For my money, PAC Main: Circle Amazon’s anthology series, a secret level standout. While the other 14 episodes felt like long ads for these games, they put an unexpected spin on the famous character of PAC Man: Circle, and it fully re -imagined the yellow ball affected by the pallet, introducing some horrific violence and physical necklace for equality. It was bold and fantastic, and as it turns out, it is still an extension commercial for the upcoming game.
Bandai Namko announced a shadow labor just a few days after the secret surface release, and like this incident, it maintains a deep competition on the 2D Metrodovian classic role. Unfortunately, it eliminates execution with a slow, vague and ultimately forgotten story, while disappointing, a note fighter and controversial checkpoints are more tainted about what the 45 -year -old character is a disappointing restoration.

If you have not seen the PAC Man: already a circle, don’t be afraid. The 12 -minute event helps to establish the basic foundation of Shadow Maze, but does not need to be seen. In any way, you are probably going to feel lost, as the story of Shadow Libranath rapidly falls into the confluence of trumps, science -fi jirgons, technobbles and folas self -esteem.
A part of it is probably deliberately, because you dawn an Aminisic sword, which was called in another direction to help PAC Mann to avoid a humorous planet. Except it is not technically PAC man, it is a puck (in its original Japanese name). You are a source of it. He is the devil’s manner on your shoulder. This is an interesting setup, but the story never takes advantage of it. Despite the clear scheme of puck, everything must be around you, without a shock or a feeling of agency. You’re together for a ride, and it’s a slow, which has failed to meet the PAC Main: Circle’s notorious and unprecedented tone.
This is a shame, as there have been some callbacks for deep deductions in the past of Bandai Namko, which may be better in the more compulsory game. Shadow Maze is the first PAC Main game to be part of the United Galaxy Space Force timeline-a common universe that includes many old games of Bandai Namko. Thus, you will find things like Bosoconian NPC villages, DIG Dig, Galaga, and numerous references to the Galaxin’s enemies and Zeus series. They help make the world out to some extent, but when they are cut off with similar dialogues and blend plots points, it only feels like a waste opportunity.
As 2D Metrodwania, Shadow Maze is enough linear for the first five or so hours. There are still thorns that lead to upgrades, secrets and irreparable areas, but it does not really open later. At this point, you have been given a number of goals and free restrictions to find in any direction. Generally, it will be interesting, but there are many factors that prevent Shadow Maze from reaching the heights of many of their contemporaries.
The first is the art design and repetition of these areas. There are not many places that deviate from the majority of caves and industrial areas, nor are there any significant differences except for some different colors of these areas. This is especially searched, except for the few zones that ask for something a bit. From a cave system that is submerged in the dark until you activate different shining skulls, possibly to a valley full of fatal flowers.
Another stacking point is the game level design. As the title suggests, Shadow maze is properly in the form of maze, which exposes the map over time, exposing its various paths, which creates new areas and hidden secrets. However, the game does not guide you. There is no way here, and the indicators you can buy are deliberately vague, so it depends on you where to go. Unclear sign posting and the paths that do not literally take it is not much disturbing.
Development is also especially slow, with hours between unlocking different upgrades, such as gripping hook and double jump. Not only does it prevent you from reaching new areas, but as a result, the game platform becomes quite stable. And for most parts I liked the Shadow Maze platforming. There are some entertainment navigational puzzles and platforming challenges, in which the best people remind me of the cellst. However, the distance between the upgrade allows some steam out.
In each area, there is also a frequent combat rooms full that locks you from the inside, until everything dies, Shadow emphasizes a special emphasis on the battle of maze. You start with a basic three hit scrolls and stun attacks in addition to the Dodge roll and a more powerful attack that uses each capacity (known as ESP). This is the standard fare for this genre, which is later open and the air dash is open. The strong sense of effect makes fighter entertainment at a basic level substantially, but all action is achieved due to a variety of enemy reduction, contradictory hit boxes, determining the place of terrible checkpoints, and a lack of meaningful progress.

Most of the games you will do only to fight these few enemies, even if you are in the area. Even when Shadow Maze introduced new enemies, you will quickly know that they are the only enemies of the enemies you are fighting for the entire part of the game for FRA. Most people can be dealt with in a couple of strikes and when they come to you, they face more problems than the real challenge. The main reason for this is that, when every enemy type is usually an attack on some kind of attack-whether it is a turmoil or a scarcity-you also suffer when you touch an enemy. This history design can be disappointing when you are already dealing with numerous attacks from every angle, but it is especially entering when some of the game’s hit boxes 2D model. Despite being out of the enemy’s boundary, I lost the count of the loss after dodging.
You are also fragile, so you don’t need much to finish. Pairs with its checkpoints that are far away, force you to re -run longer parts, and the flaw flaws only grow more than how often it happens. You have access to healing Pushins, but uses a two -level approach to sports checkpoints. Macau civil checkpoints allow you to teleport, upgrade your character, and fill your health bar and healing items, but when you are killed, smaller, regular checkpoints are merely maintenance points. Without re -filling its health, it is artificially increasing the difficulty and only feels cheap, especially when the latter checkpoints are placed in front of the owners. If an Enough of any loss is not enough to fight a boss without items, you are forced to spend 40 seconds running up to 40 seconds every time you die. This is not a good time.
To eliminate this, every boss fight is a scary matter. It usually involves very few strategies, beyond the identity of the basic sample, so the challenge gets how long it takes to eliminate the boss’s health bar while avoiding harm to themselves. You do not have many aggressive options other than the basic 3-hit combo and a heavy attack, but the latter needs to be used a bit to avoid getting out of ESP-if the gauge collides with zero, you are unable to chew slowly again. There are occasions you can equip, such as bonuses, such as displaying enemy health bars and reducing the cost of dodging, but they do not change the fight in any important way. You may also be converted into a PAC main dragon Mac for short periods, but it contains more buttons meshing. Prince of Persian: Recent sports like The Lost Crown and nine Solice have raised the bar for Metrodovian Combat, so Shadow Maze’s Basi -Note Design feels like an abuser.
The most interesting design selection of the game comes from how it ties PAC Man into experience. Puk is a passenger for most parts, even the occupation of his body’s horror-ASC also leads to a cottage at the end of each boss’s battle. It is surprising that the frightening boss eating puck is not connected in a gameplay. Nevertheless, there are occasional moments where you can take direct control over the yellow varb, as specific levels allow you to convert and ride in the classic PAC main fashion-each time you take the pill with the famous “Waka Waka” sound effect. This is a new way to discover, but even jumping is a matter of excessive resentment. You can only jump in three directions: straight, straight forward, and Akhtar. When you have time, keeping these jumps in line is relatively easy to ease, but when you don’t, its burdensome nature comes back to cut you.
The worst moments of the game occur when you are thrown into an enemy’s gontel. Not only can you heal the dodge, perry, or even, but also to jump straight forward to avoid most attacks. The problem is that doing so makes you so ahead that you often enter the enemy that you were trying to avoid. Please, these parts are very few and between it, but I spent only an hour an hour in which one of them tried to pass through.


Parts of the maze bring you to the pocket dimensions where you are thrown into the more strange version of the traditional PAC main level. New ideas such as Dico PAC shakes the main and weapons platform formula, while its shiny colors and pumping sounds in mind the former of the PAC Main Championship edition-the best PAC Main Game. Although a hard five -minute timer can be a burden. It is not always clear what you are doing, and sharp platforming prevents you from doing something faster. Then once again, repeating these parts is not the worst thing in the world.
Despite what I have said, I didn’t have a terrible time with Shadow Maze. There are many disappointing moments, the story is dim with mind -making, and what you are doing is neuris. Still, for a long time, it is merely justice Okay. This is occasionally a by-number by the number of PAC main remixes through Metrodwania. Certainly a strange combination, and I wish it was a better game around it, but at least we will always have a secret level event.