Shadow Labyrinth Is A Brooding Memorial of Pac-Man (and Namco’s) Bygone Glory
Pac-Man is more foundational to my gaming experience than Mario or Sonic.
Several of my formative childhood memories revolve around Namco’s spherical dot-muncher. The first time I went to an arcade with my uncle and played the Ms. Pac-Man/Galaga dual cab. A Namco-branded arcade in the Sunset Station casino I went to after movies. Afternoons stuck in Pac-Man World 2 with my mom, trading off the controller. And of course Namco Museum Vol. 3 for the PlayStation on my grandmother’s console. I’d spend hours just wandering around the virtual museum, let alone the time I lost to Ms. Pac-Man and Tower of Druaga.
Now those arcades are closed. The first cabinet I played on, liquidated to a new owner. My grandmother passed away at the top of summer. Who knows where a PlayStation she owned 25 years ago is—or if she remembered it when they pulled the plug?
Shadow Labyrinth, in a way, feels like a memorial service for those lost places and things. It’s a downtrodden reinterpretation of Namco’s ample stable of ‘80s IPs, with a tone that lies somewhere between Odin Sphere and Nier Automata, its distinct whimsy offset by a consistent palpable dread and malaise experienced by the cast. Atmospheric tracks from Splatterhouse composer Katsuro Tajima build on the bleak visual aesthetics, while Go Tanaka (writer on Tales of Graces f) imbues each character with a nebulous and voracious longing that the player must overcome to progress.
This game’s version of Pac-Man—the Haro-esque PUCK—eats living creatures and harvests their innards to become stronger. The player, in fact, is a product of the robot’s ‘reproductive’ functions. PUCK informs the unnamed player-character that they had no body when they arrived into their world, only a soul. Players must contend with the fact that they are—essentially—a covered-up faceless abomination cobbled together from whatever stray bits a robot could find. If there’s ever been a case for it/it’s pronouns, they would certainly apply to this player character. This is a whole other conversation, but the fluidity and ambiguity of gender in Shadow Labyrinth is one of its most arresting aspects—and it’s all rooted in this grim contextualization of Namco lore.
Other included properties don’t fare much better. Another companion robot—who looks a bit like the ship from Galaga—winds up in an abusive relationship with a jailer. The Bell from Pac-Man is anthropomorphized as a scantily clad young woman, who attacks the player in Andor Genesis armor from Xevious. (‘Pac-Man chasing the Bell’ actually becomes a clever bit of symbolism later on!) Some of the very same creatures seen in the 2014 Adam Sandler vehicle, Pixels, are presented in a downright eldritch light, such as the Pooka and the Galaga creatures.
Perhaps most distressing on a plot level are the Bosconians. The nomadic tribe is a fallen race living in the burnt-out ruins beneath an intergalactic WMD—the large black tower seen in the game’s promotional art. Named for the underappreciated but influential 1981 shmup, the displaced tribe’s queen has waited for a moment to strike back at her oppressors and reclaim the glory of her people’s name. It’s something out of a grimmer Hyperdimension Neptunia—a major plot point and character motivation that, itself, is a reference to its real-world equivalent.
In a metatextual sense, the player here is a mechanism for Pac-Man to resurrect the fallen memories of his 1980s contemporaries. Whether friend or foe, the player is an avatar to discover different aspects of the ‘80s arcade experience in a way beyond rote ROM lists or re-releases. It allows the player to, say, encounter Jennifer from Splatterhouse as a hulking beast with Rick mutated onto her arm. Instead of explaining to the player why this matters, it opens up questions to those unfamiliar. “Who’s Jen?” “What’s that mask?” And so on. In that sense, there’s a kinship with those virtual museums in the early PlayStation arcade compilations.
This method of storytelling is also akin to another beloved member of the Bandai Namco roster: Dark Souls. Players are left to wonder versus being explained to, which creates an atmosphere of organic discovery versus rote explanation. That applies to the gameplay, as well, which does not handhold and leaves full autonomy to the player. Bosses can be missed. Players can dodge, die, and repeat to the semi-ultimate area with only one health upgrade. In the week of release, /r/MetroidVania and YouTube comments alike are abuzz about different aspects of the game that they have yet to uncover. These comments house genuine curiosity, confusion, and half-clarity.
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