
Fly Luigi to the Moon
When the GameCube launched in 2001 without an official Mario game, the Nintendo faithful were stunned. Instead, they got a title starring Mario’s brother, Luigi, and immediately many gamers got that sinking feeling that the system was getting off on the wrong foot. But those who actually gave the game a chance found a charming title that reminded us why Luigi deserves the spotlight—maybe not as often as his big bro, but at least once in a while.
The next logical conclusion, then, was that Nintendo wouldn’t launch a system with this game unless they wanted to turn it into a new series. So, we waited. And waited. And waited some more. Several systems, including handhelds, came and went. And after all this waiting, Luigi’s Mansion had been relegated to nothing more than a nice one-hit wonder.
As is often the case with Nintendo, however, just when you think you’ve figured them out, they surprise you. Nearly 12 years post-launch of the original, Nintendo’s decided to give us Luigi’s Mansion: Dark Moon for the 3DS, a true sequel to that GameCube launch title.

The action unfolds with Professor E. Gadd continuing his paranormal research in a land called Evershade Valley. Here, the ghosts are docile and friendly, like Casper or Slimer. But when the mystical Dark Moon, which hovers over the valley, is shattered into six pieces by Luigi’s old nemesis, King Boo, the ghosts go bonkers. E. Gadd barely escapes to a special safe house he’d constructed in case of such an emergency, and he knows there’s only one call to make.
Being the one man with any sort of ghost-busting expertise in the Mushroom Kingdom, Luigi knows he has to help E. Gadd restore peace to the valley—even if he’s absolutely terrified to do so. Armed with an upgraded Poltergust and flashlight, Luigi must travel to five different locations across the valley in the hopes of collecting the remaining pieces of the Dark Moon (one conveniently fell in E. Gadd’s lap after it broke apart) and helping the ghosts there revert to their more docile state.
The first thing you’ll notice is how pretty Dark Moon looks on the 3DS—and how well it takes advantage of the system’s one-of-a-kind aspects. The gloom and doom of a haunted valley doesn’t usually afford the most vibrant color scheme, but this just makes the bright green of Luigi’s clothes and the rainbow array of colors that represents your ghastly foes pop even more on the tiny screen. Also, the lighting effects are superb; entire rooms flash when lightning strikes, and blowing out candles with the Poltergust can completely change the ambiance of any given area. Dark Moon also takes full advantage of the system’s 3D capabilities by having several puzzles play off the depth perception created by the top screen. As for the bottom screen, a Zelda-like map and list of objectives are displayed to help keep Luigi on point through this 10 to 15-hour adventure.

Dark Moon’s level design is also head and shoulders above its predecessor. With five different haunted houses, each with their own theme, the bevy of different puzzles you’ll face will keep you on your toes and entertained through the two dozen stages. You also get to see the range of this new Poltergust and Luigi’s new flashlight, as some simple techniques learned early on get inventive uses later as the stages become more complex.
The game does supply a few frustrations, however; the most notable of these is the aiming system. Dark Moon is just another entry on the ever-growing list of 3DS titles that could benefit from the use of a second analog stick, as you can’t easily turn Luigi in one direction while moving in another. And it grows more frustrating, as you face tougher and tougher ghosts—and the pull against them is what allows you to suck them into the Poltergust.
In light of the fact that the 3DS only has one analog stick—and that Nintendo decided not to offer support for the Circle Pad Pro—you’re left to make use of the system’s gyroscope, but I don’t imagine anyone playing this will want to spin around wildly with their handheld in an attempt to complete the game. I can just imagine someone sitting on a plane, flailing around and smacking their neighbors in the face. When they ask why you did that, you can just reply that you were desperately trying to catch imaginary ghosts. I’m sure that’ll go over well with the FAA.

The story’s also a bit of a drawback, because just like his brother Mario’s adventures, Luigi’s tale here hits almost all the same beats as the first Luigi’s Mansion. This isn’t necessarily a bad thing, as the game still has a lot of charm and remains quite humorous as scaredy-cat Luigi progresses further and further. I just expected a little more. Then again, after 12 years, I’m sure not everyone remembers the original Luigi’s Mansion, so this could also serve as an entry point for rookies.
The single-player isn’t the only thing that really caught my eye; one of the more pleasant surprises here is the multiplayer. This option offers four different modes that can feature up to four friends in the ScareScraper, a haunted building where the game’s host can determine where the team of ghost-busting, multicolored Luigis can start at before racing to collect as many pesky poltergeists as possible. I wonder if part of my enjoyment was that it wasn’t just a rip-off of the Luigi’s Mansion minigame from Nintendo Land and instead its own unique feature, though. Nonetheless, if you can’t get enough of the single-player action and want more of a challenge, this is a solid place to look.
Luigi’s Mansion: Dark Moon’s charm, great looks, and interesting puzzles overshadow its few flaws to provide a quality experience that fans of the original and newcomers to the series alike should enjoy in earnest.

| Developer: Next Level Games • Publisher: Nintendo • ESRB: E – Everyone • Release Date: 03.24.13 | |
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8.5
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Luigi’s Mansion: Dark Moon maintains much of the charm of the original and benefits from a superior coat of paint and level design. But one limitation the 3DS has—its lack of a second joystick—can prove irksome, especially as you move into the latter stages.
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| The Good | A large variety of levels and puzzles keep the experience fresh. |
| The Bad | The aiming system is in desperate need of a second joystick. |
| The Ugly | Nearly 12 years between titles and virtually the same story. |
| Luigi’s Mansion: Dark Moon is a Nintendo 3DS exclusive. | |

































EGM Commentary: Putting Away My Geeky Things
Spector speaks, but who should listen?
I’ve wanted to write an article like this for some time now. I knew I wanted to vent my frustrations with the comics industry, but I didn’t know how to jump into the subject without coming across like a raving lunatic—which I admit to sometimes being the case.
As my comic qualms simmered in the back of my mind for weeks on end and I pondered how to kick off this editorial, DICE 2013 rolled around. I’d planned on burying my anger even further in the recesses of my mind in order to focus on the conference, but I found some inspiration in an unlikely spot.
Celebrated game designer Warren Spector was scheduled to speak at the conference; he didn’t cancel his appearance even after the disheartening news that his studio, Junction Point, closed just a week prior to DICE. I’m sure this experience inspired Spector’s talk about spending almost four decades in the game industry—and what he saw now that he had the chance to take a step back.
Anyone who’s had the pleasure to speak candidly with Spector knows that he’s quick with a joke no matter the subject. Because of this, his presentation was one of the more enjoyable ones at the conference, even if it lacked the structure of other talks. But shooting from the hip—as Warren is wont to do—certainly ruffled a few feathers. Spector condemned the tongue-in-cheek zombie-ripping romp that was Lollipop Chainsaw and gushed over Heavy Raincreator David Cage’s work (maybe Warren’s trying to line himself up for an interview?), but what made my blood boil was his encouragement that we all “put away our geeky things.”
This irked me on several levels. Not only does what we do as game journalists drip with geekiness, but my beloved hobby of comic books is another cornerstone in the foundation of any solid nerd cred. My rage was palpable, to say the least—to begin with, anyway.
Like many other geeks, my first instinct had driven me to anger, before rationale (and, later whiskey) settled in to calm me down. After all, the same old song and dance from our favorite games, movies, and comics are like geek comfort food, and we don’t take too kindly to folks messing with tried-and-true recipes. But the more I thought about Spector’s words, the more I realized that he didn’t mean for us to drop the hobbies near and dear to our hearts or to stop being inspired by them. He didn’t literally want us to stop being who we are.
Warren Spector wants us to get away from the same tired formulas we’ve been using in games since he got into the industry. He wants developers to stop being so geeky and to grow up in a figurative sense so that we can break boundaries as a medium. The same can be said for what’s going on in the comics industry.
And this leads me into the point of this article (yeah, I like the sound of my own voice—I know, I know!). For the most part, the comic industry, much more so than the gaming industry, has become tired and stale, at least when speaking of the Big Two, DC and Marvel. “Transmedia” was a buzzword thrown around liberally at DICE, and it seems that with the comics industry being so focused on crossing over into games and movies, Marvel and DC have completely forgotten what it means to tell meaningful, entertaining stories through the traditional pages of a comic book.
In fact, Marvel and DC have gotten so far away from what they once were that they’ve transformed into an Ouroboros—a snake eating its own tail. I’ll let you decide which one of the Big Two is the head and which is the tail, but it doesn’t really matter. At this point, we can’t tell which came first, the chicken or the egg—because both are scrambled. Every time there’s a major story in one universe, the other has to go for a copycat narrative. When one relaunches, so must the other.
And heaven forbid that an original idea actually explains the drastic story switches this constant cycle signifies. If a writer uses time travel one more time to launch a series, I’m going to break the fingers of whoever wrote it. I’ll still never forgive DC and Geoff Johns for how they brought Swamp Thing back. And I’ll never forget what Marvel and J. Michael Straczynski did to Spider-Man back in 2007; they felt the best way to relaunch the character was for him to sell his marriage to Mephisto. I want you folks to look back over that last sentence and contemplate that for a little while if you’re not familiar with a horrendous little story arc called One More Day. Spidey sold his marriage to the damn Devil! It’s too much for even a comic-book fan like me to swallow.
The worst of it—at least in regards to the Big Two—is that it doesn’t look like things are going to change anytime soon. In fact, if this weren’t my job, I might be tempted to take Warren Spector literally and stop buying comics altogether, because the stuff being printed nowadays on a regular basis is slop.
I do see some potential for hope, though. While the Big Two continue to bite off each other to the point that, soon, there’ll be nothing worthwhile left to read, the indie scene is resurgent. The return of classic Valiant Comics likeArcher & Armstrong and Shadowman, new Star Wars books from Dark Horse, IDW’s takes on Ghostbusters andTeenage Mutant Ninja Turtles, and Archie’s continued success with other videogame properties like Mega Man andSonic the Hedgehog keep comics viable, much like how gaming’s own indie scene continues to breath fresh concepts into the industry year after year.
In the end, Warren Spector was right. It’s time for the comic-book industry, just like the game industry, to put a lot of their geeky, tired, uninspired ideas of what constitutes content away and to grow up. We can keep the capes, though!