Kotaku

Luigi's Mansion: Dark Moon: The Kotaku Review Poor Luigi, always in Mario's shadow. Even when Luigi set off on his own ghost-wrangling adventure in Luigi's Mansion over a decade ago, it was still as though he was defined by Mario's absence. The game dedicated a whole button to calling out Mario's name!


In the new 3DS sequel Luigi's Mansion: Dark Moon, the green-clad Mario brother is pulled back into the ghostbusting business. The ghosts are going haywire, you see. It's up to you round them up. You do this by unloading a charge of your flashlight on ghosts, and then using your trusty Poltergust 5000, a ghostbusting device that straps onto your back, to suck the ghosts up. That's not all you can do with it, though. The Poltergust 5000 has two functions: vacuuming and blowing. Like in the first game, you use these abilities to poke and prod your way through rooms. Who knew so many of the world's problems could be solved with an overpowered vacuum?


You'll capture ghosts, solve puzzles, and generally cause havoc. You aren't the only one causing mischief, either. The cackling, conniving ghosts cause trouble, but they're clearly having a lot of fun while they're at it. It reminds me a little of superstitious belief in some religious communities that says that when we lose things, it's really ghosts and angels having a ball with our possessions; nothing malicious per se.


Dark Moon feels supersized in comparison to the original game. There are six mansions (!), each with a bevy of themed rooms and multiple floors. The number of things you can do is huge, too—you can go from riding balloons, to watering plants, to setting things on fire and just about everything in between; this game features far more puzzles and objects to interact with than the first game did.


It's an adventure so grand and extensive that you won't wonder where Mario is. This is Luigi's adventure, and that's great, because honestly? Luigi is the more interesting character-even if he is a total scaredy-cat. It's funny to see the green-hatted brother cower and chatter his teeth at anything that moves, and it feels like he has more texture than Mario does.


Luigi's Mansion: Dark Moon: The Kotaku Review


The flip side of having such an extensive adventure is that, at times, the game feels like it drags on. If the first game could be criticized for being too short (or, in my books, just long enough), the new Luigi's Mansion could be criticized for being too long. You can tell Nintendo took the criticisms to heart and did their best to try to provide "value," but they resort to padding the game a bit too often.


Luigi's Mansion: Dark Moon: The Kotaku Review
WHY: Exploring abandoned mansions and bustin' ghosts: what's not to like?


Luigi's Mansion: Dark Moon

Developer: Next Level Games
Platforms: Nintendo 3DS
Release Date: March 24th


Type of game: Adventure game with supernatural fishing—an odd combination, but trust me, it works.


What I played: Got to the final boss battle after about 21 hours of playtime. Messed around with the multiplayer for a few rounds, no more than a couple of hours.


My Two Favorite Things


  • The jingle that plays every time Professor E. Gadd calls Luigi.
  • Actually, Professor E. Gadd, period. I love it when that crazed man talks.


My Two Least-Favorite Things


  • Backtracking. Too much backtracking.
  • The game could definitely be shorter. (This time I have to go through and clean the mansion?))

Made-to-Order Back-of-Box Quotes


  • "F*ck Mario. Luigi's where it's at." —Patricia Hernandez, Kotaku.com
  • "These stupid ghosts better not steal my house keys." —Patricia Hernandez, Kotaku.com
  • "Luigi, when someone asks you if you're a god, you say YES."—Patricia Hernandez, Kotaku.com

You go into all the mansions with the purpose of collecting the dark moon piece hidden inside, but each mansion is broken down into smaller levels. Even if you enter knowing exactly where the piece is, something always happens to get in the way: you might, for instance, have to recover an item deep inside the mansion, only to have it stolen by ghosts, but then you recover it, but then it gets stolen by a ghost-dog, then you recover it, and then…


The fragmented setup can lead to a lot of backtracking as you search for what might be different in a familiar location across multiple levels, which contributes to the padded feeling. But the level structure makes me think the game is best played in short bursts—no more than 30, maybe 40 minutes for later levels. That way, you don't end up backtracking too much in one go. When most of the levels are about 20 minute affairs, and because Dark Moon makes you hungry for exploration, keeping to short play sessions might be difficult.


I often wanted to keep going, even when the game absolutely stumped me—which happened more times than I expected. The folks at Next Level Games are clever indeed. Dark Moon is a game for the observant; you can think of it a little like a point-and-click adventure game. The objects you need to interact with may not always be immediately obvious—heck, they might not be visible at all.


That's where your new dark light comes into play, which you can use to make hidden objects appear. You use the same intuition you might in a Mario game when you think "this is where an invisible block would be," only in this case, only in this case, it would be some sort of everyday household item, like a vase or a dresser. Actually realizing that an item is missing someplace can take a while.


Solving puzzles and going deeper into the mansions also means encountering ghosts. Like before, you can think of ghost hunting as supernatural fishing, with the player having to 'reel in' the ghosts. The ghosts will struggle and try to run awa. You have to tilt the circle pad in the opposite direction. At the start of the game, catching ghosts is rather easy, but as you go along, not only does their HP increase, but stunning them with your flashlight becomes more difficult. Maybe they're wearing sunglasses. Maybe they're in a full suit of armor. You need to figure out how to deal with different types of situations, which can keep things fresh.


The ghosts, in a way, are what disappointed me most about this game. In the first Luigi's Mansion, the major ghosts were all characters—people who used to inhabit the spaces you explore. Ghosts so attached to the material plane, they continued living out their daily existence in the afterlife. It also made it feel as if Luigi was intruding, as if it wasn't really Luigi's mansion. (These newer mansions don't belong to Luigi either though! Why are the games called "Luigi's Mansion"?)


Luigi's Mansion: Dark Moon: The Kotaku Review


You only get repeating cannon-fodder ghosts, which made it difficult for me to get invested in that side of the game. It felt like the ghost-hunting was something I did in between puzzles rather than something fun to do for its own sake. It wasn't until the later portion of the game, where it gave me intense ghost battles, that I felt thrilled by these otherworldly encounters. Really, the later half of the game is where Dark Moon shines—the game takes its gloves off and gives you environments without maps, multi-room spanning puzzles, and mansions that are exotic enough that they can't be compared to the mansion in the first game.


That last bit is crucial, since at the start, Dark Moon might feel like a rehash of the first game, only not as good thanks to the ghosts' relative lack of character and ample backtracking. Newer players won't have a point of reference and might not care, though. My colleague Kirk Hamilton hasn't played the first game, and tells me he finds the new one to be quite charming.


The boss battles, meanwhile, tended to infuriate me. Without giving anything away, some battles felt too obtuse, while others require you to go through too much tedium. I suspect that half of my game time was me either being stuck in puzzles, or stuck on boss battles. I wanted to quit the game multiple times, and probably would have were I not reviewing it—but, I'm glad I stuck through it, since the game truly does have outstanding moments.



Finally there's multiplayer. You gotta give props to something called "Scarescrapper." There are four modes in Scarescrapper: Hunter, Rush, Polterpup and Surprise. I didn't dabble with multiplayer too much; I've only played a few matches with fellow Kotaku editors. Hunter reminds me a bit of a roguelike: the point is to climb through floors, capturing all the ghosts on the floor. You don't know what items do at first until you get them, and the rooms are randomly generated.


I also played Polterpup, which involves chasing down ghost puppies throughout levels. Both require coordination and communication with your teammates, as you'll need help with tough rooms, or to undo curses, traps and the like. Surprisingly, ghosthunting lends itself pretty well to multiplayer. I won't say it's on Mario Kart's level, but definitely something to mess around with if you're curious. It's too bad that you can't use the 3DS to talk to your friends while playing, and that you can't join mid-game (which makes falling out of a game a major bummer, as you'll have to restart). Though this does seem like a game that would be really fun to play locally, with three other players in the same room. Not everyone has to own the game to play, though the local download-play options are more limited than if everyone has the full game.


Nintendo has deemed 2013 the "Year of Luigi." And while Luigi's Mansion may not have felt like a game that needed a sequel, Dark Moon exists, and it has something to prove: Luigi can carry a game all by himself. I'm not convinced the series needed to go for more, more, more, (bigger! better! faster!) but I'm sold on Luigi himself. In fact, I want to see more of Luigi than I do his famous brother. Even if Luigi is kind of a goof.


Kotaku

Meet Amy Demicco. She's wearing the coolest dress in Boston this weekend at the PAX East convention. Her dress is made almost entirely out of playing cards for Magic: The Gathering. She estimates that she's got about 800 cards in this ensemble, mostly in the helmet.


Check out the video above and she'll explain why and how she did it.


Here's a close-up shot of her axe, which is also made of Magic cards:



Her Amazing Dress is Made of Magic: The Gathering Cards. So Is Her Axe.


There's one downside to all this: Magic cards, she told me, aren't all that sturdy. Sweat separates the fronts from the backs, and by the end of the weekend, her ensemble won't be wearable. For now, though, it's awesome.


Check out Amy's tumblr for more about this and other Magic-card outfits she's made and worn.


Kotaku

It's hard to know what to think about the next Splinter Cell right now. I liked Conviction but the last Sam Fisher game was a clear break with some of the series' more iconic elements. Blacklist is clearly trying to bring some of that tech/stealth feel back while also expanding the options and scope of the game.


This video shows how some of that will play out, with the same area done in non-lethal and more aggressive playthroughs and puts Sam's new mini-drone and other gear and moves in the spotlight. The game looks nice but I don't know that I'll be swayed until I get Blacklist in my hands myself.


Kotaku

Picking a Graphics Card Can Be Hard. GPUBoss.com Can Help.The graphics card marketplace can be quite confusing to the new PC gamer. There are no standardized labels, cards with the same number designation vary from manufacturer to manufacturer, and the internet is filled with people that swear their favorite piece of poly-processing hardware is the best. I've been buying cards for more than a decade, and I still get confused. That's why GPUBoss.com exists.


Featuring the same streamlined interface of its predecessor, CPUBoss.com, GPUBoss.com takes the most popular video cards of the past several years and sorts them by value, performance, gaming power and price. Select a pair of cards and compare, or just run down the list until you find one that's got the right balance of juice and price.


It's a very intuitive site, and while some of the data still needs to be filled in, it does a fine job of presenting the info it does have in an easy-to-understand format. It's like an infographic. Everybody likes infographics.


Kotaku

Here's the first sizzle-reel trailer for the PlayStation 3 version of Diablo III, which looks… well, about how you'd expect Diablo III to look, running on a PS3. The button assignments seem like a natural fit for the game, lending some credence to that theory that the game was designed with consoles in mind from the start.


This video is of the PlayStation 3 version of the game, and it seems Blizzard is currently focusing on promoting that version, though the game is also expected to come to PS4. In contrast to its PC counterpart, the console version is confirmed to offer offline play and no real-money auction house.


Looks fine to me, though I've probably had my fill of Diablo III. Jason will be playing the game later this weekend at PAX. In the meantime, what do you guys think?


Kotaku

Of Course You Want to Watch Nearly Seven Minutes of DuckTales: RemasteredCaptured live on Capcom's Twitch.tv stream earlier this afternoon at PAX East, seven minutes of gorgeous HD DuckTales remake footage is about all the average human can withstand without exploding, so Capcom trimmed it down to six and three-quarters.


My favorite NES game of all time in the hands of WayForward, the 2D sprite artists in the industry? It's a dream come true, that's what this is. So many hours I spent cursing at my tiny tube television in the basement of my high school sweetheart's parent's house, making up my own demented lyrics to the endlessly-looping music for each level. It was a big DuckTales family — we called the cartoon and game by their proper name — DuckTales Woo-oo.


It was an entire summer of this game and Tiny Toon Adventures; blowing on the bottom of cartridges even though they worked fine, simply out of habit


Maybe I'll be able to share this with my kids this time around. Maybe they'll just eat the controller. As long as they can say "Woo-oo" we'll be good.



Watch live video from Capcom-Unity on TwitchTV


Kotaku

Back when I was in high school, we had the same DJ at every school dance. His name was Ben Skirvin, and as he was a DJ at a local radio station, he went by the handle "Swervin' Ben Skirvin."


Not exactly the coolest DJ name of all time, but hey, it was southern Indiana in the 90s, none of us were that cool.


My primary memory of those dances, aside from a more general recollection of vague mortification broken up by infrequent sunbursts of exhilaration, was the fact that Swervin' Ben Skirvin would end every single dance by playing Don McLean's 1971 classic "American Pie."


Any song that starts out slow but then gets fast is a bit dangerous for a high school dance—if you're not careful, you can pull a Sam Weir, grabbing a girl for a slow dance only to wind up awkwardly fast-dancing halfway through.


But it really is an amazing song for ending things. "The day the music died," and all that. And so it's fitting that "American Pie" will be the final downloadable song for Rock Band.


The song will mark the end of almost six years' worth of downloadable Rock Band tracks, a service that Rock Band developer Harmonix recently announced would stop adding new music. Over those years, players downloaded more than 100 million songs across a half-dozen Rock Band sequels, independent bands were given the opportunity to upload their own music via the Rock Band Network, and Jason managed to convince Harmonix to add Carly Rae Jepsen's "Call Me Maybe" to the catalog. All in all, a pretty good run.


Now, all that ends. The grand finale tune was first outed by Polygon from Harmonix's PAX East party last night, and today, a Harmonix spokesperson confirmed that McLean's opus will indeed be Rock Band's swan song. It'll be the full, 8-minute version, too—none of this half-length single malarkey—and it'll be available April 2nd.


I haven't played Rock Band in ages, but I might have to dust off my drums and put the band back together for this one.


Kotaku

Let's all remember: we haven't seen the PlayStation 4 yet. Along with games that were purportedly running on the system specs, Sony's event last month only showed viewers the controller.


So it's still up for grabs as to what the actual console will look like. That means that renders like the one above are still fair game. This vision of a would-be PS4… it's boxy. Can we get some curves up in there, Sony?


Kotaku

Capcom announced today at their PAX East panel that they're resurrecting the beloved DuckTales platformer.


Developed by Wayforward and Capcom, DuckTales: Remastered is something of a remake based on the original Nintendo version of DuckTales. It'll be out this summer for Xbox Live, PSN, and Wii U.


DuckTales, originally released for the NES way back in 1989 (and later for the Game Boy), has become something of a cult classic over the years. Remembered for its solid platforming gameplay and some killer music—the Moon theme song is often brought up as one of the best game tracks of all time—DuckTales has been the object of much nostalgia.



Capcom Is Bringing DuckTales Back


Kotaku

Gameloft has gotten so good at making mobile clones of popular games it's now cloning games from the future. This morning, Blizzard announced Hearthfire: Heroes of Warcraft, a digital collectible card game based on characters from World of Warcraft. Yesterday, Gameloft released Order & Chaos Duels, a digital collectible card game based on characters based on World of Warcraft characters.


Let me clarify. Order & Chaos Online is Gameloft's mobile MMO, an obvious copy of World of Warcraft, right down to the character art. Order & Chaos Duels is a free-to-play collectible card game for iPhone, iPad and Android, with mechanics quite similar to the physical World of Warcraft card game. It's a rather solid little title, with an expansive campaign and plenty of opportunities for online domination.


And it's from the future.


I don't know how you did this Gameloft, but the Time Variance Authority has been notified.


Gameloft's World of Warcraft Clone Already Has a Collectible Card Game Spin-Off Gameloft's World of Warcraft Clone Already Has a Collectible Card Game Spin-Off Gameloft's World of Warcraft Clone Already Has a Collectible Card Game Spin-Off


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