MarketLuigi's Mansion: Dark Moon
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Luigi's Mansion: Dark Moon

Luigi's Mansion: Dark Moon is a 2013 action-adventure game developed by Next Level Games and published by Nintendo for the Nintendo 3DS. It is the second installment in the Luigi's Mansion series, following Luigi's Mansion (2001). The story follows Luigi as he explores Evershade Valley, capturing its corrupted ghostly inhabitants with help from Professor E. Gadd. In order to restore peace to Evershade Valley, Luigi must defeat the recently-escaped King Boo and restore the eponymous Dark Moon.

Gameplay
capturing a ghost. To successfully capture, the player must vacuum the ghost until its hit points reach zero. The touchscreen shows the player's location in the current mansion being explored. ''Luigi's Mansion: Dark Moon'' is a 3D action-adventure game in which the player controls Mario's brother Luigi, who is sent by Professor E. Gadd to explore abandoned haunted areas in Evershade Valley and capture hostile ghosts using the Poltergust 5000, a specialized vacuum cleaner. a mine filled with ice and a haunted museum. If the player finds and collects a golden bone, Luigi will be revived and continue the mission instead of starting over. The Nintendo 3DS touchscreen shows a mini-map of the areas' layouts, Toad accompanies can be found in certain missions, where Luigi has to escort each one out of the area they are found in. To capture a ghost, the player first stuns the ghost using Luigi's flashlight equipped with the Strobulb attachment. While ''Luigi's Mansion required the player to shine the light on the ghost, in Dark Moon'', the player charges the Strobulb to release a burst of light that acts similar to a flashbang. When stunned, the ghost's health meter is exposed, allowing Luigi to vacuum the ghost to decrease the meter until it is weak enough to be captured. In addition to capturing ghosts, the suction and blowing functions of the Poltergust 5000 are used to manipulate and carry objects in the environment. Alongside Boos, each mansion houses a set of thirteen gems for the player to find. ==Plot==
Plot
King Boo, who had recently escaped from his painting imprisonment, shatters the Dark Moon, a large and crystalline object suspended above Evershade Valley which has a pacifying effect on its ghostly inhabitants, using the magical jewel embedded in his crown. This causes the ghosts to become hostile, forcing Professor E. Gadd to take shelter in his bunker while a dark fog covers the valley. From the bunker, E. Gadd contacts Luigi and unwillingly teleports him to the bunker, with E. Gadd showing a shattered piece of the Dark Moon to Luigi. to help recover the pieces of the Dark Moon. The professor reveals that five other pieces have landed across the Evershade Valley, leading to E. Gadd enlisting Luigi to recover the remaining Dark Moon pieces and to capture and contain the ghosts before they leave the valley and wreak havoc on the rest of the world. To aid Luigi, he provides him with several gadgets: a flashlight; the Poltergust 5000, an upgraded version of the Poltergust 3000; the Dual Scream, a Nintendo DS-like device used for navigation and communication purposes; and the Dark-Light Device, a special lens used for uncovering hidden objects and Boos. Luigi makes his way through the five mansions of the valley, recovering a piece of the Dark Moon from powerful "Possessor" ghosts, entrusted by King Boo to guard them, in each area and saving the professor's Toad assistants, who have been trapped in paintings. The Toads share security images that provide valuable clues to the whereabouts of the Dark Moon pieces and each one shows a pair of Boos carrying a bag with a painting inside. Whenever a Dark Moon piece is recovered, parts of the dark fog is lifted. Eventually, Luigi and E. Gadd find out that King Boo is behind the whole crisis in the valley and is detaining Mario in the painting. After Luigi obtains the final Dark Moon piece in a parallel dimension accessed in the fifth mansion, King Boo intercepts him as he is being returned to the bunker. King Boo reveals to Luigi his intent to use the corrupted ghosts in conquering the world before battling him and being defeated once more. When Luigi returns to his world, he frees Mario from the painting and reunites with E. Gadd and the Toads. They reassemble the Dark Moon, returning the ghosts back to their former selves. E. Gadd then releases the captured ghosts from their detainment in the bunker and they celebrate by taking a picture. The game ends as Luigi returns home with his newly adopted ghost dog, Polterpup. The credits show Mario, Luigi and the professor paying visits to Evershade Valley and spending time with the ghosts. == Development ==
Development
, creator of the Mario franchise, reprised his role as a supervisor and producer. ''Luigi's Mansion: Dark Moon was developed by Next Level Games, a Canadian developer who had previously worked on Nintendo-published titles Punch-Out!! for the Wii and the Mario Strikers'' series. Bryce Holliday served as the game's overall director and Chad York was the lead composer and audio director. Brian Davis was a lead programmer, primarily boss battles. Shigeru Miyamoto was a producer and creator for the original ''Luigi's Mansion, but for Dark Moon Miyamoto stayed hands-off and instead supervised the project. He compared his role to that of a shepherd, by which he let Next Level Games take control of most of the project, and rather than telling them what to do, he instead intervened when he felt they were going in the wrong direction. Due to location differences—Miyamoto in Japan and Next Level Games being located in Canada—Yoshihito Ikebata also served as a supervisor, who had previously worked on the Mario vs. Donkey Kong'' series, and transcluded info between both companies frequently. Ikebata would report updates to Miyamoto biweekly and would relay Miyamoto's opinions to Holliday. Ryuichi Nakada served as an assistant supervisor and performed similar tasks. Yoshikami Kuzuki also helped advise. According to Holliday, Miyamoto did a good job supervising and the project never lost focus. Development began in 2009 and was completed in 2012. They nicknamed the concept "dollhouse mode" because the 3D effects added a new layer of depth and made the graphics stand out more. They realized that the Nintendo 3DS featured similar 3D hardware ability to that of their prototype on the GameCube, and they decided to officially develop a sequel with the 3D gameplay in mind. the project was in its prototype phase and they planned on presenting the prototype in a video conference meeting. At the meeting, however, followed up by "something like a drumroll", Tanabe revealed they would instead be working on Dark Moon. According to York, everyone on the staff was excited about the change of plans, more so York, who was looking forward to making music for a non sports game title. Development officially began in 2009 and pre-dated the announcement of the Nintendo 3DS in 2010, meaning they were unaware of the hardware they were making the game for. During the conference, they were informed of the failed attempt to make ''Luigi's Mansion 3D in 2002, so they assumed the new hardware had something to do with 3D and designed a demo after a dollhouse concept, coincidentally similar to that of the one made for Luigi's Mansion''. Gameplay Luigi's control scheme was built from scratch ten times over. The first few times Ikebata met with Next Level Games, they decided to try a new control set. When showing the new controls to Miyamoto, he would frequently ask to view the inside programming required to make the controls possible and they went back and forth between the two often. Miyamoto stated that the programming was something he was "personally involved with to a fair extent". They focused on making multiplayer a cooperative experience, and the progression would only be possible with the help of another player to continue progress, such as having one Luigi being trapped and the other one needing to save them. When one of the Luigi's is knocked out another can save him, which was incorporated to better emphasize cooperative play and the concept derived from the "Luigi's Ghost Mansion" minigame for the Wii U title Nintendo Land. Miyamoto compared Luigi to a salad, considering that he was a more timid choice in comparison to Mario that helped balance out the horror aspect of the game. He also mentioned that numerous Nintendo employees were fans of Luigi and had been wanting to make a game starring him for a long time. Nintendo emphasized that Luigi should not be able to jump in Dark Moon, to retain similarities between the two games; the designers were unaware of why Nintendo chose to not let him jump in the first game, and Ikebata assumed it was because the game emphasized adventure and removing a jump feature took attention away from action elements. According to Next Levels games, Nintendo was strict on their intellectual property and even more so the characters, and Ikebata and Nakada were "gatekeepers" that enforced their rules. They attempted to push the limits of these boundaries but were usually kept from doing so. Luigi, as usual, was voiced by Charles Martinet; he performed the lines without any context of the game itself, so they used various forms of storyboards and art to show Martinet what situation Luigi was in and what emotion he should be expressing. Sometimes Martinet would act out Luigi physically just for fun and would also sometimes ad-lib. Ikebata assured that the game should reprise Toad from the original. E. Gadd was made to be "as much a tinkerer as he is an inventor", which justified why he repurposed a Nintendo DS into a tool Luigi used in the game. The developers declared this as an instance of Miyamoto "upending the tea table". Graphics and worldbuilding The game was split up in a level-like format to emphasize the on-the-go portability of the Nintendo 3DS, and each level was built to be about ten to twenty minutes in length and have something "satisfying" happen in each of them. They also used this executive decision to reimagine the same locations with new ideas. The developers knew that the open-world format would result in tedious backtracking, so they added new ideas or changed others in rooms that the player had already visited. They justified this by making it seem as if the ghosts have visited and messed with a room's interior. Next Level Games was taught the Japanese word "karakuri" from Ikebata, which roughly translates to "surprise and delight", and they used this as a philosophy for designing each location. To encourage exploration, they hid various secrets and other paranormal activities in the rooms. Miyamoto wanted the game to have a lot of value, so multiple area designs were included. This also allowed for near limitless creativity and the concept was exploited to include as many diverse locations as possible, such as a steam clock factory and a museum. The developers also emphasized Miyamoto's design philosophy of "going left", where the player should be rewarded for returning to old parts of the game. Although they were made to be relatively easy to find they made sure it would still be a challenge for those who were trying to fully complete the game; Ikebata himself struggled to find some of the collectibles and needed help from others. To make backtracking less repetitive they introduce the Dark-Light Device. The Dark-Light Device was originally going to be similar to an alternate reality, where the player could switch between the real world and a "spirit world" and see differences among them. They considered the concept, however, to be overplayed; they switched it to be singular items within the real world instead. Next Level Games received a lot of positive feedback from players who played the Dark Moon demo at E3, and they found that 3D graphics helped make capturing ghosts easier. To make the 3D graphics a more comfortable experience they used a fixed camera perspective and keep the camera more static during cutscenes. For better ease of experience, the transition between the first and third perspectives was also slowed and important objects were kept within view of the player at all times. The first boss battle was designed to bring out the room's 3D depth. Throughout the development process, they continuously revisited the 3D graphics to understand and utilize them as effectively as possible. == Marketing and release ==
Marketing and release
Dark Moon was revealed at E3 2011 by Reggie Fils-Aimé, a day before the announcement of the Wii U. He mentioned that the game would be more than another ''Luigi's Mansion installment, and a trailer played that showed the concept of multiple mansions alongside other gameplay features. Further details were kept minimal and announced a vague 2012 release date. It was tentatively referred to as Luigi's Mansion 2''. The following day Nintendo announced at a developer's conference that Next Level Games would be behind the title, which came as a surprise to some. When queried on why Nintendo was making a ''Luigi's Mansion sequel before another Pikmin'' entry, Miyamoto replied that "he wanted to" and had wanted to for a long time. Various booths to demo the game were available during the event for twenty-minute play sessions, and received positive first impressions from critics. Further details were revealed at E3 2012, where gameplay footage was shown detailing new gameplay features and how the game functions with 3D graphics. It was renamed to ''Luigi's Mansion: Dark Moon and dated for a holiday release. Details, however, remained sparse. A demo kiosk was once again also available. Nintendo published a release schedule on August 13, 2012, which mentioned that Dark Moon would instead release in the "first half of 2013 in the Americas", while Professor Layton and the Miracle Mask and Paper Mario: Sticker Star'' proceeded to release on schedule. It was later announced via Twitter that the game would release within the first quarter of 2013. In January 2013, they revealed the game's multiplayer features. They also announced in January that the title would release March 24, alongside the reveal of the game's box artwork. In a February Nintendo Direct presentation, Nintendo president and CEO Satoru Iwata—while wearing a replica of Luigi's cap—announced at 2013 would be declared the "Year of Luigi"; it was a year-long event that celebrated the 30th anniversary of Luigi, since his inception in Mario Bros. in 1983. According to Miyamoto, a decision was reached to create the event because of the new ''Luigi's Mansion and another game, Mario & Luigi: Dream Team, both nearing release and put emphasis on Luigi, so they began the celebration to see fit. He also believed that Luigi is underrepresented and neglected in Nintendo titles. An overview of Dark Moon gameplay was presented by Miyamoto in the Direct, alongside announcements of Dream Team and New Super Luigi U. Prior to the overview presentation Miyamoto and Iwata performed a skit where Miyamoto appeared with a real-life Poltergust. Iwata gave Miyamoto a Luigi cap, declared the two of them the "Luigi Brothers", and Miyamoto began the overview. The following March Nintendo made a Miiverse chatroom for Dark Moon; various Nintendo employees, such as Miyamoto, Takashi Tezuka, and Yoshihito Ikebata made posts on the chatroom. When York, Davis, and Holliday were interviewed by Iwata in an Iwata Asks interview that month, they all wore Luigi caps in spirit of the celebration. A promotional ad circulated in March that depicted a costumed character of Luigi using with the Poltergust in the real world, of which Nintendo partnered with iam8bit Productions to make and uploaded a video to their YouTube channel showing how the Poltergust was constructed. Luigi's Mansion: Dark Moon was released on March 20, 2013, in Japan, March 24 in North America, and March 28 in Europe. The following November the game was bundled with a Nintendo 3DS. In a December 18, 2013 European Nintendo Direct a collectible diorama themed after Dark Moon'' and the Year of Luigi was announced and released for the Club Nintendo website in Europe. It was available for purchase that day in Europe and available as a pre-order in North America with a release date in March. The diorama was sold out in North America and removed from the Club Nintendo Europe website within two weeks. ==Reception==
Reception
Critical reviews ''Luigi's Mansion: Dark Moon received "generally favorable reviews", receiving an 86/100 on review aggregator website Metacritic. By mid-July, sales totalled over 750,000 units. In the United Kingdom, Luigi's Mansion: Dark Moon charted fifth in the All Formats chart, a position it held for three consecutive weeks, becoming the first 3DS exclusive title of the year to chart. It continued to remain within the top ten charts until mid-May. The game was the number-one bestseller in Japan for three weeks in a row, totalling 459,000 by April 7 and 68,423 were from the week prior, ahead of Animal Crossing: New Leaf''. Sales tracker Media Create reported that the game had sold over eighty percent of its shipment in its debut week. According to Nintendo of America's senior product marketing director Bill Trinen, the successful launches of Dark Moon and Pokémon Mystery Dungeon: Gates to Infinity helped push 3DS sales up 50 percent to a total of 20 million, and expected that 3DS sales would "really take off" in 2013. Within its first week, worldwide sales reached over 1 million, and by the end of October, 3.13 million. As of December 31, 2020, the game has sold 6.44 million copies worldwide and is the twelfth-bestselling game on the 3DS. Awards and nominations Prior to release, Dark Moon was nominated for Best Handheld game by the Game Critics Awards, but lost to Queasy Games's Sound Shapes. Throughout 2013 and 2014 the game was nominated at various game award ceremonies primarily in handheld game categories, USGamer, VentureBeat, and Eurogamer. == Legacy ==
Legacy
In retrospective rankings ranging from 2015 to 2023, VG247, GamesRadar+, Eurogamer, and IGN considered Dark Moon to be one of the best games on the Nintendo 3DS. After the release of Dark Moon, Next Level Games decided to work with Nintendo exclusively and, after the release of ''Luigi's Mansion 3'', were acquired by Nintendo altogether. Nintendo acquired the company to increase communication opportunities, in hopes that it would "facilitate an anticipated improvement in development speed and quality". ''Luigi's Mansion 2 HD'' ''Luigi's Mansion 2 HD'', a remaster of the original game for the Nintendo Switch was released on June 27, 2024. First revealed in a June 2023 Nintendo Direct with a 2024, the game features remastered graphics in high definition video (HD). The remaster was developed by Tantalus Media, who had previously worked on an HD remaster of The Legend of Zelda: Skyward Sword in 2021. Beyond an HD update of the base game, various visuals were improved upon, such as reflective surfaces and more intricate details of textures. Minor movement adjustments were made to make, and due to the lack of stereoscopic 3D function on the Nintendo Switch, the feature does not exist. ''Luigi's Mansion 2 HD'' performed well commercially, topping the charts in Japan and the UK in its first week of release. It sold 1.19 million copies within its first four days. It sold under 400,000 copies in the following quarter, having 1.59 million sales as of November 2024. The game received "generally favorable reviews" from critics, receiving a score of 77/100 on review aggregator website Metacritic. Its graphical improvements were praised—Nintendo World Report considered it Nintendo's best remaster— but criticized for the little update beyond that, considering that the game was built for a less powerful console and had some issues in the transition. and Siliconera argued that the mission-based structure does not work as well on the new console. ''Luigi's Mansion Arcade'' ''Luigi's Mansion Arcade'' is an arcade cabinet developed by Capcom, other involvement by Sega, and licensed by Nintendo, Capcom ran a temporary location test of the cabinet in an arcade from October 30, 2014, to November 3, 2014. The cabinet was formally revealed by SEGA in 2015 and was available for play sessions at the 2015 Japan Amusement Expo. cabinets debuted in Japan in summer of 2015. The first North American cabinet was placed in a Dave & Buster's at Addison, Illinois, on October 9, 2015, and other western Dave & Buster's locations received one throughout the following year. It is titled Luigi Mansion Arcade in Japan and ''Luigi's Mansion Arcade'' in North America. The exterior and interior of the machine are decorated with panel art from both ''Luigi's Mansion and Dark Moon'', and contain two sets of to-scale Poltergusts, and the players use the Poltergust's vacuum nozzle as a controller. It is an enclosed, sit-down cabinet, and the players view a screen from a first-person perspective; gameplay is an on-rails light gun shooter. The players have a choice of beginning the game or receiving a tutorial from E. Gadd first, who gives an overview of the Poltergust's features. Ghosts come in waves within Dark Moon locations, and the player must push a button on the Poltergust to stun them and hold a trigger to suck them in. Prompts on the screen dictate how the player needs to move the Poltergust around in order to suck ghosts in successfully, or they will escape otherwise. The players can also use a smart bomb to clear a large wave of ghosts at once, and the Poltergust can suck in coins and other objects to increase the player's score. The game is linear and level-based, and difficulty increases drastically as the players progress. The cabinet supports one or two players at a time. ==Notes==
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