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‘Stellar Blade' On PC Is The Definitive Way To Experience Eve's Journey

‘Stellar Blade' On PC Is The Definitive Way To Experience Eve's Journey

Geek Culture10 hours ago

Fan service is a beautiful thing. The mere notion of giving an audience exactly what they want is simple, yet wholly effective in drawing attention to a game, regardless of its quality.
And while most titles of this nature offer nothing more than a visual treat, with no substantial accompanying gameplay systems to back it up, Shift Up's 2024 hack-and-slash jaunt Stellar Blade goes above and beyond. Alongside glorious fan service in the form of gorgeous character designs and eye-popping cosmetics to collect, its slick visuals are held together by a solid gameplay and combat foundation, becoming a testament to what a game can achieve when a studio understands its target audience.
Since its release in April 2024, the game has seen constant post-launch support, not only fixing many of the gameplay issues listed in our review, but also a multitude of bonus free and paid content like a New Game+ mode, additional costumes, seasonal events, and crossovers with other IPs like PlatinumGames' 2017 action hit Nier Automata .
Now that Stellar Blade is available on PC, those who were unable to play it on the first day of release due to PlayStation 5 launch exclusivity can finally hop on the hype train, joining a whole new player base in experiencing Eve's adventure the definitive way, complete with a suite of PC-specific features and improvements.
Even on the base PS5, the performance of Stellar Blade was, well… stellar upon launch. The game had no problems hitting the coveted 60 frames per second (fps) on Performance Mode, even offering three different graphics modes, a feature not often seen on the platform: Performance Mode, which ran at 1440p upscaled to 4K at a practically locked 60fps; Balanced Mode, which ran at a dynamic 1080p to 1440p with temporal reconstruction up to 4K for cleaner image fidelity and also mostly stuck to 60fps; and a Quality Mode which targeted a native 4K image at a locked 30fps.
The PC port removes these frame rate limitations, unlocking the game's maximum potential with possible frame rates well above 60fps, which is extremely important considering the timing-based nature of its combat. With the added fluidity, perfect parries and dodges are now much easier to pull off than before, making combat more satisfying as a result.
To further improve performance, Stellar Blade also includes support for modern AI-assisted upscaling tools, such as NVIDIA DLSS 4 and AMD FSR 3, for ramping up performance with the least impact on visual quality. Frame generation technologies are also supported, such as NVIDIA's latest multi-frame generation, which boosts frame rates even further on GeForce RTX 50 Series graphics cards.
On a gaming laptop powered by an RTX 5070 Ti mobile GPU, Stellar Blade achieved an average frame rate of between 180 and 200fps on maximum graphical settings, including DLSS 4 on Quality and with Multi-Frame generation turned on – an impressive feat for a laptop graphics card.
Even without all the performance bells and whistles, the game's optimisation remains impressive. When tested on a lower-end Intel Arc A750 GPU (comparable to an RTX 4060) with an Intel Core i5-12400F processor, the game managed to maintain a mostly locked 60fps at a 3440×1440-pixel widescreen resolution with all settings at High, only dropping to the mid-50s during intensive cutscenes.
Apart from performance, Stellar Blade 's PC port also includes various features exclusive to the platform, such as the 21:9 and 32:9 ultrawide and super ultrawide aspect ratios, alongside additional 4K background textures. Controller users can expect full support for the PlayStation DualSense controller's haptic feedback and adaptive trigger features, with the ability to fully customise key layouts for gamepads, keyboards and mice for added flexibility.
Additionally, a host of new content has been added across PC and PS5, including a new boss fight with Mann, the leader of the Sentinels, 25 additional Nano Suits, as well as Simplified Chinese and Japanese voiceovers with matching facial animations. A new paid crossover DLC with Goddess of Victory: Nikke has also been released for both platforms, bringing new game-inspired costumes and bonus missions featuring Nikke 's cover-shooting mechanics.
With the PC release of Stellar Blade , there's no better time to hop in and witness Eve's journey for both newcomers and returning players. For more, check out our gameplay video above showcasing 45 minutes of the game running on an RTX 4090 gaming rig at max settings at an ultra-wide 3440×1440 resolution.
Kevin is a reformed PC Master Race gamer with a penchant for franchise 'duds' like Darksiders III and Dead Space 3 . He has made it his life-long mission to play every single major game release – lest his wallet dies trying. Shift Up Stellar Blade Stellar Blade pc

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Unboxing The 'Death Stranding 2: On the Beach' Collector's Edition!
Unboxing The 'Death Stranding 2: On the Beach' Collector's Edition!

Geek Culture

time2 hours ago

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Unboxing The 'Death Stranding 2: On the Beach' Collector's Edition!

At a time when the world was moving toward isolation, Death Stranding served as a poignant, if peculiar, study in human connections and bonds. The thematic exploration resonated with real-world concerns, with director Hideo Kojima sprucing up visual storytelling in a way that only he can, and its sequel, Death Stranding 2: On the Beach , looks set to be bigger and bolder than before. Set 11 months after the events of the first, the highly anticipated title continues the journey of Sam Porter Bridges across the Australian continent, as the freelance porter connects isolated survivors and colonies to the wireless communications 'chiral' network to save humanity from extinction. This time, however, there will be more action and other new elements to expect, making it only apt to celebrate its return with fanfare — that is, a glorious Collector's Edition fit for any fan. Here's what to expect from the Death Stranding 2: On the Beach Collector's Edition, which also includes all pre-order bonus content comprising the Battle / Boost / Bokka Skeleton: Silver (Lv 1, Lv 2, Lv 3) cosmetic, and a quokka custom hologram: Digital download of the full game 15-inch Magellan Man statue 3-inch Dollman figurine Art cards Letter from Hideo Kojima In-game items: Machine Gun (MP Bullets) Lv 1 Early Unlock Battle Skeleton: Gold (Lv 1, Lv 2, Lv 3) Boost Skeleton: Gold (Lv 1, Lv 2, Lv 3) Bokka Skeleton: Gold (Lv 1, Lv 2, Lv 3) Patch 70: Quokka Patch 71: Chiral Feline Patch 72: Why Me? As expected of the centrepiece, the Magellan Man statue oozes a premium finish that translates to intricate sculpting and an impressive attention to detail, from the rust on its body to the design of its tar-drenched wings. Death Stranding 2: On the Beach releases exclusively for the PS5 on 24 June. Si Jia is a casual geek at heart – or as casual as someone with Sephiroth's theme on her Spotify playlist can get. A fan of movies, games, and Japanese culture, Si Jia's greatest weakness is the Steam Summer Sale. Or any Steam sale, really.

Death Stranding 2: On the Beach — Review
Death Stranding 2: On the Beach — Review

Geek Culture

time2 hours ago

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Death Stranding 2: On the Beach — Review

Regardless of the times, the tragedy of reality is that strife and dissolution will always persist in life. In the eyes of renowned video game designer Hideo Kojima, the road to a united utopia is achieved not in distance, but in relationships and social bonds. It may sound like a tenet from a hippie with an appetite for 80s and 90s cinema, but Kojima has masterfully illustrated this theme in Death Stranding , a delivery game by his then-newfound studio Kojima Productions. To some, the game was Kojima's magnum opus, and to others, a glorified walking simulator filled with cinematic cutscenes. Now, with Death Stranding 2: On the Beach, fans are eager to see what Kojima's sequel has to say about exchanging sticks (violence) for strands (unification). Narratively, Kojima has proven he has the tools and talent to spin a compelling, conceptually highbrow and cinematic tale about bringing humanity together. However, like any delivery errand rooted in the realities of painstaking mundanity, those who wish to experience the story and truly understand its message must be willing to trudge through extensive amounts of jargon and route planning. For the uninitiated, the world of Death Stranding begins with both a bang and a whimper, where souls of the dead who are unable to move on in the afterlife (represented by beaches) become ghost-like entities unseen by the naked eye, known as Beached Things (BTs). As more people die, more BTs roam the earth. Anyone swallowed by a BT results in a voidout, an explosion of energy akin to an atomic bomb and leaves a giant crater in its wake. In addition, the rain ages anyone who gets caught in it. Consequently, humanity has been driven to isolation, going underground in clusters or alone. To survive, these communities rely on porters to deliver materials and precious resources, and you are one such courier, Sam Porter Bridges, played by a returning Norman Reedus ( The Walking Dead ). To ensure the safety of porters, they use Bridge Babies (BB), a fetus extracted from a brain-dead mother and stored in a pod, to detect BTs. In the first Death Stranding , players are tasked with connecting bastions across the United States of America, integrating these communities into a 'Chiral Network', and thus unifying a fractured country into a new United Cities of America (UCA). Players do so by taking on deliveries and travelling between these bases, and through this journey, they learn of how BTs are formed and how they serve as precursors to the next Death Stranding, an Extinction Event that can wipe out all of humanity. While the UCA was the focus of Death Stranding , Death Stranding 2: On the Beach brings us to Australia through a portal known as a 'Plate Gate' located on the southern edge of Mexico but the name of the game here is still the same — deliver precious cargo across Australia's isolated communities and integrate them into the Chiral Network. Each order you take on will throw you into similar loops of planning your route, outfitting yourself with equipment for the journey, transporting the cargo to your destination, be awarded points (also known as 'Likes') based on your performance, and integrate the community you've arrived in to the Chiral Network. Including the cutscenes for the main story, players will be experiencing this game loop for about 40 hours. Compared to the UCA, the biomes Australia takes you to have shown how the Decima engine has evolved in generating its visual assets in leaps and bounds. Right from the start of the prologue and opening credits, the game looks and feels like a documentary, showing realistic, breathtaking dunes, rock formations, and cityscapes. Compared to the first game, there is less blue sand and so much more red dust, white snow, green foliage, and grey abandoned buildings, which makes porter work more pleasant through the hours. Porter work in Australia is more complex compared to Sam's journey across the UCA as in addition to the usual bandits, brigands, and BTs, Sam now has to prepare for harsh weather, environmental conditions, encounters with dangerous wildlife, and occasionally fight against robotic terrorists known as 'Ghost Mechs'. Instead of just grabbing your gear and going, you now have to actively weigh your options and choose the lesser evil to your next destination. More often than not, the shortest route – logically a straight line – may not be the optimal option as you may encounter BTs along the way, which may not be your cup of tea. Instead, you may want to make the detour and brave climbing rocky mountains, which introduce a different type of horror in managing your stamina, hoping you do not fall and damage your cargo or succumb to landslides and avalanches caused by earthquakes (dubbed 'Gate Quakes'). That said, environmental dangers are a welcome inclusion in the world of Death Stranding. Experiencing natural disasters in your travels, like bush fires, Gate Quakes, and rising water levels, brings a level of dynamics not present in the first game. To prepare you for greater dangers ahead compared to your time in the UCA, Death Stranding 2: On the Beach also takes a more action-oriented approach to its combat, with a wider arsenal of tools and weapons at your disposal to confront your adversaries. On top of the usual assault rifle, shotgun, and blood grenade to get rid of BTs, the game offers more innovative tools like a Blood Boomerang that uses blood bags instead of bullets, which is a great de-facto silent way to fight your enemies, or a Tar Cannon that can put out bushfires and act as a flamethrower at the same time. There's even a grenade that you can use to capture BTs, so you can use them to fight other BTs. In addition to a wider arsenal of tools is a new character progression system. You will be awarded skill points known as 'Memory', to invest in various APAS Enhancements, which make your next journey slightly easier. These enhancements come in nodes you activate, like 'Aim Assist' for your weapons or 'Instant Cargo Binding', where the scattering of cargo is prevented whenever Sam falls over. Your mastery of weapons (represented by levels) and other statistics like Carrying Capacity will also increase based on the equipment you use and the route you take. The game is also more lenient to failure. While players were met with a 'Game Over' screen once a BT swallows any human being in the first game, getting swallowed by a BT in Death Stranding 2 will result in the formation of a crater in the environment, making the area inaccessible for travel. This would just translate into a minor inconvenience where players would have to make a detour to reach their next destination. Killing people in the first game is a dangerous endeavour as dead bodies become potential candidates to cause a voidout, thus, a 'Game Over' screen that hampers progress, and there is an urgency to incinerate dead bodies by personally transporting them to an incinerator. In Death Stranding 2 , however, the denizens of Australia will dispose of any dead bodies that lie in your wake, resulting in a reduction of your total accumulated Likes. That said, although a wider arsenal of weapons and added room for failure empower you to boldly confront BTs and brigands more often, getting caught by the dead feels more inconsequential, which weakens one of the game's central themes of valuing human lives for connection. Although the utilisation of the incinerator in the first game feels like work, it encourages players to be more creative in adopting non-lethal ways to accomplish their tasks, and therefore, there is always room for an incinerator in Australia. Thankfully, you will be able to switch between lethal and non-lethal modes for all weapons, and weapons are pre-set to non-lethal, so there is no need to adopt lethal methods throughout the game. Death Stranding 2: On the Beach also takes a more deliberate, deeper approach to world-building, featuring more individuals studying the effects of the Death Stranding event, and other lore-specific aspects like chiralium and the tar. Although a greater depth to the world of Death Stranding is introduced, the game suffers from too much unnecessary complexity in introducing parts of this world. Why is there research on how tar and chiralium affect groundwater, and how is it relevant to our story? How does the tar help in healing diseases? Even the characters in the game do not currently know. While you may argue that learning about the effects of the Death Stranding alongside the denizens of this world plays a part in the immersion, how the game's lore is uncovered and communicated may just be too convoluted for any layman. The work is important, mysterious, and so complex that it can go over the heads of the casual player because what does 'parasitic chiral microbes' and 'tar current fluctuations' even mean? Fortunately, the game includes a corpus that spells out events of the story so far and jargon players may not be familiar with if they did not play the first game, and this helps elevate them to the same level of understanding if they are willing to pore over walls of text. On the grander scheme of things, it's more exciting to brood over the game's core themes of connection and how specific socio-political issues like expansionism and gun violence affect connected communities, which could have been explored more instead of convoluted world-building. The main question posed to players at the start of Death Stranding 2: On the Beach was, 'Should We Have Connected?', and even Sam questioned the underlying agenda for expanding the chiral network outside of the UCA into Australia, citing concerns for the expansion to be politically masked by civility and acting as a vehicle for humanity's destruction. To that, it would seem that Kojima's stand on the matter is that humanity deserves to connect and establish relationships despite being in the wake of calamity, and this statement is expressed masterfully once again in the main events of Death Stranding 2: On the Beach . The story is wholesome and sometimes predictable; however, Norman Reedus' Sam and the supporting characters involved in the game's events have proven to be pivotal emotional backbones to its messaging. Death Stranding 2: On the Beach introduces both new and returning casts, all of whom play characters who are beautifully written. Norman Reedus has shown his deep understanding of grief in his performance as Sam, who is not only dealing with the harsh working environments as a porter, but also in his struggle to emotionally handle the deaths of those he loves. Meanwhile, scenes by Shioli Kutsuna ( Deadpool 2 ) as Rainy are sure to tug at your heartstrings and bring tears to your eyes. The player is also transported to the Spirit World against Luca Marinelli's ( The Old Guard ) Neil, a mysterious spirit of a dead porter, similar to that of Mads Mikkelsen's Cliff Unger in the World War 1 trenches of the first game. Although scenes with Marinelli are not as tense as Mikkelsen's mysterious, power-bringing aura, Marinelli brings an air of explosive intimidation in his character that can hold his own without comparison to Mikkelsen. On the other hand, Elle Fanning's ( Maleficent: Mistress of Evil )Tomorrow is also a memorable highlight in performance, spearheading most of the game's action-packed cutscenes, which are measured, exciting, and well-choreographed. Returning to the scene as the main villain is Troy Baker's Higgs. Although Baker is a natural at conveying the pained madness of Higgs as a character, the game's culmination, including the final fight and his conclusion, was underwhelming and anticlimactic. Regardless, returning to the world of Death Stranding in Death Stranding 2: On the Beach was worth the 40 or so hours to finish, including savouring every moment of the game's main storyline cutscenes. Death Stranding 2: On the Beach is released exclusively on the PS5 on 26 June 2025. Summary Death Stranding 2: On the Beach brings a level of innovative playability for casual gamers who are interested in the story. That is not to say that they will catch up easily with the game's events unless they spend time reading its jargon and concepts. Still, the game's gripping tale of loss, connection, and sometimes socio-political exploration is worth experiencing if gamers are willing to carry out the next delivery order. Gameplay - 8/10 Story - 9/10 Presentation - 9/10 Value - 9/10 Geek Satisfaction - 8/10 Crack open a cold one with Joey, because the moment you approach him, he will start talking about film and video games for days. He spends his waking moments during the weekends meditating on how the latest movie he's watched or game he's played has impacted his worldview. Death Stranding 2: On the Beach Hideo Kojima Kojima Productions Review

Dark Pac-Man Metroidvania ‘Shadow Labyrinth' Forgoes Hand-Holding, Encourages Experimentation And Skill Usage
Dark Pac-Man Metroidvania ‘Shadow Labyrinth' Forgoes Hand-Holding, Encourages Experimentation And Skill Usage

Geek Culture

time3 hours ago

  • Geek Culture

Dark Pac-Man Metroidvania ‘Shadow Labyrinth' Forgoes Hand-Holding, Encourages Experimentation And Skill Usage

Make no mistake, this isn't your grandfather's Pac-Man. Shadow Labyrinth , Bandai Namco's upcoming 2D Metroidvania side-scroller re-imagining of the classic 1980 arcade game icon, promises not only to show off the lovable yellow puck in a whole new light, but also marks a drastic departure from its simple pellet-munching gameplay roots with its sprawling maps, complex level design and intense, challenging combat encounters. We've already seen a glimpse of what the title has in store via a brief preview in May, but during an extended hour-long hands-on session with the title, we were able to get a better feel of how moment-to-moment gameplay works, and left with a notable observation – this game doesn't even bother to hold your hand. The preview was split into two sections: a gauntlet of puzzle-solving and combat, alongside a challenging boss encounter. While its core gameplay fundamentals and platforming elements remain unchanged from our previous session, the extended look did allow for a better understanding of its mission structure, level design and progression. And it's progression that ties any Metroidvania title together, Shadow Labyrinth included, as players will constantly learn new abilities throughout their journey in order to proceed forward on the game's main narrative path, or for backtracking to open new routes for additional rewards. Pertinent examples of such skills include double jumping and the ACTIV shot, the title's version of a grappling hook, though surprisingly, both were unavailable during some sections shown in the preview. Without the help of these two skills, traversal is decidedly more complicated this time around. Once again, much emphasis has to be made that the game does not feature objective markers, so it's up to the player to figure out how to move forward, identifying which areas can and can't be accessed at any moment based on the abilities available to them at that point in time. Take this one instance where, at one point, players are dropped into an area with no way of returning, with all other exits sealed off, bar one opening just out of jumping reach. A double jump would make quick work of the gap, but without it, and with no way back, players might feel at a loss for what to do, possibly even assuming that they had accidentally soft-locked the game by not learning a required ability before progressing to this point. The solution, it turns out, was to use a very specific ability, a mid-air dodge roll, to barely close the gap and slide into the tight opening. Waka waka and away we went! This very example was subsequently brought up during an accompanying interview with game producer Seigo Aizawa to understand the steps taken by the team to ensure the game's accessibility – especially for genre newcomers – and prevent players from hitting such roadblocks. Thankfully, he clarifies that this issue only arose due to the nature of the preview session, which drops players into the midpoint of the game without an explanation of core traversal mechanics. 'For this preview, we selected a section from the middle part of the game, and so we estimate that for first-time players, it would take around eight to 10 hours to reach this point,' explains Aizawa. 'In the full game, after acquiring a new skill, players are normally guided through a tutorial video or a tutorial stage to help them get used to how that skill is to be used.' 'Since we skipped all these parts for the preview, players understandably might be at a loss for what to do. Rest assured that in the main version, the game is designed to let the player and Swordsman No. 8 grow together by gradually mastering the controls as the story progresses.' Still, it remains to be seen how reliant on a player's knowledge of the tools at their disposal the game will get, with protagonist Swordsman No. 8's skillset bound to get even more complicated as the game progresses, requiring players to remember a constantly growing set of moves and then identifying which to use for different platforming sections. Without objective markers, simply progressing the game's main narrative path becomes a much trickier affair, as players might be tasked with obtaining a specific set of items to open up a blocked passage, with no guidance on where to go next. In the preview, the main route is blocked by a gate requiring a set of three tablet pieces, with the player left to find them on their own. After exhausting all other available route options, with most being blocked off in one form or another, players will eventually encounter an elevator leading to a three-way crossroad, eventually figuring out after tackling them one by one that each leads to a piece of the broken tablet. Reaching the end of each path is no cakewalk either, with one leading to the aforementioned area requiring a mid-air dodge roll, one featuring a tough encounter with waves of spawning enemies, and perhaps the most difficult one of all, a timed platforming challenge utilising Swordsman No. 8's mini-PUCK mode. While its platforming section isn't all that difficult, it was the timed element that really ramps up the challenge. Players have to first activate a button at the start of the section, opening up a door at the end and beginning an invisible timer. The thing is, this particular challenge requires patience, with the section revolving around grinding along a set path while avoiding slow-moving saw blades, jumping between the main path and strategically placed safe zones to wait until a blade has passed before continuing. On top of that, the entire section is suspended above a bottomless pit, spelling doom for any missed jump and sending players back to the start. Again, all this occurs while an invisible timer ticks down, and finally completing the section, only to realise that the timer had run out in the process and coming face to face with a closed door after all the effort would certainly have led to much frustration. Granted, some might find this constant trial and error thrilling, and its difficulty might even be a major selling point, but this might prove a harder sell for genre newcomers, especially considering how gamers from all skill levels might dive into the title because of its well-known Pac-Man IP, making accessibility even more important. To this end, Aizawa reassures that the game will adopt a step-by-step approach, allowing players to get used to the game's systems over time. 'Over the course of the game, players can obtain new skills and progress through its different stages, designed to help them naturally get used to these abilities before moving on to the next steps,' he explains. 'So I believe players do not have to feel worried, and can feel at ease while playing the game.' To its credit, the game's reliance on trial and error can lead to some interesting eureka moments, best seen in the preview during a closing boss encounter with a particularly challenging foe, the Jen Hybri. The hulking Jen Hybri monstrosity is menacing right from the get-go, with a design inspired by the classic 1988 Namco beat 'em up arcade game, Splatterhouse . In fact, many of the game's enemy and level designs were inspired by classic Namco games, with Aizawa explaining that Shadow Labyrinth is set within the United Galaxy Space Force (UGSF), the combined science fiction world of all Namco titles. Like the protagonist of Splatterhouse , the Jen Hybri wears a menacing mask that is more than just a fashion statement, as it is able to deflect all of Swordsman No. 8's blows with ease. Unable to target its massive head, the fight then boils down to timing, requiring skilful parrying of its attacks to create a brief opening to strike back, resulting in a risky back and forth while slowly whittling down its health. While achievable, this method is definitely challenging, with the game actually featuring a much easier solution instead – the use of Swordsman No. 8's GAIA mech form. When using GAIA, players are now able to shatter Jen Hybri's mask (something the game never makes known), exposing the boss's weak point. The tradeoff here is that it switches up its attack patterns upon its mask being broken, now featuring much more aggressive strikes. Still, with its head exposed, players are then free to utilise mid-air strikes to make quick work of Jen Hybri's lengthy health bar, making the fight much more manageable in the process. It's in these cases that the game's sparse guidance really shines through, offering the satisfying feeling of discovering new tactics to deal with challenging obstacles and encouraging players to experiment with new combat techniques with every encounter, with this combat flexibility being something that Aizawa is personally the most proud of. 'I really enjoy the heart-pounding action we created, and the variety of moves available. Once players get the hang of it, they can combine moves like ACTIV shot, aerial attacks and chain combos for some really stylish battles, something I hope everyone can enjoy.' Aizawa concludes. As it stands, Shadow Labyrinth has the potential to be a divisive title. On one hand, its near lack of guidance can make it daunting for players less familiar with the Metroidvania genre; on the other, the emphasis on player discovery can lead to immensely satisfying moments that simply won't exist with traditional objective markers. The question now, then, is whether the game can balance out these two extremes in its full release. Shadow Labyrinth will launch on 18 July 2025 for the PS5, Xbox Series X|S, the Nintendo Switch 2, and PC. Kevin is a reformed PC Master Race gamer with a penchant for franchise 'duds' like Darksiders III and Dead Space 3 . He has made it his life-long mission to play every single major game release – lest his wallet dies trying. Bandai Namco Geek Preview metroidvania pac-man Shadow Labyrinth

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