As a long-time fan of classic arcade games, I must admit that the announcement of Shadow Labyrinth at The Game Awards 2024 has left me absolutely thrilled! With its dark and mysterious vibe, this game seems to be a perfect blend of exploration, discovery, and the iconic charm of Pac-Man.
Without a doubt, among the most legendary and impactful video game characters, Pac-Man certainly deserves a top spot. This little yellow character, who gobbles up everything in sight while trying to navigate an endless labyrinth to freedom, has left an indelible mark on gaming culture. The enduring popularity of Pac-Man spans over several decades, and the intellectual property has seen numerous releases. Some adaptations tinkered with the formula, but many remained true to the familiar gameplay and style that fans have grown fond of.
2024 saw the unveiling of an innovative take on the classic game Pac-Man, titled “Shadow Labyrinth”, during the Game Awards. This new direction is unexpected yet daring, and based on Amazon’s “Secret Level” episode, it seems to be exploring some genuinely terrifying realms. Recently, Game Rant had the opportunity to interview Seigo Aizawa, the producer of Shadow Labyrinth, and Knoah Piasek, Pac-Man Brand Marketing Manager for Bandai Namco Entertainment America. They revealed that they collaborated with “Secret Level” to introduce “Shadow Labyrinth”, deviating from traditional expectations while blazing a trail into a new genre for Pac-Man, all while showcasing a much more intense design and concept. Here’s an abridged version of the interview, edited for clarity and brevity.
Shadow Labyrinth’s History and Collaboration With Secret Level
Q: Can you give a brief overview of Shadow Labyrinth?
In our brainstorming for this game, we aimed to captivate an audience that we hadn’t connected with before. With Pac-Man in mind, a timeless classic and universally appealing, especially within families, our goal was to introduce a fresh perspective and craft a more ominous interpretation of the Pac-Man universe.
Q: Was Shadow Labyrinth in development and then the Secret Level studios worked with you to make an episode based on it? How did the collaboration work?
Aizawa: Here’s a fun tidbit: The simultaneous release wasn’t originally part of our plan. We began working on Shadow Labyrinth four years ago, even before Secret Level. As we progressed with it, Amazon and Blur Studios approached us with the idea for Secret Level. Using our concept for Shadow Labyrinth, they created a prequel story for Secret Level as an episode. It so happened that production ended at the same time, and we seized the chance to release them together. It was quite fortuitous for us.
How would the reactions be for the recent release of Secret Level, especially since it also unveiled a new Pac-Man game? So far, what kind of feedback have you observed?
So far, it’s been incredibly polarizing. Some adore it, while others exclaim, “What on earth is this?” Our approach all along has been to surprise folks. There’s a hint of wordplay in there, as one character is named Puck and Puck Man was Pac-Man’s original name. We aim to provoke reactions like, “What’s up with that?” [laughs]
That’s exactly the response that we’re looking for.
Shadow Labyrinth’s Core Genre Elements and Gameplay Loops
Is it possible to classify Shadow Labyrinth as a platformer game, or perhaps a roguelike Metroidvania based on its trailer and episodes? In what genre would you categorize it?
Aizawa: The game will offer a 2-dimensional action adventure experience with an emphasis on exploration. There will be a central plot, but players will also have the freedom to wander the map, discovering additional lore and acquiring new skills in a nonlinear manner.
While we don’t label our game as Metroidvania, we understand that’s how people will classify it. However, we prefer to call it a 2D action-platformer, although we’re not objecting to the comparison.
A: Could you elaborate on the process of transforming Shadow Labyrinth into a more adult-oriented, frightening game, while still maintaining some similarities to Pac-Man? How does this design choice balance the familiarity with the classic game, yet offer something unexpected and eerie at the same time?
In other words, Aizawa is explaining that the darker version of Pac-Man, called Shadow Labyrinth, was designed to attract a different group of players. To achieve this, they significantly altered many fundamental aspects of the classic Pac-Man game. The basic elements of the maze and eating mechanics were kept, but they added an unexpected twist where Pac-Man transforms into a dominant predator in an instant when the table flips over. This is the concept behind Shadow Labyrinth.
Question: Could you discuss the balance and arrangement of the traversal, battle scenes, and what appeared to be boss battles in Shadow Labyrinth? How were these aspects designed and integrated into the game?
In the trailer for Shadow Labyrinth, there’s a hint of Pac-Man’s characteristic movement as The Swordsman transforms into Puck. Although the core gameplay revolves around navigating a maze like in Metroidvania games, this Pac-Man style movement adds a unique twist to the game.
Concerning the boss fights, you’ll encounter approximately thirty distinct varieties. Each boss possesses its own special trait. To conquer them, gamers must learn to master a specific skill, adopt a particular playstyle, or transform into Puck. The game features numerous strategic concepts and mechanisms.
A: For about four years, I’ve been developing Shadow Labyrinth. During this period, 2D action platformers and side-scrollers have experienced ups and downs, but they’re currently quite trendy. How has this affected or strengthened our development process, considering the overall industry landscape?
Aizawa: We’re aware that there’s a strong interest in 2-D action platformers. To push ourselves, we aimed to develop an exceptional game that could rival other titles in this genre. Furthermore, we wanted to delve into the fundamental aspect of Pac-Man, namely its maze design. As we contemplated the concept of a maze, a 2-D action platformer with a hint of Metroidvania style seemed ideal for experimenting with our idea of a “darker version of Pac-Man.
A: Does the game Shadow Labyrinth have a more complex and serious atmosphere, targeting a specific group who prefer tougher challenges? Can you explain the range of difficulty levels and choices available within the game?
Aizawa: In the genre of 2-D action platformers, there’s often an assumption that the game should offer a challenging design, but not so difficult as to be frustrating. To achieve this balance, we designed our game in such a way that taking a side trip to gather specific items can make defeating certain bosses less challenging.
A: As I delved into designing this game, I definitely didn’t just focus on the maze and the “What the puck?” moment. I also drew inspiration from various design elements and other sources that I felt could make my creation unique. There were certain sensibilities and aesthetics I wanted to incorporate, taking a step further to make it truly my own take on game design.
Aizawa: In designing Shadow Labyrinth, we aimed to blend a distinct dark sci-fi aesthetic. We drew inspiration from various ancient creatures, incorporating them as monsters and bosses within the game. The brief glimpse offered in the reveal trailer is merely a tiny fragment of what’s to come. As you delve into play and exploration, you’ll discover a diverse range of stages and bosses, each uniquely designed.
A: In the type of game we’re discussing, players are frequently rewarded for exploring. Could you ask me to expound on what makes Shadow Labyrinth unique in terms of replay value and incentivizing unconventional gameplay? Are there puzzles or secret items to discover?
Aizawa mentions that in the preview, we see Puck consuming the main antagonist. This is how The Swordsman acquires new skills and progresses further into the narrative, enabling him to discover fresh terrains and delve deeper into the realm of Shadow Labyrinth.
A: Regarding the fighting style and sensation of battle in The Swordsman, do you know if there are any benchmarks or references that describe its mechanics? Are there any similar games we can compare it to?
Aizawa: Essentially, it’s more like an impromptu, quick-reaction approach to actions, incorporating abilities, enhancements, and augmentations.
Shadow Labyrinth Celebrates Pac-Man’s 45th Anniversary and Promises More to Come
A: It’s evident that the inspiration is there, but why was Shadow Labyrinth chosen over a direct reference to Pac-Man in the title? Was there ever debate about incorporating it?
Aizawa explained that there were numerous debates regarding the matter, but they ultimately chose not to incorporate it due to their desire to attract a fresh audience and present the game as a standalone entity. However, if you scrutinize the key visual within the logo, you’ll notice a faint echo of the Pac-Man symbol in its shadow. If players engage with the game, I believe it will be self-explanatory. They’ll recognize and discuss it, and there will be Pac-Man Easter eggs and hints scattered throughout. Therefore, they decided it was unnecessary to include ‘Pac-Man’ in the title itself.
This interview took place before its debut at The Game Awards.
A: In a couple of hours, we’ll unveil the trailer for Shadow Labyrinth at The Game Awards. I can only imagine the enthusiasm from the crowd. At this moment, I find myself feeling a mix of anticipation and excitement about that response. Can’t wait to see their reactions!
Aizawa: We’re very eager and excited to present it!
2025 marks Pac-Man’s 45th anniversary, so we’ve got a full year packed with celebratory events! This is an exciting, fresh, and trendy aspect of our ongoing activities, along with other brand-typical happenings you’d likely expect.
Additionally, the anniversary’s focus is on creating an impression. In the same vein, I believe “Shadow Labyrinth” will leave a lasting impact on viewers, which is something we are equally thrilled about.
A: Are there any specific aspects of Shadow Labyrinth that you’re excited to reveal, or would you prefer to maintain an air of mystery around it?
Aizawa: We aim to preserve the essence of the game, which revolves around exploration and uncovering secrets. Our primary intention for this initial reveal is to create a sense of surprise similar to “what’s going on here?” or “what the puck” among the audience. However, rest assured, as time progresses, we will unveil more aspects of the gameplay, bosses, and other intriguing elements.
Q: Can you give a firm release date for Shadow Labyrinth?
Aizawa: We’re only saying a 2025 release window right now.
Sand: We’ve got some exciting reveals in store, though I mustn’t inadvertently disclose our launch date by discussing the duration of our marketing campaign. For now, we’re keeping certain details under wraps.
GR: Awesome, thanks. Congratulations on the game, we’re excited about it!
Piasek: Thanks, we’re excited that you’re excited!
[END]
The game titled “Shadow Labyrinth” is slated for launch between now and the year 2025 on platforms such as Nintendo Switch, PC, PlayStation 5, and Xbox Series X|S.
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2024-12-13 23:15