Remember Secret levelIs the Amazon Prime of Films miniseries inspired by popular video games? Do you know the episode that transforms Pac-Man as a burgundy warrior kidnapping strangers to assist him fight from the prison planet? Well, Bandai Namco has developed this idea in a long metroidvania called Shadow Labyrinth-Rzadki Street Fighter: The Movie Type Beat is a strange re-image of the oldest industry eater is a really hard experience. Not necessarily because it is hard, because it is not a walk to the dough, but in the past I threw myself on the rocks of more winding games. No, my biggest fight with this was the mysterious, ponderous and honestly dull story of Shadow Labirinth, while fighting for some rapid increases and brutal control points.
I am not completely against the idea of theoretical restarting of Pac-Man, but the performance here was not a great justification in practice. The story that draws you into the Puck’s rags (read: PAC-Man) Swinging Goon exists around you. This makes some sense, considering that you woke up without memories or understanding the wreck of the war, through which you are led by your noise of the yellow companion, but insisting Shadow Labyrinth that you stand and look at the broken, unclear, bloated trot dialog between a handful of dynamic characters, is tedious.
The 10-minute section of the secret level did a much more effective job, touching an engaging parable, using the history of the “survival cycle” as a parallel of the cyclical nature of the Eat-Die Pac-Man game. As a direct continuation of this miniature, Shadow Labyrinth develops exponentially, but fills this novel space with science fiction, which has very few fascinating story events. Even on the occasions in which Puck and Vistula’s journey adopted gigantic turns, these twists and turns came and passed without much time, taking into account their size or potential consequences. I always dived as I was a few minutes later.
However, Shadow Labyrinth looks pretty good. The type of moving paper doll animation used as well in games such as Salt and Sanctuary is also solid here. In many monsters there is a surprising level of detail, especially mechanical with all their bits and doodads. The animations may seem a bit squeaky and swimmed, like a puppet on the strings, but does not affect the action in any significant way. The levels themselves exploit the color well on their front and background, although I would not call its interpretation of the depth of the cave filled with lava or many stories of the advanced technology tower. There are disappointing few locations that are not an underground cave or a technologically advanced base using similar backgrounds with remixed colors. My favorite zone is the most engaging both in what it looks like and how you have to move with it, a valley sometimes filled with deadly flowers, which is completely optional and you can’t access it slow.
Unfortunately, the actual task of navigating these enormous areas takes too long. The platform never slips out of the hand, greater challenges are transferred to the side paths from time to time leading to more unsafe mini-pusches and obstacles that will check your time and reflex. I regularly received rails that transform you into a round yellow machine that we all recognize. These songs allow you Waka Waka Waka in designated walls, around the bends and on the ceilings, chewing granules (which is a currency that can be spent on the benefits and improvements). Tacking from line to line or start on enemies with a sword swirling attack is initially amusing, but I can count on one side of the times when I met sections of those that seem really clever outside the fact that the trick exists above all. These are so isolated experiences that if you remove all these sections from Shadow Labyrinth, I would not miss any of them.
Being on foot, unclear marking and abundance of the intersection often meant that it was not clear where there was a critical path, and I regularly came across side paths accidentally, which sometimes leads to gadgets such as bonus health, and at other times I didn’t have an update to the road blockades. Sauntering around these corners was oppressive, because death would reject me back to the control point, which almost always felt nice from the place where I fell. This was more stressful due to two -level control points: larger Mik Sol points that you can improve your warrior and teleport between and smaller pylons, which are control points at the closest, venerable sum of the word. When the resources decreased, and the paths broke up and multiplied seemingly endlessly, a petite part here or there can erase so many of my progress that I felt as trapped in those places like Puck. Maybe that’s what it’s about, they don’t like it, just like me
One thing I liked was a maze, petite pocket dimensions that unlock around halfway, which attracts you to the cluttered versions of PAC-Man levels. You do much more in them than enlargement and eat, with various mysterious obstacles, such as moving walls, which you basically throw at enemy spirits to edible. Flashy colors and arcada music provided a kind Edition of the DX championship Energy, which was a welcome relief from mainly dungeons, which I not only did before I approached their glowing tombstones and returned to the end.
The fight is full of your standard tariff in such a game. From the very beginning you can avoid a sword and wave the sword in a basic combination. Reflect the power attack, which provides a gigantic amount of distance damage when it is used alone or can be associated with the end of the basic combination as a satisfying finisher. There is an air rain, a catchy hook, parry and others are waiting for finding and adding to the repertoire, each of which cost your ESP meter. Launching this meter to the empty puts you in Street fighter 6-a burn -in -style condition, which means that you can not do anything, but it does not attack until it loads again. This is a stern and significant punishment that asks you to really pay attention to how much crime you are trying to discharge at the same time.
Meanwhile, Perks can change you in smaller ways, for example, making your dodge cost less ESP or showing the remaining health of the last enemy you hit. The most effective for me were those that strengthen your special skills or allow Puck to passively collect pieces for you. But although they are useful, none of these benefits changed the fight in a significant way or made the fact that I just started the attacks until everything died, it did not seem less repetitive.
Puck can sometimes enter the action, connecting with the swordsman to become a kind of mechanical dragon creature that breaks and tears until the energy bar is made. It was nice to be gigantic enough to ignore the enemy injuries and unfavorable terrain for a miniature time, but you still exfoliate the basic attack button until you can. To charge this mode, you need to devour fallen enemies, which also give various materials that can be released from specific suppliers for the benefit. I did not spend almost time trying to hunt for specific enemies for fragments, and my list of available ass were of this reason understood petite. After saying, there was nothing on the seller’s shelf that made me think that my chances of defeating a troublesome boss or a hard puzzle would be greater if I did it.
There are many different types of enemies where you can exploit this whole crime, but you spend so much time in gigantic zones that bad, that bad challenges quite quickly. Enemies that you can’t just fight at the first sight are few and far between them, and are rarely arranged in a way that makes them a real threat to your progress, an occasional archer standing on the platform, which you need to jump to hit. In general, bosses do not require a gigantic strategy except for the basic recognition of patterns. The gigantic mini-boss gave me the opportunity to optimally exploit my air after unlocking, but only much later in a 30-hour campaign every great enemies forced an additional technical layer from the combat strategy. And when the challenge finally approached, it was completely excessively tuned. The mining of injuries exploded, and the time between the attacks shrunk, turning a few slow fights into frustrating means of shame, from the nearest control point for the boss.