A Journey Back into the Mansion?

Well, not quite as you would have thought. I picked up “Luigi’s Mansion: Dark Moon” for the Nintendo 3DS, and if you’ve played the original “Luigi’s Mansion” for the Nintendo Gamecube, you’re going to have high expectations, like I did. Does the game live up to the hype that Nintendo and the creators made? Let’s find out!

First and foremost, My anticipation for the game was incredibly high. Especially for a Nintendo game. I loved LM for the Gamecube, and for that, It gives me a foundation to score this game on. Let’s start with

[GRAPHICS]

The first LM had stunning graphics, there’s no argument there. But a lesser known fact about the first game was that it supported stereoscopic 3D. That’s right. In fact, The Gamecube itself is 3D capable for all of it’s games. However, due to the MASSIVE price hike to sell the 3D TV peripheral to play the games on (you know, since 3D TV’s weren’t exactly in every home and store), they would have effectively “Dreamcasted” the Gamecube (too soon?), and decided to scrap the idea. The hardware to enable 3D is still in early Gamecubes, but is not functional. Oh well. Now that you’re armed with that little bit of knowledge, imagine that game in full-on glorious Three-Dimensions right in the palm of your hands. Go ahead, imagine! I’ll wait… …

Done yet?
Good.
The graphics for LM:DM definitively withstood my harsh expectations. The style is the same as the first game, but the movements are a little more fluid. Now, that IS to be expected, though… Even if it IS a handheld and the Gamecube WAS a console. What did it for me, though, was the 3D rendering. The use of the 3D capabilities of the 3DS is brilliant. The depth and the clarity of the 3D is what I’m referring to. I can literally bring the game a little closer to my face to see something far in the back, and ACTUALLY make out what it is! It’s mind-blowing, really. Smooth screen transitions, smooth frame-rate and movement so fluid, it almost looks natural. ALMOST. So… for Graphics, I give a 4.5 of 5.

Now onto

[GAMEPLAY]

As to not put a million and one categories in this article, I’m including controls, mechanics, and storyline in this category.

To start, I’ll hit on the storyline. I originally thought that the game was going to bring me back into the old Mansion from back in the day. To my surprise, it didn’t. I had hoped that it didn’t (I secretly kinda hoped it did), so I wasn’t really disappointed (I was… just a little). Instead, it’s a whole new valley with multiple different places to explore, including a new Mansion. Not delving too much into the story (trying to avoid spoilers here…), I’ll give you ideas on what to expect. Of course, the Poltergust makes it’s return, but as the New Poltergust 5000. Other attachments beside the regular flashlight, like the Strobulb and the Dark-Light Device, are incorporated and add a bit of a faster pace to the game. Ghosts aren’t as afraid of the light as they were in this game’s predecessor, so it makes it a bit of a challenge to actually get them to be vulnerable. Now, you can’t turn your light on and off like before either, so I guess the Strobulb has the same effect as being able to turn your light off and on to stun them, only in a shorter span of time and with a lesser range. I’ll leave the Dark-Light Device a secret, heheh. Also, mansions and stages are quicker to complete, but there are about 5 (give or take a few).

The controls, however are a different story. You don’t have the freedoms you used to in the old game. The option to search your surroundings in first person has been omitted (that means “taken out”, for you younger kids reading this). As well as the option to vacuum and just run in circles at the same time. You can vacuum and move, but only maintaining the general direction you were facing when you started, and sidestepping when you really just want to turn. This makes it particularly challenging when trying to vacuum objects such as dollars, and mice, that can be a bit erratic in their movements. Due to the lack of a second joystick and Nintendo’s stubborn refusal to ever use the Circle Pad again, pointing up and down with the Light or Vacuum relies on the assignments of buttons. Those buttons could have been used for something else, something more dynamic… Instead, they point your stuff up or down, and often requiring you to dual-press buttons on the control pad to aim your Dark-Light Device, which operates on… You guessed it… a button press. The game controls could have been much smoother and easier if they even gave the OPTION to use the Circle Pad with the two extra triggers and control stick… But they didn’t… And it hurts.
Taking all into account, I give Gameplay a 3 out of 5, and that’s a little generous.

Overall, I would give the game a Grand Total of……..

3.75 out of 5 Shots.

If it weren’t for the controls, the game would have done exceptionally well for me, but gameplay is a huge factor in a game, and that dock in points was enough to just bump it past the “OK” rate for me.

If you have something to say about that, then feel free to leave a comment below.

And remember…
“I don’t plan to give up my favorite decoration. I like Mario where he is.”
-King Boo
“I will not give up my favorite decoration. I like Captain Solo where he is.”
-Jabba the Hut

 

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