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Review: Bending Genres in Luigi's Mansion: Dark Moon

A look into the underpinnings of an unlikely sequel reveals the value of Luigi's spin-offs.

By: Jeremy Parish March 21, 2013

On the surface of it, Luigi's Mansion seems a strange choice for Nintendo to explore in a sequel, especially one arriving nearly 12 years after the first (and only other) entry in the series. The 2001 GameCube launch title was met with resounding jeers and criticism at its debut, disparaged as an insubstantial piece of fluff that exposed the tragedy of a Nintendo in sharp decline. As one of he company's first-ever large-scale critical duds, Luigi's Mansion marked (in spirit if not in fact) the beginning of a very difficult console cycle for Nintendo -- one salvaged by the Wii, though its spectre looms over the Wii U like the snickering apparitions Luigi is tasked with capturing in these solo outings.

Yet this counter-intuitive sequel works; and in fact Luigi's Mansion: Dark Moon works not only as a game in its own right, but also in recontextualizing its predecessor as merely misunderstood rather than outright poor. Of course Luigi's Mansion didn't go over well. Every Nintendo console before the GameCube debuted with a core Mario title; we expected to be wowed with something revolutionary as the Emotion-Engine-crushing GameCube took to the stage. Instead, we got a compact confection of a side-story starring Luigi rather than Mario and shockingly light on anything resembling action -- not to mention completely absent platforming.

A decade removed from the expectation and precedent of reinventing games for a new generation, however, Luigi's Mansion was a charming, self-contained title that demonstrated Nintendo dabbling outside their usual wheelhouse. Dark Moon revisits that same ground, expanding on it without fundamentally changing the core play values of its predecessor. And the truth of the matter is that the Luigi's Mansion games are, at their heart, classic point-and-click adventure games. But for its trademark Mario elements, Dark Moon could easily have been the latest Telltale or Double Fine project: An approachable front-end presentation constructed onto a durable, time-tested foundation.

Granted, Nintendo already has a few classic adventure games in its past; the Japan-only Famicom Detective Club series did pretty well for itself in the 8-bit era. Yet while those games were fairly traditional takes on the format inspired by the likes of Yuji Horii's pre-Dragon Quest classic The Portopia Serial Murder Mystery, Dark Moon feels much more like a "Nintendo" approach to the genre. The crew at developer Next Level Games proved its ability to color in Nintendo's with the fantastic Punch-Out!! remake for Wii, but in Dark Moon they've gone a step beyond by creating a sequel that exceeds the original in nearly every way and oozes Nintendo's personality like a poltergeist dripping ectoplasm.

And no, that has practically nothing to do with Luigi shuffling and shivering his way through the dusty halls of a Boo-inhabited mansion; Dark Moon's strength is much deeper. What sets this particular adventure title apart from its peers is the approach it takes to allowing the player to poke around. Its interface abandons menus, lacks a detached free-floating cursor, and barely has any story to speak of after the opening text dump. Progression revolves around discovery and exploration, poking and prodding every corner of the game. When you get stuck -- and you almost certainly will at some point -- the failing lies in you for being unobservant enough to overlook a cord dangling from the ceiling or forgetful enough to fail to remember the switch you couldn't activate at the beginning of the area.

Dark Moon, like Luigi's Mansion before it, replaces the traditional point-and-click interface with a suck-and-blow interaction. Luigi wanders around in full Ghostbuster regalia, but rather than toting an unlicensed nuclear accelerator on his back he simply wields a bi-directional vacuum and a flashlight. Suction (or, failing that, the reverse switch) holds the solution to solving nearly every puzzle in the game: You use it to pull cords, tear away shrouds, push back rugs hiding secret switches, and of course catch ghosts.

In other words, Luigi's Mansion differs from most adventure genre fare because Luigi uses his innate abilities to work his way through the game rather than relying on a hefty inventory of collectible objects that must be combined in complex and sometimes counterintuitive ways. Just as the stage design of a Mario game revolves around the limitations of Mario's ability to jump, Dark Moon constructs its gloomy mansions and the puzzles within in such a way that Luigi is precisely capable of completing them with the tools he has at hand. His chatty guide, Professor E. Gadd, nudges him toward occasional upgrades to enhance his ghost-capturing skills, but by and large there's no fussing about to be done with inventories and collectibles.

This isn't to say the game offers nothing to collect. Quite the contrary, Luigi suctions up far more treasure than he does ghosts. However, these tchotchkes do nothing more than unlock small, progressive skill upgrades and give players a goal to aim for when they replay a stage. Yet that encompasses a large part of what makes Luigi's Mansion so appealing: For all its adventure game roots, Dark Moon owes just as much of its heritage to Nintendo's arcade legacy -- even more so than its predecessor, in fact. You work your way through each of the game's multiple mansions through self-contained missions, returning to familiar territory to unlock new paths and seek new objectives as the changes you make from one mission to another persist. Structurally, Dark Moon doesn't stray too far from the 3D Mario games, though it's considerably more focused on a specific set of skills and scenarios than the wide-ranging adventures of Luigi's brother -- not to mention rather more linear.

The action game tangents run far deeper than tugging on ghosts with a vacuum cleaner from time to time. Luigi's objectives include boss battles -- again, always with the tools at hand, and always in relatively low-stress scenarios where victory comes through indirect action rather than head-on confrontation -- as well as contemporary staples like escort missions. (They're not as bad here as in most games, blessedly.) The multiplayer mode eschews the adventure elements altogether in favor of a fun, if insubstantial, cooperative mode that resembles Zelda's Four Swords spin-offs if you squint right.

While Dark Moon's deft combination of two very different genres entertains, what really sells the game is the sheer love Next Level has poured into the aesthetics. No lie: Dark Moon looks and sounds better than any other game on the 3DS, and the level of detail invested in its mansions makes the environments of big-scale blockbusters look like sterile boxes in comparison. By focusing on a few self-contained locales, Next Level could afford to cram every inch of the game with interactive elements. Even if most of the game world consists of permanent scenery, the fact that nearly every object shakes and rattles when Luigi directs his vacuum toward it creates a surprisingly vital atmosphere despite the overall gloom.

The dynamism of the environments makes the puzzles far more convincing, too. Where so many other games feel compelled to point out their environments' few interactive points by making them glow, Dark Moon goes the opposite direction and makes the key puzzle elements look the same as the rest of the objects in each room or courtyard. Aside from occasionally pop-up button prompts for doors, cabinets, and certain other interactions, Next Level never draws conspicuous attention to the things you can manipulate, instead preferring to coax you to experiment and explore. You'll leave no stone unturned, and you'll be rewarded amply for it as the game constantly disgorges prizes for the curious.

The audio design in particular demands attention, as it makes brilliant use of the stereo sound stage to provide clues and guidance. The rattle of a haunted tool case or the muffled squeak of a mouse hiding a gem in the walls serve as essential pointers to solving many of Dark Moon's core and optional puzzles. And even when there are no clues to be found, you'll want to listen simply to enjoy Charles Martinet's brilliant non-verbal turn as Luigi. He mumbles to himself, he hums the game theme, he makes awkward little grunting noises as he tries to pry open doors and investigate strange objects. Like the environments, Luigi himself helps bring the game to life in a way you rarely see, especially on handhelds.

Dark Moon's thoughtful design and overall excellence don't just make it an essential for the 3DS library; they also help redeem its unloved, neglected predecessor in retrospect as well. Who'd have thought that the most benighted Mario spin-off would inspire such a compelling sequel?




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Comments (28)


  • wolverinebatman
  • Luigi a sissy?

    Posted: userComment.createdDate by  wolverinebatman

    I've wanted to try playing this series but judging from screens it seems like Luigi is a scared 10 year old....not sure if I want to play as a scared 10 year old....

  • SqFXHalf4
  • Luigis Mansion

    Posted: userComment.createdDate by  SqFXHalf4

    I thoroughly enjoyed reading this article, made me want to play the game, gave good insight into what to expect as well as the companys hard work and dedication towards making an overall enjoyable adventure game for a handheld. I plan on buying a 3ds in the near future and this game is on my shopping list. 

  • olias
  • My initial impression was super-negative!

    Posted: userComment.createdDate by  olias

    After playing further, my only big complaint is the soundtrack and sound design. Kozumi Totaka scored the original game. These beats sound like a generic movie score by comparison.

    • olias
    • After four hours of gameplay, three mansions in:

      Posted: 03/25/2013 by  olias

      Crimson Shroud is my favorite on the 3DS so far, and the irony is that it takes so many steps backward. Super Mario 3D Land, the N64 remakes and NSMB are Nintendo's modern image, and it shows they are afraid of change and experimentation. The beautiful details of Luigi's Mansion 2 like humming, interactive environments, dust particles, lighting and ghost sucking action were all new back in 2001 when the first game was released. The sequel does little improvement beyond 3D visuals, portability, tacked-on multiplayer (a-la super mario 64 DS) and a couple new tricks for Luigi's toolbelt. I see a repetitive formula in Nintendo's works. I am ready to move forward and see something new.

      I bought this game on the Nintendo Eshop at midnight last night in major anticipation. That means I can't resell this to someone who may enjoy more than myself, or even let my girlfriend play the game without loaning her my DS. This is the last time I buy a digital copy of a game without playing it first.

  • themoth
  • Just got it.

    Posted: userComment.createdDate by  themoth

    I picked it up this afternoon and just started playing. It's been very good so far.

  • Captain_Gonru
  • 10 out of 10

    Posted: userComment.createdDate by  Captain_Gonru

    for the review. The game is quite good, too. I'm glad you mentioned Luigi humming along. The first time I heard it, I thought I was doing it unconsciously. Then, realizing it was Luigi, I grinned. I'll miss this site.

  • Pacario
  • In Honesty,...

    Posted: userComment.createdDate by  Pacario

    ...I never considered Luigi's Mansion a game that demanded a sequel--the original's limited gameplay was fun for the short time it lasted, but was essentially a one-trick pony.  One can only spin so many ideas out of a guy using a vaccum to suck up ghosts, and many of the original critical reviews were actually quite accurate in their analysis.  Matt Casamassina of IGN, for instance, enjoyed the game "for while it lasts" and gave it a ("good") 7.0 score.  And that was perfectly fair.  Years later, in a gaming world dominated by souless shooters and actioners, I think something like Luigi's Mansion suddenly seems better than perhaps it really is.

    This, of course, by no means detracts from this new title, which may indeed be a significant improvement over the original.  And I'm hoping it is, as I'm tempted to grab a copy myself. 

    • Pacario
    • Indeed I Do

      Posted: 03/26/2013 by  Pacario

      Resident Evil Revelations and Super Mario 3-D Land are awesome.  New Super Mario Bros. 2, not so much.

  • C.S.3590SquadLeader
  • Cool

    Posted: userComment.createdDate by  C.S.3590SquadLeader

    I just got Etrian Odyssey, but I'll be sure to pick this one up when I have the chance.

  • themoth
  • Excellent Jeremy,

    Posted: userComment.createdDate by  themoth

    Excellent. 

    I'll be picking it up Sunday for sure. 

    Oh and wherever you end up make sure we know mmmkay? 

    I'm still waiting for more Animal Crossing adventures from you.

  • DipDopson
  • If this is the last review on 1up...

    Posted: userComment.createdDate by  DipDopson

    It is totally worthy of being an showpiece review encapsulating all that was great about 1up and the style of videogame coverage it provided.

  • VeryMadMage
  • I didn't realize there wasn't a score

    Posted: userComment.createdDate by  VeryMadMage

    until I read the comments. Too bad metacritic's "importance" demanded that 1up give games a score, because clearly 1up was never about assigning a numerical value (or grade) to games, but rather exploring them more deeply and personally. It's a nice touch that the last reviews might not have a score.

    I once wrote for a small games site and reviewed Persona 3. We got an early copy and my review was one of the first to come out. The main thing the comments talked about was the lack of a score, and why would anyone do that. I don't think Atlus was too happy about it either. I learned the hard way that scores are a real, important thing no matter how stupid I personally think they are. But it's refreshing to see for once a professional review free of that shackle.

    After reading the review I think I might enjoy this game somewhat once. But am not interested in paying a significant amount of money for it. I base this on my previous experience with the GC game, and my knowledge about the reviewer, and the content of the review. I could not have gleamed this info from a 7 out of 10.

    • San_Andreas
    • ....

      Posted: 03/23/2013 by  San_Andreas

      ...The only scores that really matter are "thumbs up" or "thumbs down."

    • Pacario
    • I Like Scores...

      Posted: 03/23/2013 by  Pacario

      ...if done properly.  IGN's system of scoring a game down to mere tenths of a point is silly, of course, but a basic scoring structure that simply provides a general idea of a game's quality is perfectly fine.  Five point scales are reasonable, and work well in everything from Amazon reviews to X-Play's scoring system.

      In this case, I understand why Mr. Parish forsook using a score, but under normal circumstances, reviews that are purely qualitative in nature (versus being quantitative) are sometimes seen as being "cop outs" on the reviewer's part.  This review, for example, has virtually nothing negative to say about the game, but some would argue that, if a score had been implemented, the reviewer would have thus felt more obligated to also list the negative elements of the game's design, no matter how petty (it's too much like the original, there's not enough variety, etc.).  Unless, of course, the game is indeed perfect in everyway.  But I doubt that.

      Pick your poison, I guess.

       

  • donstarlancer
  • Wow!!!!

    Posted: userComment.createdDate by  donstarlancer

    Man this just might be my first 3DS game, when I finally pick one up.  I missed the original game because I fell for all the whining everyone did over it back then. I will definitely get this. I should be in heaven with this Fire Emblem and Etrian Odysee to start my library. Can't wait. Also makes me super hopeful for Nintendo's other projects still being cooked up.

  • Funny_Color_Blue
  • If Jeremy ever wins the lottery...

    Posted: userComment.createdDate by  Funny_Color_Blue

    He should ditch IGN and Ziff Davis and publish his own magazine/website and continue 1up's Legacy! ...or something. I know he already has a website, and self publishes already. But I meant like, something bigger than IGN or Kotaku...something HUGE!

    ...I dunno. 

    • VeryMadMage
    • Like

      Posted: 03/21/2013 by  VeryMadMage

      ^^                              10

    • AkaiNeko4
    • Agreed.

      Posted: 03/25/2013 by  AkaiNeko4

      10/10, would read again.

  • jrronimo
  • Nice.

    Posted: userComment.createdDate by  jrronimo

    My initial reaction was "Where's the score? I need to skim this to see what Jeremy thought and that'll be that." But then I *gasp* actually read the review and I 100% completely agree: You should've ditched the scores ages ago. I understand their necessity in The Business, but it really made for a much better review.

    Now I want this game, whereas before I was avoiding it. I like to be delightfully surprised and having no attachment to the original game (having never played it and internally dismissing it as a bump mapping and lighting tech demo), this review suggests I would be.

    I hope you can keep the servers going to indulge yourself like this more. 1up deserves it.

    • Cinaclov
    • Exactly

      Posted: 03/22/2013 by  Cinaclov

      Before this I was mildly interested but I was prepared to take the same course to playing this as I did the original; wait until it's incredibly cheap or I can borrow from a friend. This is the first thing to make me actually excited about it.

       It's just a shame I still have games like Mario Kart, kingdom Hearts, both Marios and a few other 3DS games to get before this. Or maybe it'll be above the Mario platformers, I don't know :P

  • echosauce
  • I loved the first

    Posted: userComment.createdDate by  echosauce

    Luigi's mansion. My only complaint was how hard the final boss was.  I still have not beaten it.

    • interasteral7
    • Final Boss Should be Challenging.

      Posted: 03/27/2013 by  interasteral7

      It makes sense for the final boss in video games to be challenging, since you are close to the ending of the video game as long as it is not difficult that you throw your 3DS right at the wall.

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Review: Bending Genres in Luigi's Mansion: Dark Moon

Review: Bending Genres in Luigi's Mansion: Dark Moon

A look into the underpinnings of an unlikely sequel reveals the value of Luigi's spin-offs.

March 21, 10:14AM PDT  2891


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