Luigi’s Mansion 3 – REVIEW (Nintendo Switch)

It’s pretty wild that’s it’s taken nearly
20 years to get Luigi’s Mansion up to trilogy status, but here we are. And this time, not only are the stakes higher,
but so is the Mansion too. With Luigi’s Mansion 3, the series returns
to a single mansion format, only now in the form of a high-rise hotel, in which every
floor offers a unique setting for Luigi’s ghost-hunting adventure. It kicks off normal enough, with a hotel lobby,
rooms, and even gift shops, but it’s not long before things take a turn for the weird. As you wind your way up and down the hotel,
you’ll find that the floors only get increasingly bizarre the deeper you venture, with levels
dedicated to a film production studio, a Medieval Castle, and an egyptian Pyramid–remember,
we’re inside the hotel. To help cope with all the paranormal activity,
Luigi’s equipped with the latest Poltergust model: the G-00–oh, I see what you did there
Nintendo. And it has more functions than ever before,
giving Luigi an unprecedented number of ways to interact with the environment. Beyond the usual sucking and blowing, Luigi
can flash light sensors. fire plungers to flip over heavier objects,
deploy a blast to create a strong updraft and hover in the air, use a Dark Light to
reveal invisible objects, and of course, create a gooey clone of himself called Gooigi–that
can T-1000 his way past all kinds of obstacles like grates, fences, and even small pipes
to reach areas that Luigi can’t. And Gooigi might be the best new thing about
Luigi’s Mansion 3, opening up a range of exploration options and adding another layer
to puzzle solving. Swapping control between two is quick and
easy, though it can be a little cumbersome in situations that require rapid back and
forth action. Fortunately, a 2nd player can hop in and take
control of Gooigi at any time for some true co-op gameplay–and it works fantastically. Unlike Luigi’s Mansion on 3DS which shoehorned
co-op into a game clearly not designed for it, it’s much better integrated this time
around–to the point that I might prefer it to playing solo. Sure, things can get a little chaotic with
two of you flinging ghosts around, but the chaos only ad ds to the fun. And it makes puzzle solving all the more enjoyable Regardless of whether you’re playing together
or alone, there are more ways to interact with the environment than ever before–which
goes goes hand-in-hand with the environments also being more interactive than they’ve
ever been. Whereas most everything felt bolted to the
floor in past games, now nearly everything can be spun, thrown, dragged, knocked over,
sucked up, or destroyed completely. It can create quite the spectacle with how
much stuff you can have flying around–especially with two people–and it really makes the hotel
come alive in a way that past games haven’t quite. All these interactions also mean that the
puzzles are the most devious they’ve ever been, constantly testing your understanding
of Luiig’s moveset and how they manipulate various objects. Tracking down the pesky 5 gems hidden on each
floor can prove to be especially troublesome, as some of them are downright nasty to figure
out. I quite liked the added depth and, although
there were times that it felt a little arbitrary in exactly which move I had to to use for
a specific challenge, and I’d sometimes cycle through them all of them just to find
the one required. By default, the controls are similar to Dark
Moon’s, with movement and aiming both handled by the left stick. But there is an option to separate the two,
letting you aim independently with the right-stick, which I vastly prefer. Unfortunately, it only applies when actively
charging the Strobulb or using the Poltergust, so it doesn’t quite offer the complete freedom
of the original game, though it gets pretty close. And it betters the original in one important
way, as every function of the Poltergust is also available via the Shoulder Buttons, giving
you full control without having to take your hand off the right stick, which feels pretty
great, even if it takes a little getting used to. The core controls work well for the most part,
though I did find aiming the plunger to be a little finicky with an overly sensitive
crosshair that awkwardly darts surface to surface. I also found it a little difficult to gauge
depth at times when fighting enemies compared to past games, which is likely due to how
much more expansive the environments can be and how far the camera has to zoom out to
show it–which occurs even more frequently in co-op in order to keep both players on-screen. The ghost capturing mechanics also work similarly
to Dark Moon: Stun ghosts with a charged flash, then start sucking them up with the Poltergust. It works, but it lacks the depth of the GameCube
game, where the ghosts would drag you all over the room as you battled for control. In Luigi’s Mansion 3, you’re always always
in control–which isn’t a good thing in this case. That’s partly because the common ghost enemies
don’t put up much of a fight, although that’s not entirely their fault, as they’re up
against a new mechanic in which they don’t stand a ghost of a chance: the Slam. After latching onto a ghost for a couple of
seconds, you can slam them into the ground repeatedly just by tapping the A button. If it doesn’t kill the ghost out-right,
it’ll at least inflict some major damage–oh, and you’re practically invincible during
the maneuver too. It seems awesome at first, allowing you to
toss ghosts around like yesterday’s trash while flattening nearly everything in their
path. You feel powerful… too powerful, as it doesn’t
take long to realize that’s essentially all there is to the combat. Not only does it damage the ghost you’re
currently slamming, but it also hurts and incapacitates any other ghost that gets hit
by it too, making means you can clear an entire room by slamming one ghost into a bunch of
others and then latching onto the victims and repeating the process. And this works up until the very end of the
game. The slam is so readily accessible and vastly
overpowered that it overshadows the capturing mechanics that the series was founded on. The tug-of-war sensation, like reeling in
an incredibly angry fish, is completely gone, replaced by a button mashing minigame that
takes almost no skill to use and offers little satisfaction once the novelty wears off. And in case you’re wondering: Yes, I tried
ignoring the move entirely to see if it would help, but it’s clear the game was built
with it in mind, as you’re left defenseless with almost no movement options unlike the
original game. It doesn’t help that you’ll be find yourself
battling the same 4 ghost types throughout the adventure, adding to the repetition. Although the game tries to mix things up by
equipping them with different gear, such as sunglasses that prevents them from being stunned–they
rarely add much complexity as even they can usually be removed by slamming another ghost
into them. It all amounts to a combat system that quickly
grows stale and mind-numbingly simple–which is a bummer considering that’s it’s not
only significant component of the game but a defining element of the series. It also had the effect of making the game
remarkably easy for most of the adventure–especially when you factor in the Gold Bones you can
purchase from Professor E. Gadd that respawn you on the spot. Thankfully, the game’s wide assortment of
bosses prove to be much more interesting, challenging, and surprisingly frequent. With one per floor, they nearly match the
impressive amount of portrait ghosts from the original game, only now in far more elaborate
set pieces. These are proper boss battles through and
through and are among the best the series has to offer. I won’t spoil the cooler moments, but some
of the encounters thoroughly surprised me with how cleverly they used the environment
and Luigi’s moveset. While not every boss is a homerun, with some
being a little too obtuse for their own good, they inject a much-needed breath of fresh
air into an otherwise dull combat system. And while the Final Boss might be a little
disappointing, the build-up to it might be my favorite sequence in a Luigi’s Mansion
game yet. Again, I won’t spoil it, but it all comes
down to character–and that’s something that Luigi’s Mansion 3 has in spades. The hotel setting is an ingenious way of bringing
all of these environments under a single roof, with the scenery changing frequently enough
that no single area ever feels tiresome. Most floors will take around 45 minutes to
an hour to complete, though you can easily double that if you’re looking for all the
gems. However, while I love the diversity of the
adventure, I also feel like the mansion doesn’t make the most of its hotel theme. I was personally hoping for a little more
interplay between floors, such as finding secret routes between them, or objects that
can be carried from one to the next. But outside of a handful of scripted sequences,
there is almost no reason to revisit previous areas besides backtracking for hidden Gems
or Boos, both of which are entirely optional and offer disappointing rewards for the effort. In addition, because you unlock floors sequentially
by defeating bosses, there’s almost no room for free-roaming as you’ll always explore
the hotel in the same linear order. All of this means that the elevator is little
more than an elaborate level select menu, when it could have been used in much more
interesting ways. Imagine the surprise of summoning it, only
to find the doors open to an empty shaft, or how having to await for the elevator to
arrive could have added tension to a battle happening right outside its closed doors. Or, maybe you could lure a boss onto it in
an attempt to trap it on a different floor. It could have been a seriously cool gameplay
mechanic instead of just fancy window dressing, and the missed potential is unfortunate given
the otherwise brilliant setting. And speaking of brilliant, Luigi’s Mansion
3 is a sight to behold with spectacular large environments and what might be the best lighting
effects on Switch yet. I often just had fun playing around with Luigi’s
flashlight, watching how it painted shadows of every object onto the wall–even picture
frames if you get close enough! It’s some really impressive stuff. You’ll find all kinds of neat real-time
lighting effects throughout the hotel–I especially love the blinding blue glow of these orbs
that illuminate Luigi and everything else nearby. You’ll find a ton of reflective surfaces
too, like marble floors that add to the hotel’s grandeur. The animation is also top-notch, whether it’s
Luigi’s consistently hilarious scaredy-cat reactions or Ghosts desperately clawing to
avoid being sucked up. The cutscenes, in particular, could almost
be mistaken for a Luigi’s Mansion movie at first glance, especially with how many
there are–just check out the texture on Luigi’s clothes! The attention to detail is just fantastic
throughout the adventure, like how Luigi blinds himself every time he unleashes a charged
flash or how rats cling to the floor to avoid being sucked up. Performance wise, the game seems to maintain
30 frames per seconds most of the time with occasional small dips when things get a little
hectic, which seemed a little more common when playing co-op. Unfortunately, I found the music to be entirely
forgettable throughout, lacking the catchy and memorable tunes found in the prior two
games. Beyond co-op. Luigi’s Mansion 3 also offers a couple of
multiplayer modes. ScreamPark offers a trio of minigames playable
by up to 8 people locally, but perplexingly are entirely team-based, meaning you’ll
need an even amount of players to make it fair, and there are no CPUs available to make
up the difference. As I was only able to try it out with a handful
of friends, I can’t definitively say whether they’re worth getting a large group together,
but I can’t imagine it’d be worth the effort as they felt more like Mario Party
rejects during my time with them. The ScareScaper fairs better fortunately,
allowing you to explore a 5 or 10 story tower with a team of 4 people–or 8 if you count
their co-op Gooigi partners. And it’s playable both locally and online. And every session offers something slightly
different, wuth the maze-like floors are randomly generated, requiring you to learn them on
the fly as you go about completing each floor’s objective before the time limit elapses, whether
it’s capturing all the ghosts, collecting a set amount of money, or rescuing Toads. I played through the ScareScraper probably
close to a dozen times or so, in both the 5 and 10 floor variants and while I had fun,
it’s still subject to the same mediocre combat system that can be found in the main
game. And even though I was playing with 3 other
people, it rarely felt like the mode required or even incentivised much teamwork, beyond
splitting up to try and cover more ground faster, which kind of undermines the point
of working as a team. Disappointingly, it only takes a few playthroughs
to see every challenge this mode has to offer–and it offers shockingly few options compared
to the original version found in Dark Moon, even scrapping the upgrade system that gave
your coins purpose. It also doesn’t help that the boss fight
at the end is always the same, which is even worse considering it lifts most of its attacks
from the game’s real final boss. On the upside, the online worked well in my
experience, with no real notable lag issue. Luigi’s Mansion 3 is a beautiful-looking
adventure full of great puzzles and cute moments. I enjoyed exploring the hotel’s eclectic
floors and unraveling their many puzzles, especially with what Gooig brings to the table. But the entire experience is stunted by a
shallow combat system and repetitive ghost encounters that aren’t particularly fun
or exciting–outside of boss battles–when is especially disappointing considering that
used to be a series highlight for me. Overall, I Liked Luigi’s Mansion 3–I just
wish it had better combat and went a bit further with the hotel concept. Thankfully, playing co-op with a friend makes
these issues a bit easier to overlook, while letting you better focus on what the game
does well, which is great set pieces and some awesome boss battles. And with that, thanks for watching and make
sure to subscribe to GameXplain for more on LM3 and all things Nintendo Switch.

100 thoughts on “Luigi’s Mansion 3 – REVIEW (Nintendo Switch)

  • Hey guys! First, the "censored" boss is NOT who you think it is. It's just a normal boss from the ScareScraper.
    Secondly, to the "nostalgia goggles" peeps. I literally replayed and reviewed the original game just a year ago:

  • How can you “kill” a ghost if it’s already dead but a spirit? 🤔. First game will always be the best one. Played Dark Moon and still think the first one is still better. This one is no different. They, as in the developers and publishers, can throw in new stuff, first one is still better. Can’t really understand the point for a third Luigi’s Mansion. Oh well. You fanboys/fangirls can enjoy it. Still waiting on a new IP. Still waiting on news on Metroid Prime and a new Pikmin before I buy a Switch.

  • one of the ways I thought they could balance the salon remove is having a kind of like in Darkmoon wear when you fill up the meter you can do a more powerful succ, they could do something similar here where you could slam them once and then bringing back the upgrade system for total of Slammimg them up to three times once fully upgraded

  • Combat has never really been the main focus in Luigi’s Mansion (to me at least). It’s more about exploring and solving puzzles, which LM3 does amazingly.

  • First of all I just want to say thank you so much for making sure not to spoil too much, especially from the later floors. I always got the feeling that the game really picks up around Garden Suites & Paranormal Productions so I'm seriously looking forward to playing those & beyond!! Secondly I noticed you said 5 gems per floor. That's because the diamond on each floor is obtained by finding & capturing a special Gooper right?

  • They missed the perfect opportunity to have Luigi rescue Daisy. Idk why Nintendo still doesn’t upgrade her to the main cast in these kind of games

  • Despite feeling like Andre was pretty nitpicky in this review, as he usually is in his reviews (which’s why I mostly prefer John or Derrick), as a big Luigi’s Mansion fan, it seems like I’ll still enjoy it! Especially since the biggest part of the Luigi’s Mansion games for me isn’t the combat, but the exploration, puzzles and environments: all of which I felt were a downgrade in Dark Moon despite the game’s combat being better than in LM1.
    So overall, I certainly can’t wait to pick up this game for Christmas, along with DQ11S.👍🏽

  • What's with all of the complaints about gameplay and difficulty? None of the LM games have ever been hard in the slightest. And the gameplay? It's always been super simplistic. They added new mechanics to freshen it up, meaning it's already better than LM1 in that regard.
    It does exactly what a sequel should. This review was mostly him getting blinded by his own nostalgia, and comparing everything to the first game. Which makes sense to a certain extent. But this game isn't trying to be the first, it's trying to pay homage to it, while being its own game.
    That's primarily why I don't find this to be a good review. I'm not angry or anything, I'm simply stating what I feel many of us are thinking. Even if there aren't that many actually willing to say it.

  • In Luigi's Mansion 4, you should be locked outside the mansion(s) trying to fight your way to the middle floor, whether from the top or the bottom.

  • I don’t know if it is a stupid question do I have to play the first 2 games before I play this game because I never played a Luigi mansion game before

  • Lol it's just a video game chill out and yes we will never have the same atmosphere of the first Lugi Mansion, because it's not made by Nintendo. Luigi Mansion 2&3 is made by Next Level Games (Canada/Vancouver video game company). I have to admit that the environnement in Luigi Mansion 3 look really good, but the battle mechanic with the "slam" look quite boring, at the end I would have liked more battle mechanic like in Luigi Mansion 1 (Fire, Water, Ice). One of my highlights in a video game it's a soundtrack and it's seem forgettable in this title sadly, but I will still buy it, to forge my own rational opinion and I'm a huge fan of Luigi Mansion.

  • That slam reminds me of the slam in turtles in time. With this game and the fact Nintendo published Marvel Ultimate Alliance 3; it make me think they should make a TMNT game. I bet it would be better than anyone would think.

  • The game looks good, but hopefully they add a patch where you can turn off the slam, other than that, I feel like this game will be GOTY

  • Making the combat so simplistic is very disappointing. No doubt I will enjoy the game, but why do they have to cater to the lowest common denominator and make it easy by default?

  • I was hoping that this would be a metroidvania, where backtracking to previous floors to discover more things would be common.

  • Respectfully disagree about the mechanics and controls, The original was shine, suck and pull back on the control stick, not really that complex, it was simple and fun. If the controls are as fun as that in this game I’ll have no complaints. I really don’t need to have super advanced mechanics to have fun in a game, such as something like Katamari Damacy it’s just rolling a ball with the control sticks, but it’s a blast.

  • 7:50 Correct me if I'm wrong, but didn't the first game have the problem has well. The original didn't really have a lot of reasons to go back to rooms as well. It basically had the SAME backtrack collectables as LM3. Money and Boos. And LM3 kinda 1-UPs the original in this department by adding in those gems.

  • Le me tell you what this game is about:


    There…I concluded it all for you 😀 did i miss something? oh wait, no i didn´t. It´s just about staring at those nice graphics because the gameplay Sucks (indeed).

    And how are today´s $ony/MIcroFAIL$oft-games?


    Fact is: LUIGI`s Mansion 3-gameplay SUCKS BALLZ!


    now it will be INTERESTING to see the Online-multiplayer and what they have planned as "DLC" (lol DLC, EA also calls their lootboxes "DLC" or surprise mechanics" now" 😀

  • Game explain loves to nit pick the hell out of games. They act like the first Luigi’s Mansion wasn’t extremely easy by criticizing the third one for being too easy. Oh yeah Mario Odyssey is also easy as hell and they glorify that game so they are just a bunch of hypocrites.

  • Why can't people just be happy it's a new luigis Mansion game people keep criticizing for it being like lmdm or lm1 people just need to stop if I hear it's not like luigis Mansion 1 I'm gonna freak

  • The combat really wasn't the main staple of the series it was the portrait ghosts and interactive puzzles.

    Combat in LM1 is just primitive. Made you damage your control and c-stick like hell.

  • Hey guys, I really would like to know something. As someone who loved Luigi's Mansion 1, and hated Luigi's Mansion 2. Do you think I will like this?

    What I loved about the first one is the atmosphere, dark rooms, lots of shadows, the unsettling piano and organ music, the anthropomorphic and also kinda disturbing character models the portrait ghosts had. While the second one had the same song every level, the lights were out but still it was never dark, the objective based structure killed the mood for me, ghosts were uninteresting, the music childish and not spooky. I know in being harsh, but I kind of want to make my point clear so someone can recommend me if I will like this or not.

  • Sad to hear that the slam is so OP. I just recently played the original again and it was fun knowing when to stop reeling in a ghost and let it drag Luigi a bit to avoid an attack from another ghost. That and how it is basically level by level.

  • Music sounds like a remix of the main theme…. the Main theme back in GC days i still whistle from time to time randomly (along with a bunch of freaking Zelda songs)

  • I personally thought Luigi's Mansion 1's combat was too simple. I thought Dark Moon's combat was much better with the Strobe Bulb's 3 level power meter offering a nice risk and reward element to ghost catching. But it sounds like with Luigi's Mansion 3, it's both simple and too easy. So that's a bummer. But the game still looks great in every other regard, so I'm still looking forward to it.

  • With the way he said that you can destroy nearly everything and Luigi having a Vacuum Cleaner all i can think of is Luigi being a terrible maid XD.

  • So this review gives me the impression is that Luigi’s Mansion doesn’t have enough ideas to be a full franchise. They should probably stop here

  • Oh no. I'm afraid he's right about the slam, forgettable music and the lack of ghosts variety. That's a shame because I was really looking forward to this game.

  • I knew the slam was going to feel that way. It was too simple just from watching it in the trailers. Big bummer! The rest of the game looks amazing at least.

  • Do you feel like the game would be awful if I didn't use slam. That is such a massive issue with the game imo. EDIT: Nvm you answered my question 🙁

  • I don’t think they dumbed down combat will bother me that much. It’s still Luigi’s mansion and still has charm oozing out it’s ears.

  • Dark Moon was a huge disappointment for me and when I heard the same people were making this, I was very concerned. Sad to hear such an awesome game as Luigi’s Mansion became a just ok game series.

  • Seems like a great game, but MAAAAYBE a little rushed to meet a Halloween release date? Either way, I can't wait to get my copy!

  • I really love Luigi’s Mansion but hope the combat isn’t completely broken by the Slam. I loved the “tug-of-war” fights of the previous games.

  • I need an answer and none of the reviewers are addressing this.

    If I loved the first game, but didn't enjoy the 2nd, will I like this one?

  • Perhaps you could try to only use the slam twice or thrice in a row and let the timer fill up again before slaming once more

  • I've been kind of sceptical about the game for a while, and this review confirmed many of my concerns. It seems like a perfectly fine game, but not quite what I was hoping for in a LM3. I enjoyed LM2 even though I lost interest before finishing it, but it wasn't as good as the original (which I just replayed about 2 years ago) and this sounds like it very well may make me feel similarly.

  • im surprised at how Nintendo fails to deliver on Luigi's Mansion the same way the first one did, specially with how they remade the original on 3DS.

    is like every new game lacks something that made the original so great.

    this one looks great despite everything though. my only legit complaint would be the combat. i have a feeling that Nintendo will probably deliver (or already did) a hard mode with the slamming thingy removed, and perhaps add more movement during sucking the ghosts.

  • I thought the final boss had King Boo possess the entire hotel like some of the other bosses requiring Luigi to team up with Mario, Peach, the 3 Toads and E. Gadd to slam the hotel all together.
    Guess not.

  • "beyond the expected sucking and blowing, Luigi can flash…" woah there, I thought this channel was family friendly

  • Got some info from another review. There is a mini-game here, where ghosts try to steal your balls, and you've got to suck them and blow at targets. I mean, I see what you did there, Nintendo.

  • Wait, so there are only 4 kinds of regular ghosts? Wow, that's actually kind of disappointing. Dark Moon had like 7 or 8.

  • Can’t believe how good and fun this game is the graphics are awesome it’s my first Luigi mansion game . I give it a easy 9/10 surprised more reviews aren’t giving 9s

  • Did he say 30fps? And I was getting ready to buy the game before hearing that. I play nothing below 60fps. Except breath of the wild.

  • Are there really only 4 enemy ghosts in this game? Because if that's the case, then that is such a huge bummer, considering Dark Moon had like 8 different enemy ghosts & the original had like 12 of em. Apparently Next Level Games really dropped the ball in the enemy variety in this game.

  • Thanks for the review – I was exited for the game but the combat ruins it for me…I will just keep on playing Luigis Mansion 1.

  • André is allowed to have an opinion guys. . . From what I got from this review, I p e r s o n a l l y see myself – given GX's rating system – liking it a lot (at minimum), but I mean come on. . . I appreciate Andrés honesty in his "Liked" if anything.


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