There was a moment in the middle of Luigi & # 39; s Mansion 3, you opened a door to a room that was not a real room, and you thought-wow. This definitely sold the game's theme hotel environment, but also totally denied it. I suspect the room is a real sandbox: a vast desert full of puzzles, straddling the ancient Egyptian-themed floor of the game-great. But if you can, why build a mansion or hotel? This one?
Luigi & # 39; s Mansion 3 review
- Developer: Next level game
- announcer: Nintendo
- Platform: Viewed on Switch
- Availability: October 31, Switch
Since we first saw Luigi's Mansion 3 (the medieval castle height was unveiled at E3), it's clear that this will take the series one step further than the traditional forms of mansion. I remember thinking, okay-we've played two very traditional haunted house games. It's a good time for Nintendo and developer Next Level Games to try a few different attempts-even if its theme hotel adopts a medieval castle, it doesn't feel like the theme hotel version, but more like the real thing.
Just as Luigi's mansion is a weird halfway house for spooky residents, this third part feels like a combination of the more traditional formula and new formula of the series. Although the game can replicate the original GameCube up to two floors-your trusted Poltrugust vacuum cleaner draws ghosts and money from every crevice-the whole process isn 39;t reflected until you start exploring some of its subject areas.
There is another similar story after a while in ancient Egypt-every time the elevator pings and its door opens to a new floor, you guess what will happen next. A Hollywood film studio with a ghost director ready to play you in his new movie? of course. Water level in the sewer. Luigi must perform actual plumbing work when operating the boat? why not. These settings are when the game really shines-and it's also time to abandon its hotel premise in the process.
The overall idea still makes sense-is there a better way to link these theme-separated areas than the floors used in hotel elevators to quickly slide between themes? But it didn't really live up to my expectations. Luigi's Mansion 3 is a surprisingly linear game. Within 15 hours, I cleared the story and was forced to go back 3 times for story reasons (sometimes laborious). I had hoped for a more Metroidvania experience, the room was locked behind the door and I had to return later. However, after Gooigi's early introduction, there are no new feature enhancements and no new mechanisms to learn from. Each floor is used as its own independent lesson and then processed differently.
Gooigi-What a star he is. Your partner's avatar is blank, or just a gel-like avatar when you need a second hand. He was terrified quietly-a lively Haribo, almost unconscious and unable to move unless controlled by others-but he is often part of the most tested puzzle in the game. Yes, there are very few new mechanics to learn some available methods from the beginning, but the game learns a lot from them. Whether it's a ghost that needs a specific sequence of actions to make it fragile, or a puzzle that requires the power of Luigi and Guwaj to solve, I'm sometimes surprised (somewhat frustrated) by why I've tried everything Already.