Review cover Luigi's Mansion 3 (Nintendo Switch)
Official GBAtemp Review

Product Information:

  • Release Date (NA): October 31, 2019
  • Release Date (EU): October 31, 2019
  • Publisher: Nintendo
  • Developer: Next Level Games
  • Genres: Adventure, Action

Game Features:

Single player
Local Multiplayer
Online Multiplayer
Co-operative
Back once more, our hero in green takes to The Last Resort for the holiday of a lifetime.

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Since playing it on the GameCube many moons ago, Luigi's Mansion became my staple for horror. It was never necessarily a scary game, but it was about as far as my tender soul would take me into the genre, and quite honestly I was happy with that. It had the atmosphere, a few chills, a few spooks, but above all was just a brilliantly fun experience. Having not found my feet with the mission-oriented sequel, I was desperate to see a Luigi's Mansion game truly recapture the spirit of the first title, and in some ways, Luigi does just that.

The game starts out with a lavish cutscene of Luigi and friends as they head towards the aptly named Last Resort, a grand and golden hotel stretching high towards the sky. Everything is shining, everything glistens, it's the image of luxury itself, but not without an oddity or two. Blissfully ignorant, our favourite friends head to their rooms, where I might add you can pet Luigi's ghost dog, and get some sleep. In the dead of night, our gallant green wakes, watching on in horror as the golden aesthetic melts away and his nightmare really begins. The hotel, quite unsurprisingly, was a ruse to lure in our heroes and trap them in paintings. The mastermind? King Boo himself, still holding a grudge against Luigi for their previous few run-ins. Naturally, Luigi escapes, dropping down to the basement of the hotel and kicking the game off.

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As a setup, I think it was played fantastically. Though the setup doesn't do much to shock you, it takes great strides to poke fun at itself, and at the cast for falling for such a clear trap. The masks the ghosts wear to conceal their identities were the standout in this for me. You have the tone of the game set incredibly well, putting forwards brilliant physical comedy with the largely-mute ghosts, contrasted by Luigi's genuine fear in this unfamiliar environment.

When it comes to gameplay, Next Level Games really do take the core controls of the first game to, well, the next level. Luigi has his standard flashlight and vacuum combo, with the general cycle being the same satisfying 'shine your light on them, and suck them up'. It's tried, it's tested, it works. As you continue through the first few areas of the game, you add to your arsenal a little, acquiring the Dark-Light, a launchable projectile plunger, and by far my favourite miscellaneous creation of the Mario franchise, Gooigi. Instead of lumping all of these on you together, the game takes time to introduce each new aspect with small puzzles and time to adjust. Though it might not seem like a lot to remember, the game expects you to have a complete understanding of your options to solve a good number of its puzzles. Forgetting the basics can lead to a great deal of frustration, and in some cases, even death for the lean mean green machine. Quite early on, I forgot one of the new attacks for the vacuum, ending with two bats taking my health down from 99 to zero. Thankfully, the game saves at almost every door transition, but I held an unjust grudge against the game for a good number of hours before realising I had that attack as an option.

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Gooigi takes no prisoners.

Gooigi is the hero we deserve, and thanks to Next Level Games, he's also the hero we got. Once unlocked, you're able to summon him at will and switch between him and Luigi as you please. Why would you want to do this? Because of his gooey demeanour, he can quite neatly walk through spikes, cages, even go through some easy to recognise pipes! His health bar is also completely separate to Luigi's, with no real punishment for it falling to zero outside of having to resummon him. What's the catch? Water. One touch of the stuff and Gooigi's down the drain; it's a clear trade-off, and one you can quickly recognise as a threat or puzzle when presented. Gooigi's attributes make him a fun character to mess with in single player, a good number of puzzles requiring you bring him out to do his own thing or stand by Luigi when one vacuum just doesn't offer enough suction. Where I feel he truly shines, however, is in providing a low risk means of enjoying the series for the first time. Thanks to the same system coop available, young children could quite happily play with a parent or family member to be a part of the experience without necessarily hindering the main player. It gives power and satisfaction in a surprisingly balanced way, and I really do hope there are children out there who get to jump in this way.

Though I touched on it earlier, Luigi's moveset deserves a spotlight (or flashlight as it were) shined on it. Luigi is versatile, Luigi is frantic, Luigi is fun. Starting with the vacuuming basics, you have the slam attack. As you pull the ghost towards you, you fill a small gauge as you drain their health. Once this is full, you can press A to slam the ghost to the ground, dealing a flat 20 damage, with you being able to repeat the attack four times before they break free. It's satisfying, but that's not where the beauty of this move lies. Where the fluidity of gameplay and satisfaction truly begin is in how you choose to chain your ghost captures when you're against more than one spook. In other games, you might hook two together, or just move from one to the next while dodging hazards; Luigi's Mansion 3 laughs at these simple notions. By slamming one ghost into another, you throw them into a vulnerable state as if they've just been hit by your flashlight. This means once you've finished with the ghost you're currently catching, you can move straight onto the next with little downtime, becoming particularly useful as ghosts develop countermeasures in their choice of light-blocking accessories.

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Beyond this, you have a neat downward thrust that's particularly handy for blowing away bats that will otherwise chip at your health until you die, and a generic blow function. Both of these are used more for puzzle solving than combat, but the overall variety is something I did come to enjoy, even if it took me a while to remember everything I had. The game relies on you knowing what you're doing with your controls, especially if you're seeking out its secrets. Take the time to learn the basics. The plunger is fairly self-explanatory; it's a projectile. It hits things far away. Thanks to its plungerific design, you'll find it sticking to surfaces too, allowing you to vacuum it and pull on objects you'd otherwise struggle with. One thing I'm quite grateful for is how it'll only stick to specific areas in the world. What this means is that you can focus on what exactly it's stuck to, and debate on whether it'll lead to a secret, or whether it's just a chance to cause chaos. If it stuck to every wall, I fear you'd lose a lot of this charm and excitement. It'd be more a case of repetitive frustration as you pull at every wall, knowing it sticks and knowing something might just maybe be there. Finally, the Dark-Light is the item you pull out once you have the solution to the puzzle. Often the final piece, shining it on certain areas can bring to life previously-invisible objects. Be it a chest, a door, a drain or more, you're rewarded well whenever you need to use it.

Moving from a mansion to a hotel brings with it an interesting assortment of good and bad. As an isolated structure and means of progression, the hotel setting utilises a simple but effective formula. You have a themed floor with a stream of puzzles that ultimately lead you with a trail of breadcrumbs to a boss ghost. You beat the boss, gain access to a new floor, rinse and repeat. Having an entire floor following a cohesive theme provides a fantastic build up, often chasing the boss themselves through it and ending in a more satisfying and meaningful battle. While the game is set in a hotel, the design team clearly took some liberties in their creations, resulting in some incredibly quirky and 'unhotel-like' floors you constantly find yourself in awe at. This is especially hammered home as you return to the elevator upon completing it and find yourself pulled back to the frankly odd truth that the knight's castle you just ventured through was in fact a part of the hotel. It is, of course, not without its floors.

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Compared to the mansion of the first game, you notice an oddly distinct lack of life—something amusing to point out in a game so focused on catching the dead. Though the game features roughly the same number of unique boss ghosts, this build up and time to develop and embrace a theme can at times backfire, going out of its way to say 'you are alone'. On paper, this sounds like a good thing, pushing the spooky ambience and isolation of our protagonist, but it never really feels that way. You lose the constant drabs of dialogue, the tiny injections of personality and charm. The first game thrived in its limitations, in the cramped and almost claustrophobic environment. Opening this up gives you more content, but I feel something was lost along the way.

It's not to say the puzzles occupying the hallowed halls are particularly lacklustre either; I do in fact hold them in high regard. They kept me engaged, trying and testing me at every opportunity as I methodically tore each room apart. The game is full of puzzles with a great variety of complexity and obscurity, all but guaranteeing you'll miss one or two as you play. With five optional gems to find on each floor, each hidden behind a puzzle or small challenge, you're always looking for what's coming next. In my playthrough, I found myself averaging between three and four gems, and I was compelled to seek out more. There is of course a point where this search boils over to frustration, but the game never lets you reach that point, with hints available to purchase. What makes these hints appealing to me is that the game only reveals the room the gems are in, leaving the satisfaction of finding and completing the puzzle completely to you. It keeps the challenge and overall sense of reward, while removing the frustration of moving from room to room after the fact, creating a fantastic sense of balance that had me unashamed in asking for help.

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Beyond the previously-mentioned same system coop in Gooigi, Luigi's Mansion 3 features an online multiplayer mode in the form of ScareScraper, making its return from the second game. The concept is simple: move from room to room in a series of randomly generated floors to clear them of their ghostly inhabitants. Being on a timer, the focus shifts to your skill in quickly dispatching these ghouls, the challenge lessening with the number of players joining you. There's fun to be had both alone and with friends, and this mode being playable both locally and online really does wonders for it. I already have plans to be playing this with friends once the game launches! 

The game also features a number of multiplayer-exclusive minigames, allowing between two and eight people to partake on the same system. Sadly, with my right Joy Con's SL and SR buttons out of order, I wasn't able to connect two separate controllers to try these for myself, but you can check out their descriptions below. While I doubt they're anything particularly extraordinary, they seem fun distractions from the main game if nothing else, and ones to be enjoyed with friends. As miscellaneous extras, you can't really ask for more than that.

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All in all, Luigi's Mansion 3 is a game I urge anybody reading to play, and I really do mean anybody. Whether a series veteran or completely new to gaming, this game covers every base. Featuring a myriad of fun optional challenges, puzzles, and achievements, there's a fantastic amount to do and experience. I can think of no better way to spend Halloween. 

Verdict

What We Liked ...
  • Fun and simple setup
  • Interesting and fun themed floors
  • Well thought out and executed boss battles
  • Brilliant and surprisingly challenging puzzles
  • Great multiplayer options and modes
  • Gooigi
What We Didn't Like ...
  • Hotel structure and large areas can make the game feel empty at times
  • Limited ghost variety outside of bosses
9
Gameplay
Combining the fast and frantic combat with the often slow and methodical puzzle solving elements, you have a game that manages to keep itself fresh without necessarily changing much as it goes. The breaks and changes in pace give you time to think, to adjust, to reevaluate and come back with fresh eyes. Above all though, the game is fun and just a joy to play.
8
Presentation
Aesthetically speaking, this is definitely a high point for Luigi's Mansion as a series. Though the overdue update to high definition is easy to praise, it's the attention to detail and larger ambiance that stand out to me. There's an incredible amount to see and appreciate, really shining in the space and time given to each themed floor.
8
Lasting Appeal
It's hard to pin a number to the game's lasting appeal. With around the same number of ghosts as the first game, and far more puzzles to solve and rooms to traverse, the game has a great deal to keep you occupied as you explore. I'd expect 15-20 hours of content for somebody out to see and collect as much as possible. Add to this an infinitely replayable ScareScraper to be enjoyed with friends, and you might just have a game to keep coming back to.
8.8
out of 10

Overall

Luigi's Mansion 3 is a game for everybody. Be you young or old, experienced or otherwise, this game goes beyond to appeal to every type of player. With a great range of puzzles and challenges alongside a series best in gameplay and combat, it is a game I wholeheartedly recommend to any Switch owner, especially in this most spooky of times.
No remapping buttons? In 2019?

To clarify, the buttons configuration in this game will make sure your flimsy joycons wear down faster, just as planned.
I don't think most console games let you freely remap buttons? Some do, and many at least offer a few choices, but it's not a complete given.
 
I don't think most console games let you freely remap buttons? Some do, and many at least offer a few choices, but it's not a complete given.

Way back in the Snes and Sega Genesis era some games offered you at least three different buttons configurations. And that was when Game consoles didn't have their own operating systems, at least as we know them today.

Button mapping shouldn't be that hard to implement on a Switch game.
 
I freaking love this game, it's got a few frustrating points, but overall I'm very very impressed with this outing for Luigi!
 
This game is definitely best in the series and i'm almost done with it ,having an absolute blast with it :yayswitch: watching the cinematics in this is so amazing that I cant wait to see what Big N and Illumination do with the Super Mario movie coming soon, to me it's borderline 10/10 :toot:
 
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Nintendo provided the code, as they did with most of our Nintendo reviews.
It doesn't seem often that nintendo gives out review codes. I mean even most youtubers say they had to buy the game to review it. Meanwhile, other companies like Capcom, Square Enix and Sega, they received one. :ninja:
 
It doesn't seem often that nintendo gives out review codes. I mean even most youtubers say they had to buy the game to review it. Meanwhile, other companies like Capcom, Square Enix and Sega, they received one. :ninja:
They do, but it's a very very difficult process to get codes from them. They're very strict, and don't take well to delays, which is entirely fair. But if you write a late review, don't follow embargo, don't adhere to their preview/review coverage rules, well, you're going to get iced out. The USA branch is also notoriously finicky. Outside of that, they're just about the nicest PR agency, though, when you do follow those rules. We've worked very hard to keep up good contacts with Nintendo, especially this past year.
 
They do, but it's a very very difficult process to get codes from them. They're very strict, and don't take well to delays, which is entirely fair. But if you write a late review, don't follow embargo, don't adhere to their preview/review coverage rules, well, you're going to get iced out. The USA branch is also notoriously finicky. Outside of that, they're just about the nicest PR agency, though, when you do follow those rules. We've worked very hard to keep up good contacts with Nintendo, especially this past year.
Well it seems like 10X more work compared to other companies which seems more lenient. I mean, honestly I don't know the process of the review code exchange besides "follow embargo" and that's about it. Most people who get them seem more excited about having the game than someone who isn't really excited about it. I don't even know if it's offered by the publisher or requested by the reviewer. So it shows what I know about the process. :blink:

Seems easier to just buy the game and review it that way which most people do because of how unlikely someone is to get review codes. Of course, that's how everyone starts to get recognized. :ninja:
 
Just mention me next time it's Weegee related
I already preordered this sexiness because I NEED MY LOOIGIIIIIII
(I feel like this is gonna scare someone)
 
Pre-purchased today. My girlfriend is gonna help me play through it tomorrow! She doesn't play games so it will be interesting to say the least. I've been a heavy spoiler-phobe and the only gameplay I've seen is from the first two trailers. Can someone tell me if co-op is available from the get-go, or should I play to a certain point to unlock it?
 
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Pre-purchased today. My girlfriend is gonna help me play through it tomorrow! She doesn't play games so it will be interesting to say the least. I've been a heavy spoiler-phobe and the only gameplay I've seen is from the first two trailers. Can someone tell me if co-op is available from the get-go, or should I play to a certain point to unlock it?
You get it when you unlock Gooigi, which isn't far into the game at all.
 
1990s Resident evil style controls are slowly killing the game for me. I hate them. I tried the different limited available settings and still find them annoying. I’m not saying the game is difficult, I am saying the controls suck!

Also killed the switch’s battery life from 100% to 50% in a hour. I am starting to regret buying a switch in 2017. No more console preorders from Nintendo from me.

IMO the game is a 3/10 due to the controls. This style of character movement should of died with the PlayStation 1 and N64.
 
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D
They do, but it's a very very difficult process to get codes from them. They're very strict, and don't take well to delays, which is entirely fair. But if you write a late review, don't follow embargo, don't adhere to their preview/review coverage rules, well, you're going to get iced out. The USA branch is also notoriously finicky. Outside of that, they're just about the nicest PR agency, though, when you do follow those rules. We've worked very hard to keep up good contacts with Nintendo, especially this past year.
Don´t want to get too off topic here, but what´s Nintendo of America´s opinion about gbatemp? Did you ever get feedback from them?
 
Have been playing the game for two days now, but haven't gotten too far in the game. The tank control (or old Resident Evil style controls for those don't know what tank control is) should be included in the Cons. This is not too bad, since I find the range of Luigi's attack(?) is decent enough that it compensate for most of my inaccurate targeting. The game overall is okay so far.
 
My nephew (9) and I spent ~13 hours beating the game (taking it slow, exploring etc). Very fun! Definitely recommended.
 
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I didn't enjoy this game. The puzzle solving sections just didn't make sense to me. I found myself trying everything, until something eventually worked. It's in my given up pile of games now. Maybe I'll give it another go someday.
 
Review cover
Product Information:
  • Release Date (NA): October 31, 2019
  • Release Date (EU): October 31, 2019
  • Publisher: Nintendo
  • Developer: Next Level Games
  • Genres: Adventure, Action
Game Features:
Single player
Local Multiplayer
Online Multiplayer
Co-operative

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