modes.
Where the labyrinth falters
While Shadow Labyrinth brings fresh ideas to the Metroidvania formula, it doesn’t always stand shoulder-to-shoulder with the genre’s best. In a space currently thriving with top-tier indie titles like Hollow Knight, Axiom Verge, and Ender Lilies, expectations are naturally high, and Shadow Labyrinth occasionally stumbles where it matters most: pacing and precision.
Despite offering a clear overarching objective—and updating that goal consistently as you progress—the game’s massive interconnected world can sometimes feel… aimless. It’s not the size that’s the issue, but the why. Without a more engaging breadcrumb trail or tighter loop of discovery and reward, it’s easy to lose momentum. This sensation is intensified by a surprisingly sparse placement of save points and checkpoints. In theory, it’s meant to increase tension. In practice, it often turns exploration into a chore, especially after losing progress due to a sudden spike in difficulty or an ill-timed enemy ambush.
Combat, while generally satisfying thanks to fluid controls and well-animated movement, also suffers from some mechanical inconsistencies. Most notably, aerial and upward attacks feel unreliable—some enemies react as expected, while others inexplicably don’t register hits, even when clearly within range. More than once, a perfectly timed jump attack ended with me spiraling into a respawn screen instead of scoring the hit. It’s not game-breaking, but it’s the kind of issue that chips away at the game’s otherwise polished feel and overall fun.
Conclusion
Shadow Labyrinth isn’t just a good Pac-Man game, it’s one of the most inventive revivals in Bandai Namco’s portfolio. It reimagines a classic without disrespecting it, fusing narrative ambition with tight, thoughtful gameplay. The story may surprise longtime fans, but it never feels forced. It’s a game that asks, what if Pac-Man had something to say, and then gives you the tools to listen and play. However, it feels like it could have been… more? Especially in a genre that’s already oversaturated with top-tier indie games.


