Pac-Man. Everyone and their grandmother knows who this iconic videogame character is, with a history spanning 45 years. That’s a long time for one little yellow blob to be gobbling things up, but he’s still going strong today; nothing can seemingly satiate that hunger. Over the years, Pac-Man has ventured into various genres, such as arcade, platform, kart racing, pinball, and, to a degree, even battle royale. However, the franchise’s most recent venture goes in a direction that’s even more surprising than that.
Bandai Namco announced Shadow Labyrinth at The Game Awards 2024, giving the world a glimpse at a dark rendition of Pac-Man. I was immediately intrigued by the trailer, and I knew I had to play it. Shadow Labyrinth is an action game that’s sure to appeal to people who enjoy Metroidvanias, offering an experience that’s quite reminiscent of games like Hollow Knight. One look at my Shadow Labyrinth review, which I gave an 8/10, shows that this more gritty version is rejuvenating, offering something very different for the famed character.
During my time with the game, I couldn’t help but let my mind wander; numerous questions came to me, and I’m fortunate enough to have been able to ask them to Seigo Aizawa, the producer behind the new Switch game. We go over the decision to take Pac-Man in this direction, what the reaction of you, the fans, has been like, did Shadow Labyrinth come before the Secret Level collaboration, and more.
So, if after journeying with Puck and Swordsman No. 8, you also need some answers, read on.
Pocket Tactics: Shadow Labyrinth shines a darker light on the iconic Pac-Man franchise. What made you decide to take such a direction? Were you hoping to reach a different audience?
Seigo Aizawa: Forty-five years have passed since Pac-Man’s birth, and there are now young people who know Pac-Man but have never played it.
We wanted to approach these people as well, so we explored with the keywords “dark and cool Pac-Man,” which was a first for us. We hope that those who have never played Pac-Man will take the opportunity to play Shadow Labyrinth and pay attention to other Pac-Man games as well. In addition, Shadow Labyrinth incorporates Pac-Man’s basic elements of “maze,” “reversal,” and “eating,” and was created mainly by the staff who have been making Pac-Man games. Although it is a completely different game, we have finished it in such a way that even Pac-Man fans will still feel that it is a new Pac-Man game.
Following on from the previous question, there’s a wide variety of genres out there. What drew you to Metroidvanias?
SA: We chose the exploration-based 2D action genre because it was a good match for Pac-Man’s “maze” element, the exploration of maze-like maps that this genre has, and the dark atmosphere. In addition, the development of this game brought together directors and staff from 2D action games such as “Kirby & The Amazing Mirror,” “Samurai Spirits,” and “King of Fighters,” and we were very confident in the quality of the production. We aimed for a new feel while maintaining the core of Pac-Man.
Did you take inspiration from any specific games or other media when creating Shadow Labyrinth?
SA: We researched various Metroidvania genre games. Among them, we found that difficulty and map creation were key elements we wanted to focus on. Difficulty is also something important in these games, and we aimed to make it possible for even those who are not good at action games to clear the game if they take their time to prepare, by providing growth and customization elements.
We also have a powerful robot form called GAIA, which allows players to act more strategically, such as when surrounded by small fries or when you want to quickly take down a boss in a boss battle.

There are segments that clearly replicate some classic Pac-Man action, such as traversing certain areas as Puck or eating enemies to gain new abilities. How did you find a balance between the new, while also keeping the essence of Pac-Man alive?
SA: In making this game, we were careful to make sure that even though it was a completely different Pac-Man with a dark atmosphere and exploration-based 2D action, it would still feel like Pac-Man when you played it.
We focused on the major element of Pac-Man, “eating,” and came up with the idea of acquiring skills by preying on bosses, and we incorporated the exploration element of high walls and narrow passages that can only be accessed by mini-packs, since the original Pac-Man maze itself is maze-like.
In addition, we created the GAIA form as a power cookie element. It has a time limit but offers overwhelming power to ravage enemies.
What challenges did you face in adapting Pac-Man to a whole new genre?
SA: This game was a completely new genre and a very challenging attempt at the first dark Pac-Man. At first, there were various opinions from within the company, and the development staff who had been making traditional Pac-Man also seemed to have conflicts, but as they continued to work on the project, the understanding and enthusiasm of those around them gradually increased. The development team knows and has protected Pac-Man, so it is a piece that also incorporates Pac-Man’s elements.
There are Easter Eggs littered throughout Shadow Labyrinth. How did you decide which games to give these subtle nods to?
SA: As a worldview that is well-received by everyone, there is UGSF (United Galaxy Space Force), which integrates Namco SF works such as “Galaga” and “Dig Dug.” By carefully incorporating this worldview, we were able to give it a well-rounded depth, not just recklessly. Of course, you can fully enjoy this game even if you don’t know anything about the UGSF elements. If you are curious about the settings after playing the game, you can enjoy it even more by researching past UGSF works.
Please take a look at the Shadow Labyrinth channel in the Pac-Man server on Discord, where players are discussing it every day.
Following on from that, do you have a favorite Easter Egg, and are there any players have yet to discover?
SA: My personal favorites are Pooka and Fygar from Dig Dug.
They are not just cameo appearances, but have been redesigned to be eerie and match the atmosphere of Shadow Labyrinth. And, just like in the original, they pass through walls, breathe fire, and relentlessly chase the swordsman. In the original Dig Dug game, you defeat those enemies with a harpoon. But in Shadow Labyrinth, you defeat them by hitting them with an anchor punch to inject air.
We also paid attention to the sound, and the sound effects were made with the original in mind. If you listen closely, you can hear that familiar melody from the direction where Pooka and the others are….
I’d been wanting to try Shadow Labyrinth since its initial announcement, especially after watching the Pac-Man: Circle episode of Secret Level. What came first? Was the game already underway, or did it stem from the collaboration?
SA: We received an offer from Amazon and Blur, a video production company for Secret Level, to create a Pac-Man-themed project.
At that time, we counter-proposed “Shadow Labyrinth,” which was in the early stages of development, with the concept and story taking shape, and they were surprised and excited, and decided to depict the story leading up to Shadow Labyrinth as Pac-Man: Circle.
We have also included various jokes in Pac-Man: Circle, so you may find new discoveries if you watch it again after playing the game.
Shadow Labyrinth appears to be quite divisive among the community. What do you make of the fan reaction so far?
SA: Thank you to everyone who has played the game since its release.
The development team has read various opinions from the players. We have received many comments regarding the difficulty in the early stages, and we are committed to improving the game based on player feedback. We also take other comments seriously. We will strive to make the game satisfying for both those who are currently enjoying playing it and those who have given us their opinions.
Pac-Man turned 45 this year, and it’s still going strong. Now that the franchise has a Metroidvania under its belt, are there any other genres that you’d like to tackle?
SA: Pac-Man is constantly challenging itself and will continue to evolve for its 50th and 100th anniversaries, so it has various possibilities.
Please pay attention to Pac-Man’s future!
I can safely say that I will be paying close attention to Pac-Man’s future, especially after enjoying my time with Shadow Labyrinth – it feels like the possibilities are endless for the little guy who got his start in arcades back in 1980, and I certainly look forward to enjoying Pac-Man World 2 Re-Pack when the Switch platformer releases next month. I can’t thank Aizawa enough for his time and for providing insight into how one of my favorite games so far this year became what it is. Now, please excuse me while I go and rewatch Pac-Man: Circle.
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Shadow Labyrinth,Adventure,Switch
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