Luigi's Mansion: Dark Moon Message Board

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Posted by GoNintendo Apr 02 2013 22:49 GMT
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A portion of an IGN interview with Ninendo's Yoshihiko Ikebata and Ryuichi Nakada, as well as Next Level's Bryce Holliday and Brian Davis...

IGN: What role did Shigeru Miyamoto play in the development of this game? I know the first one was very near and dear to him.

Nakada: He was very deeply involved with this project as well. The main development of the title took place with SPD and all the good people at Next Level Games, but we did meet with Mr. Miyamoto once every two weeks or so to show him a ROM and give him updates on the progress of the game. He was able to provide feedback based on looking at our reports and playing with our game ROMs.

Holliday: For Miyamoto-san’s direct involvement with Next Level Games, he was kind of like a mentor. I believe he uses the word “shepherd.” He would often come in and steer the ship in a new direction when we were getting off course. We were able to play within the framework that he had set up, and the two gentlemen, Ikebata-san and Nakada-san, were kind of like the gatekeepers or the keepers of the rules. We would constantly be pushing the boundaries and seeing where we could get to, and then they would bring us back.

IGN: Was there any point where he just upended the tea table and made you redo something completely?

Holliday: Yeah… I think officially he said there was no true tea-table-flipping on this title. [laughs] But at one point he threw out all the bosses of the game and made us start over. From our angle that was kind of a tea-table-flip. But maybe it just had bad legs and was wobbling or something. He often challenged us to not go with our first idea, or to experiment further on different things and then cherry-pick our best ideas.

Davis: Luckily, with that many tea-table issues… that was toward the beginning of the project. We had only completed one boss. We had designed the other ones, but we hadn’t implemented them yet. What he wanted for that was, he wanted bosses that could only be in Luigi’s Mansion. If you saw a boss, you’d say, “That’s a Luigi’s Mansion boss!” I think that was the right choice. It allowed us to be very creative.

IGN: Did you ever toy with the Circle Pad Pro?

Holliday: We always wanted it to work with a single circle pad. When we moved to a second analog stick, because we’d actually changed that gameplay mechanic paradigm to the tug-of-war, it just wouldn’t work. There was nothing to do with the second stick. By changing, at the beginning of the project, the high-level strategy around the ghost fishing, we found that when we did experiment with the Circle Pad Pro, it didn’t add anything.

Davis: For me, the most fun I had working with a character was the Toad character. I’m not sure you’ve played with that character yet, but there are missions where you have to find Toad, free him, and escort him out of the mansion. There’s a connection between you and Toad. The ghosts can scare him, which causes a disconnect between the two of you, and he doesn’t enjoy that. He’s very scared. As a player, you want that connection between you two. For me, when I was developing that, it reminded me of The Legend of Zelda: A Link to the Past. In the very first mission, you go and find the princess and try to lead her out of the castle. I tried to keep that in mind, to kind of honor the original designers of that game and have a little anecdote in there.

IGN: So Toad is Zelda.

Davis: [laughs] Not officially.

Posted by GoNintendo Mar 30 2013 17:57 GMT
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A portion of an MTV review...

Maybe it's because it has been so long since the original game was released, but "Dark Moon" feels fresh... at least until it doesn't, but even the repetitious gameplay mechanics can be overlooked when a game as charming as this is released.

Full review here

Posted by GoNintendo Mar 29 2013 10:06 GMT
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- 280,000 copies in its first week
- this is 85% of the first shipment
- this number doesn't include digital sales

Posted by GoNintendo Mar 26 2013 22:12 GMT
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Placed after the jump...

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Posted by GoNintendo Mar 26 2013 16:57 GMT
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A portion of a GTR review...

The Good

Amusing character reactions in Luigi
Puzzles a mix of easy and difficult
The game is pretty lengthy
It’s just fun, especially with headphones to block ambient noise

The Bad

No real tutorials – lots of “figure it out yourself”
Game looks good with 3D but game mechanics make it hard to use regularly

Full review here

Posted by GoNintendo Mar 25 2013 20:03 GMT
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A portion of an ONM review...

Funny, gorgeous, crammed full of surprises... but enough about Luigi. Nintendo renovates one of its more oddball offerings into a must-have title.

Full review here

Posted by GoNintendo Mar 25 2013 19:29 GMT
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Placed after the jump for spoilers...

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Posted by GoNintendo Mar 25 2013 17:20 GMT
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The official Euro site for Luigi's Mansion 2 has been updated with some new content. I'm sure many of you are playing the game right now, but if you're a Euro fan waiting to go hands-on with the game, maybe the updated site content can keep you occupied!

Posted by GoNintendo Mar 24 2013 18:58 GMT
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A portion of a C3 review...

If ever you needed a reminder just why you play video games, or indeed have been looking for a game that will bring more than just a smile to your face, look no further than Luigi's Mansion 2.

Full review here

YouTube
Posted by GoNintendo Mar 24 2013 17:51 GMT
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GameXplain is going to be putting together tons of videos to show off how to collect certain gems, get passed obstacles and find solutions to puzzles. One of those videos is below, but make sure to hit up the full YT channel for many, many more!