When I first booted up Shadow Labyrinth, I expected another classic metroidvania experience—the kind where you get lost in intricate maps and gradually unlock abilities that transform how you navigate the world. And for the first five hours, that's exactly what I got. The game follows a surprisingly linear path during this initial phase, though it does tease you with forking paths that lead to upgrades, secrets, and those tantalizingly impassable areas we've all come to recognize in the genre. It’s comfortable, familiar, and honestly, pretty engaging. But here’s the thing—once the game truly opens up and hands you multiple objectives with the freedom to explore in any direction, something shifts. And not necessarily for the better.
Let me be clear: I love metroidvanias. I’ve spent hundreds of hours across titles like Hollow Knight, Ori and the Blind Forest, and even some of the deeper cuts like Axiom Verge. So when Shadow Labyrinth finally gave me the reins after those initial five hours, I was pumped. Free exploration is usually where these games shine, where the player’s curiosity and skill are rewarded with hidden paths, powerful items, and satisfying "aha!" moments. But in Shadow Labyrinth, the transition to this open-ended structure felt… underwhelming. It’s not that the game lacks content—far from it. There are multiple objectives, sure, and the map expands significantly. But a combination of repetitive level design, underwhelming rewards, and a disjointed progression system kept pulling me out of the experience.
One of the biggest issues, in my opinion, is how the game handles its upgrades. In those first five hours, you’re drip-fed abilities that feel meaningful—a double-jump here, a dash move there. But once the world opens up, the upgrades become sparse and, frankly, less impactful. I remember spending nearly two hours backtracking through previously inaccessible areas, only to find a minor health upgrade or a cosmetic item. Compare that to Hollow Knight, where almost every secret felt worth the effort, and you’ll see why Shadow Labyrinth struggles to keep players invested. It’s not just about the quantity of content; it’s about the quality of the discoveries.
Another factor that holds Shadow Labyrinth back is its pacing. The shift from linear to open-world isn’t as smooth as it could be. Suddenly, you’re thrown into a sprawling labyrinth with multiple objectives and minimal guidance. While some players might relish the challenge, I found it disorienting. There were moments when I’d spend 30-40 minutes exploring one branch of the map, only to hit a dead end that required an ability I didn’t even know existed. This kind of design can lead to frustration rather than excitement, especially when the game doesn’t provide enough clues or context to help players make informed decisions.
Now, don’t get me wrong—Shadow Labyrinth isn’t a bad game. Its art style is gorgeous, with detailed pixel art and moody lighting that really sells the labyrinthine atmosphere. The combat, while not groundbreaking, is solid and responsive. And those first five hours? They’re genuinely enjoyable. But when you stack it up against contemporaries like Dead Cells or even the more recent Metroid Dread, it’s hard not to feel like Shadow Labyrinth missed an opportunity to truly stand out. The game’bones are there—the exploration, the upgrades, the secrets—but it lacks the polish and cohesion that define the genre’s greats.
What’s particularly frustrating is that Shadow Labyrinth had the potential to be something special. The concept of a labyrinth that constantly shifts and challenges the player is a goldmine for metroidvania enthusiasts. Yet, the execution falls short in key areas. For example, the game’s fast-travel system is limited to just a handful of locations, making backtracking a chore rather than a pleasure. And while the soundtrack sets the tone beautifully, it doesn’t quite have the memorable motifs that stick with you long after you’ve put the controller down.
If I had to pinpoint where Shadow Labyrinth falters most, it’s in its inability to maintain momentum. The initial linear section builds a solid foundation, but the open-world segment fails to capitalize on it. Instead of feeling like a natural evolution, it feels like two different games stitched together—one carefully crafted and paced, the other sprawling and uneven. It’s a shame, because with a bit more refinement, this could have been a standout title. As it stands, Shadow Labyrinth is a decent entry in the metroidvania genre, but it’s unlikely to be remembered as a classic. And in a field as crowded and competitive as this one, that’s perhaps the biggest disappointment of all.