Luigi's Mansion 2
The 2013 follow up to the 2001 original Luigi’s Mansion,
sort of slipped me by when it came out.
Christmas 2016 and it found its way into my Christmas
stocking lovingly selected by my then girlfriend (now wife). At the time I wasn’t
that into my 3DS and while I’d popped in quickly to have a poke around, was
more concerned with my Xbox 360 and its current slew releases.
I played on a N3DS-XL and I must say; this game looks
incredible in 3D. Like, wonderful.
The scenes where you’re in dusty drawing rooms, with
ceiling fans spinning slowly and the wind blowing curtains about is truly
impressive, it just works so well in this game dark but vibrant game. I’m in
love with how good this game looks and has taken the mantle from my previous
best 3D game of Z: A Link Between Worlds.
This is perhaps Nintendo’s original idea come to fruition
(albeit by a different developer overseen by Nintendo), as the first game at
one point was down to be a stereoscopic 3D title on the GameCube.
I do have a few issues with the hardware though, many a
time my play time was cut short due to battery issues, I understand that having
the 3D on, with the brightness up full will chomp away at it but a few times I
was forced to plug in to stop that militant, red-blinking-light.
The other thing is my own anatomy perhaps but after long
session, especially boss fights my hands would ache badly. I don’t think it’s a
getting used to it issue, I think it’s a combination of the thin form factor,
slightly awkward layout and tight tense action of the game.
The Music is stellar Nintendo, it gives great sense of
atmosphere and character. It has a slightly different sense of mood than the
first game I think, a touch more jubilant. The experience is heightened I think
by the fact that it’s a handheld and very much benefits from the accessibility
and results of being used in conjunction with headphones. The immersion of the
personal handheld experience, the incredible 3D and headphones put’s you right
in the moment, playing it in the dark is PERFECT. None of which are essential
to make the game enjoyable but like a good jus, or garnish on meal it can
heighten the enjoyment.
The atmospheric drone in the third world Clocktower is
awesome. Really atmospheric, 2001 Space Odyssey vibes. The sound design in
parts of this game is right up there.
Prof E Gadd’s tune is still pumping, great tune. It would
make a great ringtone.
The characters are funny, each one putting across its own
personality via little animations, thoughtful design and body expressions.
The weakest of the cast is Luigi, perhaps unsurprisingly,
the main antagonist, King Boo, is soooo cool with his hulking presence, mean
dark eyes and jewel crown. Proff, E.Gadd, is his usual slightly selfishly
agenda’d self and what seems to me like an eastern European charm.
The ghosts are possibly the stars of the show, with again
individual stereotypical character design to match their appearance. The
cheekiness of the green ghosts capturing what seemed like to me an adolescent
mischief making pest.
The controls are OK, the ability to use the gyro-scope in
the 3DS helps – if you’re used to that type of controller input I feel it’s
something that you can really make the most of, other than that you‘ll be
constantly flicking between X & B to aim up and down with your Poltergust,
something that initially never felt totally natural to me and in a panic would
result in all sorts of crazy moves but by the third area, I was totally down
with it, not even thinking about the control inputs and pulling off all kinds
of crazy 360 sucking and blowing moves.
The ability to upgrade your Poltergust and its
attachments is neat, although feels kind of pointless and tacked on. Giving
longer duration of Dark Light usage on your torch and a stronger final capture
mechanic, which just sort of scales with the ghosts, so in effect it doesn’t
really feel like much of an upgrade, although it does make going back to mop up
easier as the ghosts in previous levels/areas are quicker to capture.
Comparing it to the first one, unfairly perhaps but
naturally, it doesn’t feel as good as on the GameCube controller which was a
perfect fit and gave fabulous feedback with the triggers, proper analogue stick
and rumble.
Snagging the ethereal pests is still joyful though, it’s
still fun and satisfying to pull one in even if it’s one of the basic ghosts,
this is where the game shines. It’s basic moment to moment play makes the
interactions fun and less of a chore – damn fine game mechanic that.
The new process of being sent out on a mission by Pro
E.Gad, then doing a set piece or mission in the same environment feels a lot
like the Mario 64 formula, or the more recent Mario Odyssey set up, which
Nintendo has been drawn to over the last decade or so. This, I think perhaps
draws away some of the relationship you may have with the environment, like the
Mansion in the first game.
You got to know every knock and cranny of that original
mansion and built up a sort of understanding of it and its character, Dark Moon
steps away from that type of design and instead gives you a smaller area,
locked off from the larger environment in almost bit sizes chunks.
It's done very well and is very video gamey in the sense
that it’s a series of tasks, in a small space that once completed finishes the
level. Like I said, it works but overall gives a very different type experience
over the original game.
The action is more frequent which takes away the some of
the excitement of finding a new ghost, or working out the puzzle that reveals
the ghost. There’s one section in the game where you have to capture 52 ghosts
– that’s more than are in the original game I’m sure.
There are hidden areas that sort of appear occasionally
when you find a hidden passage or route, this then presents you with a Hakoniwa
style red coin dash challenge, which if completed will reward you with a bunch
of gold bars, meh.
What’s annoying is that once you complete the mission
task, sometimes without being abundantly clear that you are doing so – it will
pull you out back to E Gadd without the opportunity to look about, or pick
things up – a few times I missed out on loot or things I’d spotted as I’d
unintentionally fulfilled a task and got zapped back to Gadd. I didn’t like
that.
The games not hard, the difficulty comes from the
unknown, not knowing the trick or the necessary dance required to make the
ghosts vulnerable. The isolation is lost from the first game though I feel, I’d
spend tens of minutes sometimes wondering around trying to work out what I had
to do to trigger ghost to appear, or where to go next. Often, I’d do the old
switch it off and come back to it a day later trick. With Dark Moon you can
simply just keep pushing and you’ll chop through jt in no time.
That said, some of the Boss fights (Clock Tower &
Treacherous Mansion) are challenging and I failed them a few times, lambasting
the pull of a ghost or a non drop.
You tend to get funnelled into the direction and pointed
to the task at hand but again without any sort of clear indication that it will
end the mission.
It’s not terrible and perhaps in isolation is perfectly
enjoyable but having become rather familiar with the original game and
beginning to love the original character of the original mansion – this game
misses something and because of that tends to go off in its own direction at
its benefit and detriment.
The final area of the game, the Treacherous Mansion, is
where things start to get complicated and arguably better, using multiple items
in different areas to solve puzzles really started to get my thinking and one
puzzle froze me out for almost an hour.
The later trickier parts of the game, in particular the
boss battles can become problematic as more and more ghosts re thrown at you.
What lessens the experience is that there doesn’t appear to be any sort of
rhyme or reason as to what will drop from the ghosts as you defat them. To
first enable the chance of a drop you must capture a ghost with a turbo, or
revved up part of your Poltergust, if the ghost is weak enough you will consume
him in a single gust. Then, maybe you’ll get some coins, a gold bar or a heart.
Not knowing what you are going to get can make the more
frantic battles feel frustrating, as holding out for a heart and not getting
one can come off as feeling a bit cheap as you die as a result of one just not
dropping.
There’s a considerable amount of replay-ability once the
credits have rolled, with jewels to locate in each mission and hidden boos to
discover in each area.
The rewards though, are a touch flat and once I’d gone
back to the first area and cleared it all, I didn’t really have much vigour to
do the rest for the other areas – especially that you still must complete the
whole level, you can’t just back out.
For finding all the hidden Boo’s in a level you’ll unlock
a new, final mission after the Boss fight for that area. Unfortunately, it’s a
time attack mode, that pits you against the layout of the area and how quick
you can catch a selection of ghosts.
The jewels gave you slightly more, slightly. Once you’d
cleared the area and found all of its riches, if you go to Proff, E Gadd’s
vault you can view your goodies. Once you’ve cleared a section of jewels, you
have the option to view a statue, which is simply a 3D statue that you can
rotate of Luigi in a pose. I can only assume that if you collect the other
jewels they’ll give you different pose.
I was only a few jewels out of clearing a few other areas
but the fact that you have to finish the mission as well, makes it a much more
time-consuming chore.
Luigi’s Manion 2 has a co-operative multiplayer element
also, to which I had no real inclination to try.
Once you complete the fourth area and polish up the
penultimate Dark Moon piece, before going into the final area for the first
time Gadd suggests that Luigi should have a look at the Thrill Tower, to polish
up his ghost hunting skills.
So I did.
I was shocked to see that there were people still playing
it, it took two failed connections before I successfully joined a game.
Proof that five years on there are other people still
playing this game – unlike some of your other, perhaps ‘bigger’ games.
The premises is that you can join up with three other
players to co-operatively clear floors of a spooky tower, completing specific
challenges before you progress to the next floor.
Each time you clear a floor, before you teleport up to
the next floor you’re given a red coin dash task to collect as many red coins
ad you can. These turn into tokens that allow you to roll a slot machine for
specific buffs, things like maps, or dark light goggles that allow you to see
hidden items, or Poltapup (Ghost-dogs) paw prints, or even more powerful
Poltergust upgrades.
It seems to be a well thought out mode, with items and
environment assets unique to this mode.
Every fifth floor the game plates you up a boss to beat.
Flying around with other Luigi’s all combating a giant ghost boss, is
wonderful, it really works well, and you soon start to recognise your partners
style and begin to complement each other.
Once you beat the boss, dependant on what sort of lobby
was set up, you return to the MP screen and reap your rewards, to which the
only thing that seemingly carries back to the single player game is a slight
cache of gold coins.
The rest seems to ad to your MP level.
Overall I enjoyed it, it was good.
Not as powerful, or as captivating as the first game but
this took the premises and moved it on a step to a more action-based game – to
its detriment I feel.
The original had some wonderful moments and very vibrant
ghosts, that’s not to say that this doesn’t, it just doesn’t hit the same sort
of spot as the first.
This is my finished file.
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