The Boss

Luigi's Mansion 3 Review-Sometimes a bold sequel, haunted by the past • iGamesNews.com

bold, haunted, igamesnewscom, Luigi39s, Mansion, ReviewSometimes, sequel


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'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.

1

Ghost game

In addition to playing the role of Gooigi in a cooperative, two discrete multiplayer modes are available at any time (just go to Professor Gadd's hideout or select them from the main menu). Scarescraper, with up to four players online or locally, allows you to clear levels day and night. Goals include tracking all ghosts or using a flashlight to eliminate all crows. The only downside? The boss mechanism you face last will disrupt the main campaign. Meanwhile, Screampark is a competitive mode with up to 4 local players, where you can team up to hunt ghosts or collect coins faster than your friends.

Here is a brief description of the bug-there are some. Once I was unable to leave the room because it thought I was still trapped in an encounter, which made me doubt every subsequent locked door. Another time, I saw a door closed, but I didn't enter until I restarted. Yes, of course, there are always loopholes in video games, but this is a Nintendo game-the last place you want them to appear is 10 minutes into the last boss fight with non-skippable cutscenes. Nintendo needs to fix two things as quickly as possible-unable to skip boss cutscenes, and frankly nasty health alerts, and it's furious whenever you dare to drop your health level slightly below half. In the face of everything, the noise overwhelms everything else that is happening, nothing more than having fun from a fixed clip.

Even more delightful, Luigi & # 39; s Mansion 3 has some outstanding bosses-often introducing and mocking a collection of real characters throughout the entire floor they live in, and then you inevitably showdown with several rooms. You will fight the dinosaurs on a pirate ship, in a ghost patted on the disco floor-all of which again maximizes the limited arsenal provided by Luigi. He can vacuum, stun with a torch, conduct investigations in low light, volley, or hit the floor scale. Like Luigi's Mansion 2, there are no element upgrades. Luigi briefly partnered with another character. It was a brilliant process. Luigi had to use everything he had and a series of repetition capabilities provided by Guwaj.

2

I often think that Luigi & # 39; s Mansion 3 is not a real Luigi & # 39; s Mansion game at all, even when you are pulling between the shops in the shopping center, or when you are flickering on the TV screen of the movie background The actual CGI props interact (even without logic). Enjoy at home). Then there is the real panic area. In such an environment, Luigi is under pressure from environmental hazards-wall closures, etc. In these places, you have seconds to solve the puzzle and quickly micromanage between the nails and bear fruit. This is great. Although it is not the old Luigi & # 39; s Mansion, it retains the same spirit.

With all that said, you may still have a lot of work to do. I have hardly found any of the Boo enemies hidden in the game-there will be backtracking there, although starting with the backtracking I found, just tracing your steps until the controller vibrates (you can pay to see their location) , But this deducts currency from your final score). Similarly, the collectible gems in the game have six gems on each level. In the process of playing the game, I did my best to learn as thoroughly as possible, and only earned about three quarters.

Some of me still yearn for the dusty carpet of the first Luigi building-a black corridor close to the asphalt, groping in the darkness. In contrast, the third entry felt more like Luigi leaving the haunted house and gaining free domination in a nearby theme park. But this is a theme park. It's exciting to see the next steps in the series.



Leave a Comment