

The only other real gameplay element, the grapple hook sections, are used to transport you from one battle to the next, but take up far too high a percentage of the gameplay and is seemingly artificially extended for inane character interactions.


This essentially means that when the game starts to overcrowd these small platforms with waves of enemies there are few ways to enjoy it. The gun/swordplay is relatively decent – allowing for bloodspurting goodness in any given moment – but the battlefields are often far too small and poorly-designed, forcing the action into a box unfit for purpose. What the befalls the game though is a linear structure that devours any chance for anything unique (bar killable rabbits that spawn bad guys with rabbit ears) as cutscenes, battles and grapple hook sections robotically repeat themselves without improving, making the gameplay incredibly predictable. Call me crazy, but after being whipped-up in a giddy euphoria from playing around with the dismembering swordplay, I was half expecting to be able to add SW3 to my list of favourite games of 2022. It shouldn’t have been this way though, as the Doom-esque blasting and Deadpool-like humour combined with stunning environments that has you scaling mountains and cliff faces, running through bamboo forests and admiring Chinese/Japanese temples, starts the player off impressed and raring to go.
