#i know technically that luigi captures ghost too
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I had this epiphany the other day when thinking about my pookie bears-


#super mario bros#luigi#nintendo#john constantine#hellblazer#dc comics#crack post#the way i rushed to my sketchbook to scribble this out#truly something else#i know technically that luigi captures ghost too#but he has a pet ghost dog that loves him#does john have that?#no sir#minus 1 point
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I don't know anything abt super paper mario. But with the info i have gathered from youtube, tv tropes and fan comics. I made a headcanon abt mario and luigi's brotherly love being whst saves luigi from his apocalypse maiden fate
Gosh I wish I could find the text post that references this entire theory, but I love the idea that Luigi was technically fated to be this dark, apocalyptic "evil twin" type character, but isn't because... 1. He's too kindhearted by nature 2. The brotherly love between him and Mario is too strong to let that kindness get corrupted Luigi was captured by evil magikoopas as an infant (foiled by baby Mario's twin sense and desire to be reunited with his brother.)
Luigi is unwittingly drawn toward morbid forces dealing with ghosts and the paranormal (he uses the knowledge he gathers to save his brother.)
Depending on the canon, Luigi's is in an environment primed to propagate feelings of jealousy and resentment (he idolizes his brother too much to let it get to him.)
And, of course, let's not forget his apocalypse maiden status in Super Paper Mario (You can NOT tell me that Mario's love for Luigi didn't have an effect on the strength of those pure hearts.)
Like. Mmm YES! Defying the cruel laws of an unkind fate sheerly by the power of loving your sibling too hard? Accidentally denying your role as a dark god and a fearsome entity because you just want to go home and eat dinner with your brother?
Good stuff.
#askbox#anon#Mario#Luigi#Super Paper Mario#super mario bros#super mario brothers#pardon the rambling tangent but I really do love this concept so much
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Luigis Mansion 3 review
Now I will make one thing clear right now. I did not grow up with the original Luigis Mansion on Nintendo Gamecube, My introduction to the series came in the form of Dark Moon which then led me to the original LM remake on 3DS. And now I have just finished Luigis Mansion 3 the latest in the trilogy as well as the series return to a full fledged home console. How does it hold up against its predecessors and is this a Hotel worth checking out? Well let’s find out shall we
NOTE This review will primarily be focusing on the main campaign of the game. I won’t be discussing any of the multiplayer modes since I have yet to get into those.
The story begins with Luigi and the rest of the Mario Gang having received an invitation to a 5 star luxury hotel known as the Last Resort and at first everything seems all fine and peaches but in no time at all in a somewhat sickening sense of Deja Vu it turns out the entire thing unsurprisingly was all a ruse perpetrated by Hotel Owner Hellen Gravely as part of a plot by King Boo to capture Luigi and friends. What I can’t help but enjoy in the games opening moments that classic sense of how its plainly obvious to the player something isn’t quite right. Yeah nothing suspicious about the hotel staff wearing creepy masks no sir. Fortunately Luigi manages to escape and inevitably ends up running into Professor E Gadd who ended up meeting a similar fate. From there it becomes a trek upward through the Last Resort to find your missing companions and stop whatever King Boo has planned. Fairly standard stuff for a Mario Story but its serviceable and gets the narrative out nice and clear.
Now onto the gameplay. If you are familiar with Dark Moon much of the combat will be highly familiar to you. You use your strobulb to flash ghosts which stuns them allowing you to vacuum them up. The Dark Light returns as well which pretty much serves the same functions as before One difference to the combat though comes in the form of the slam attack which more or less replaces the Power Surge from Dark Moon. In some ways I actually like this new change as it has applications both as a form of crowd control as well as a puzzle solving tool to an extent more on that in a bit. Another new ability is the burst which is triggered by pressing both shoulder buttons. This is primarily used as another form of crowd management during fights as well as a means to activate certain mechanisms as well as being used in some boss battles to either to dodge attacks or to help expose a bosses weak point. The third new ability is the suction shot which allows you to attach a plunger with a rope to an object which can then be pulled on. Next to the Dark Light the suction shot is probably your biggest puzzle solving tool period. Not only can it be used to destroy objects and furniture when combined with the slam but many of the games bosses practically require it. Don’t be surprised either if you find yourself compulsively firing plungers everywhere just to see what you can grab onto which is often rewarded with you finding more gold or collectibles. The final new skill and probably the most important one at that comes in the form of Gooigi a flubber esque doppleganger of Luigi that can be summoned at any time by pressing in on the right stick. You unlock him not far into the story but once you do this is where the game really starts to open up puzzle wise. Gooigi has a few distinct advantages over Luigi mainly being not effected by spikes and other hazards as well as being able to slip through pipes and metal grates to access new areas. But don’t think you can just use Gooigi all the time as his advantages are offset by a number of key weaknesses chief of which being he doesn’t handle water very well and he has less overall health than Luigi. These are pretty much all the skills you will be using through the whole game although there is one other ability you unlock relatively late in the game but its incredibly situational being only required once with other cases just being to retrieve a few optional collectibles.
Now how bout that Last Resort. The hotel itself is divided up between 17 floors total consisting of 15 main floors and two basement levels Unlike Dark Moon, Luigis Mansion 3 goes back to the single building setup of the first game but its amazing really how Next Level has managed to pack so much variety into a hotel. Initially you will be exploring typical hotel trappings such as state rooms, gift shops, and a dining area. However its not long before the floors start becoming more increasingly outlandish. One floor might have you exploring a medieval castle while in another floor you will be exploring a full fledged film studio to help a ghost director find his prized megaphone before ending up being cast in his own monster movie. Then you have a floor that somehow contains an entire Egyptian Pyramid riddled with booby traps. I could go on and on but I will keep the rest of the floors a secret so I don’t give everything away. Progression itself is relatively straight forward basically involving you traveling to a new floor solving some puzzles and fighting some ghosts before taking down the boss ghost of the area which generally rewards you with the elevator button to the next floor. If there is one niggle I have its that some floors seem somewhat more underutilized than others. Generally floors tend to alternate between being miniature dungeons and dedicated boss arenas. But I will say the more expansive floors really is where the level design really shines in the puzzle department The film studio floor being a major highlight with how you need to figure out the connections and interplay between various film sets. There were quite a few puzzles that actually did end up stumping me for a bit. Luigi’s focus on greater thinking and using your head is a perfect contrast to Mario’s general focus on platforming and action. The amount of interactivity packed into every area is impressive itself with each floor almost feeling like a miniature physics sandbox begging you to suck and smash everything. And your curiosity and rampant destruction is often rewarded with with piles of treasure or one of the floors 6 gems. The physics model is impressive in itself as smaller objects are easily brushed aside while larger items require your Poltergust to budge. It’s quite a treat especially during heated fight scenes with ghosts as you are slamming an enemy around and inadvertently smashing apart the room even more.
And I can’t help but discuss Luigi’s Mansion 3 without talking about the bosses. These are basically the successors to the portrait ghosts from the first Luigi’s Mansion and I will say without a doubt they are probably Luigi’s Mansion 3′s biggest highlight. These aren’t just glorified mini bosses that you have to take down for a key to another room, no these are full fledged bosses with their own fleshed out personalities and strategies. Each one serves as a perfect bookend to cap off their respective floor. A bumbling security guard with a squirt gun, a concert pianist with serious anger issues, a prehistoric caveman. an Egyptian ghost queen, and a trio of magician sisters are just a handful of the spooks you will encounter during your stay. I must admit I was surprised myself how many of the bosses can pose a decent challenge especially if you don’t know what your doing. These aren’t the typical Mario fare of 3 bops on the head and you’re done. Many of the later bosses especially will really test your knowledge and understanding of all your abilities in many cases forcing you to get creative with the tools you have. With one or two exceptions including a somewhat underwhelming final boss, these are probably some of the most memorable bosses I have seen in a Mario series game to date.
And the graphics, hot damn the graphics. The advancements made in graphics technology over the past 20 years has done wonders for video games in terms of presentation and Luigi’s Mansion 3 is a clear testament to that fact. In an age where developers seem to be trying to push more and more for the most realistic graphics possible, here you have companies like Nintendo to remind people that show that cartoon artstyles can really shine on modern hardware. Dark Moon was a wonderful showcase piece for the 3DS both graphically and technically although at times it felt like the game was a bit too much for the system it was made for. Now being free from the shackles of the weaker 3DS hardware has really allowed Next Level Games to go all out on the presentation and it definitely shows. The amount of care and detail packed into every corner of The Last Resort is second to none helping give every floor its own distinct identity. The games opening moments are a real treat with some pretty gorgeous lighting serving to highlight the initial grand opulence of the The Last Resort before the darkness takes over and the hotel reveals its true form. Its at this time the lighting really starts to shine with plenty of instances of dynamic lighting, shadows and reflections. Luigi’s Mansion 3 may lack the buttery smooth framerate of Super Mario Odyssey but I feel the sacrifice in performance has been justified and balanced out perfectly. Some of the performance warts from Dark Moon have also been lanced with the game maintaining a rock solid 30 frames per second throughout. And I can’t talk about graphics without discussing the animation quality. With Dark Moon Next Level was able to demonstrate how one can really highlight Luigi’s bumbling and cowardly personality and here that expressiveness has been cranked up to 11. I cant help but crack a smile seeing Luigi shaking in terror at the presence of ghosts or reacting with surprise every time an elevator button magically flies out of his hand and screws itself into place . The bosses themselves are also a highlight with each one being wonderfully animated which helps highlight their personalities and quirks especially in the numerous cut scenes showing their interactions with Luigi which there are plenty of. I admit at times I couldn’t help but feel it was almost like I was looking at a borderline interactive Pixar movie. Each floor also has a ton of its own exclusive items and assets further cementing each floors sense of depth and identity.
There are also plenty of other little details and easter eggs to enjoy as well such as how you communicate with E Gadd using a modified Virtual Boy complete with a joke about the system’s absolute failure or the amount of pizza boxes that litter Mario’s hotel room. Or how about the fact that the boo and gem locator items you can purchase from E Gadd resemble actual Virtual Boy cartridges. And yes, you can in fact pet Polterpup in this game.
In terms of additional content each floor has 6 gems for you to find plus a Boo that appears once the floor has been cleared. The gems themselves are the source of some of the games strongest puzzles often testing your abilities as well as your awareness of your surroundings. Hunting Boos is relatively similar to how it was in Dark Moon in that you examine the correct object based on the intensity of your controllers vibration then stun the Boo with your Dark Light before slamming it into submission. Both Gems and Boos provide a good incentive to revisit previous floors although the rewards you get for finding them all are relatively underwhelming mainly just being some minor cosmetic items.
To wrap things up there are a few minor gripes I have with the game. For one thing you are unable to remap controller bindings. Now this isn’t a major dealbreaker at all and the controls work fine for the most part but it can make certain actions such as using the dark light awkward since the dark light is mapped to the X button which makes it pretty much impossible to use the light and aim with the right analog stick at the same time. You do have the ability to aim via gyro controls but its mainly limited to just up and down. You can however make things a bit more comfortable by enabling move while poltergusting in the options menu. Some people may also be disappointed by the lack of interconnectedness between floors. Each floor is more or less its own self contained level which means you won’t be encountering any puzzles on one floor that effect the other. There are a few instances during the story when you will be required to revisit a previous floor but they are relatively far and few between. While there are the aforementioned items to purchase from E Gadd they basically amount to gold bones which act as extra lives and Boo and Gem locators which are somewhat pointless since no doubt many people will likely just resort to a guide to find the more obscure Boos and Gems. You will likely feel inclined to avoid spending as much as possible especially since like the first Luigi’s Mansion you are ranked at the end based on how much treasure you found.
On an additional note, I didn’t encounter any major glitches during the game except for a minor bug I ran into where the music suddenly cut out during a boss battle but that was pretty much it.
Ultimately, I find I highly enjoyed my stay in Luigi’s Mansion 3. This is no doubt one of my top picks for Nintendo Game of the Year. It may have taken over a decade but I think Luigi has finally cemented himself firmly and proven he can indeed stand apart from his brother on his own two feet. If you decide to book a stay at The Last Resort you won’t be disappointed. I think its safe to say Next Level Games has cemented itself firmly as one of Nintendo’s top partner studios and I can only imagine what the future holds next for our favorite green underdog.
In the end I would rate Luigis Mansion 3 an 8/9 out of 10
EDIT Just a quick correction but I found the aiming issue can be in fact easily mitigated as the suction shot, strobulb, and dark light can all be activated with the L and R buttons.
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TOP 10 NINTENDO SWITCH GAMES 2019 - my arbitrary list!
Sometimes it's good to be proven wrong. I was pretty sceptical when the Switch was first announced, as it didn't seem too different from the Wii U's gamepad. Then I spent two years watching Nintendo enjoy a complete reversal of fortune, to the point of potentially amassing a more compelling library than Sony's or Microsoft's consoles. So that's how I quite suddenly found myself buying a Switch in October 2019, after having resisted the PS4 and Xbone for five whole years, and my free time has since been dominated by this little machine that defied the odds.
Some of Nintendo's business decisions can still seem inexplicable, but releasing a powerful handheld console that can also be docked with a TV at a moment's notice has proved to be an inspired idea, rather than the gimmick the Wii U's gamepad mostly turned out to be. And along with Nintendo's dependable series of top-notch exclusives, the Switch has enjoyed much better third-party support, which is how I ended up buying Dark Souls for the fourth bloody time just because the option to play it portably was too tempting to resist.
The Switch is the first console I've bought since the PS3 and for all Nintendo's quirks, there's a reason the Switch has dominated Christmas wishlists for three years running. Games like Super Mario Odyssey feel like full-size adventures that just happen to have a portable option, as opposed to handheld games you can also play on the big screen. This is the first year in a long while that I've actually played enough topical titles to justify a "games of the year" list, even if my recent Nintendo bias is pretty blatant.
So with that caveat in mind, and in no particular order, here's my entirely subjective list of the best Nintendo Switch games of 2019.

Luigi's Mansion 3
This is a franchise I'd always been curious about and can finally have an opinion on. The process of going from floor to floor of the hotel hoovering up ghosts and solving puzzles is pretty straightforward, but Luigi's Mansion 3 has so much polish and personality crammed into the cartridge. Luigi is immediately lovable as a determined coward, and each level has a wildly different theme that's realised with extravagant audio and visual flair, so progress always feels rewarding. Though this isn't true horror by any means, there can be an unsettling atmosphere and some of the bosses are pretty freaky. I officially love this oddball franchise and am desperate for a chance to play the story again in co-op. Unquestionably a first-class exclusive.

Doom (Switch port)
Not to be confused with the impressive Switch version of Doom 2016, this is the iconic Doom made cheap and accessible. While purists may take issue with some minor technical deviations, this is the first time I've got most of the way through Doom because the portability and *glorious* true dual-stick control makes this easily my favourite version. There's even a cheat menu for when I just want to mindlessly punch hell beasts. The main thing that ages Doom is its maze-like structure, but playing it casually experience alleviates that frustration somewhat. At a grand total of four pounds, this is a BFB (big fucking bargain).

Untitled Goose Game
You know a game is good when the only asterisk I put on my recommendation is that it *may* be overpriced. Untitled Goose Game took the internet by storm this year because it's the quintessential indie game: cute, simple and with anti-authoritarian undertones. As a horrible goose, it's your mission to cause havoc in an unsuspecting English village, interacting with people and objects to cause chain reactions of chaos. Some of the puzzle solutions are maybe a bit obscure, but 90% of the time just messing around with everything in the area will lead to a solution. Untitled Goose Game makes up for its brevity with sheer comedic charm, feeling much better-designed than a "lul so random" affair like Goat Simulator. A honking good time.

Terraria (Switch port)
I have spent literally hundreds of hours on the PC version of Terraria, so when I was broke after buying my Switch the new Terraria port was an obvious cost-effective choice. While the controls aren't as precise, the amount of time spent mining and sorting through loot makes this a great handheld experience. I can't comment on the multiplayer options but few games represent such a sheer value for money, as there's always a new cave to explore or a new boss to overcome. Time has been kind to this 2011 classic, grind notwithstanding.

Yooka-Laylee and the Impossible Lair
While I personally enjoyed the original Yooka-Laylee, it was definitely flawed and I never seriously expected to see a sequel. But Yooka-Laylee and the Impossible Lair launched quite abruptly and did a pretty spectacular job of upstaging its predecessor. All the previous game's half-baked feel has been replaced with clever design touches, like the equippable tonics which grant helpful abilities at the cost of a currency penalty. The titular Lair is actually the final level and available to throw yourself at right from the beginning, but beating it without first obtaining more hitpoints by completing other stages is incredibly hard, which is a great way to incentivize progress without denying more confident players the option of beating the game earlier if they can meet the challenge. Impossible Lair might be this year's biggest surprise, and despite a modest budget I think it's worthy of comparison to excellent 2D platformers like Rayman Legends. Just don't expect to defeat Capital B on your first attempt.

A Hat In Time (Switch port)
I recently reviewed A Hat In Time but at the risk of repeating myself, it's one of the most charming games of the last few years and an incredibly impressive crowdfunded achievement. Mario's offerings may be a grander technical feat, but A Hat In Time is a fast and fabulous journey through a series of weird and wonderful worlds that all feel distinct in content and tone. It's very openly inspired by GameCube-era platformers like Mario Sunshine and Psychonauts and it easily scratches that itch. Simply one of the best original platformers of this generation, and I defy you not to love Hat Kid's cheeky antics.

Spyro Reignited Trilogy (Switch port)
As someone who thinks the original Spyro trilogy holds up better than most early 3D games, I'd have actually preferred a simple port rather than a full remake, but The Reignited Trilogy is honestly impeccable. The updated visuals are gorgeous while maintaining the general style of those old, jaggy models, and very little of the gameplay or content has changed except for sensible updates like the ability to immediately warp between every level you've visited. Having full dual-analogue control is also an absolute godsend even for a PS1 veteran like me. Though Spyro may seem a bit basic these days when faced with modern platformer marvels, the Reignited Trilogy makes these old favourites accessible again at a generous price point.

Ring Fit Adventure
Yes, I have a Wii kicking around in a box somewhere. No, Wii Fit never held my attention as anything more than a curiosity. Ring Fit Adventure, meanwhile, is limited only by my cholesterol-encrusted heart and dislike of excessive showering. This is an honest-to-goodness attempt at making an RPG out of a workout toy, and the amount of polish put into the game's presentation and hardware implementation is pretty remarkable. Levels involve jogging on the spot and squeezing the ring accessory to collect goodies and overcome obstacles, and periodically you'll engage in turn-based combat where you use a custom selection of exercise moves to deal damage. It's a fantastic idea pulled off much more elegantly than it sounds. The ring accessory unfortunately makes this quite an expensive game, so it'll take a lot of regular use to get your money's worth, but I can honestly (and surprisingly) say that exercise suddenly becomes more compelling when it's presented as a light RPG adventure with anthropomorphic gym equipment encouraging you to take breaks and drink plenty of water.

Pokémon Sword/Shield
Disclaimer: I can only give my impressions from 25 hours of playing Pokémon Shield, so this is DEFINITELY not a full review. That being said, this is still an easy recommendation to existing Pokemaniacs and a good starting point for any new acolytes. While the core formula hasn't evolved (har har) much since the very first Pokemon, Sword and Shield still has a number of modern quality of life improvements that make previous generations show their age. I've had so much fun building a core crew of cute and/or badass 'mons in a weird Nintendo version of Britain, and the online features combine with a VASTLY improved random encounter system to make grinding far less of a concern. The wild area takes some getting used to, but it's satisfying to come back and capture the huge Onyx you had to run away from a few hours before. Even if Pokémon Sword/Shield has some technical blemishes and could have pushed the series further in some regards, it's still easy to see why this franchise has maintained such a beloved status for so long.

Red Faction: Guerrilla Re-mars-tered (Switch port)
Along with Dark Souls, Red Faction was a game I never even knew I needed on the go, but now I've got it I can't imagine ever going back. A cult classic due to its amazing destruction physics, Red Faction sees you leading a proletariat revolution on Mars, literally tearing down corporate monuments to free the working class from systematic oppression. The open world is a bit claustrophobic and the shooting isn't exactly mind-blowing, but there's a reason I've beaten Red Faction every couple of years ever since its original 2009 release. The Switch port does the game justice and if you set the difficulty to easy then this is one of the best rage-venting experiences money can buy. So yes, I recommend getting your ass to Mars.
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Review: Luigi’s Mansion (3DS)
I ain’t afraid of no boo
I’d go far as saying the GameCube is the best cube-shaped electronic device with a handlebar of all time. With it came the launch title that would put Luigi back into the spotlight once more after nearly a decade since Mario is Missing.
Finally, he’d have a game bearing his name and one that had him busting boos with a literal vacuum. Overall, it was a huge departure from the platforming roots the Mario series had become so well known for and the GameCube would only continue to cement the versatility of Nintendo’s cast of characters.
Nearly two decades later and we’re returning to the mansion once again at the tail-end of the 3DS’s lifespan in what is a surprisingly updated and modified version from developer Grezzo. This updated version includes new visuals, quality of life improvements, and even a couple of other surprises that make the trip worthwhile for both fans of the original and newcomers alike.
Luigi’s Mansion (3DS) Developer: Grezzo Publisher: Nintendo Released: October 12, 2018 MSRP: $39.99
Luigi’s ghastly tale is a fairly simple one and it begins after winning a mansion from a contest he never entered. Soon after, he heads over to the mansion to meet up with Mario, only to discover his brother isn’t anywhere to be found. That isn’t to say the mansion is empty, though, because soon enough Luigi finds himself fending off ghoulish spirits with a tricked-out vacuum.
After acquiring the Poltergust 3000 from Professor E. Gadd, Luigi discovers his brother has been captured by King Boo and must rid the mansion of the boos, ghosts, and other foul creatures to save him. This classic tale and formula haven’t changed in the 3DS version of the game. You’ll still clear each room of its spooky inhabitants just as you did on the GameCube, but with some quality-of-life improvements that make the game a tad more enjoyable to play
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Most notably, coins now take longer to vanish when hit by ghosts or when made flat by those pesky trap doors. In the original GameCube release, the animation for those trap doors squashing you, in general, would take longer than your coins would even stick around for. Making use of both screens of the 3DS, the Game Boy Horror, Professor E. Gadd’s communicator and radar for invisible Boos, is now assigned to the bottom touch screen. It can also now be controlled with the gyroscope or even with nifty touch controls on the bottom screen.
Even more unique to this release of the game, though, is local co-op. However, the second player isn’t taking control of toad or Professor E. Gadd. No, instead they take control of an abomination known as “Gooigi,” which is some sort of green, goo clone of Luigi that I honestly believe is some sort of eldritch horror not fit for a Nintendo game, but, here we are. On the topic of this specific release of the game though, as I mentioned it’s not an exact port of GameCube release, but instead a heavily updated version utilizing both new and old assets.
Even right from the start of the game, the design of the mansion has been slightly tweaked from the original GameCube release. Most opinions of the aesthetic changes will be pretty different from person to person, but I honestly think Grezzo did an incredible job with the new assets. The opening glimpse of the mansion is more imposing and dark compared to the original release, while lit areas within the mansion now have a warmer color palette overall.
But, not everything is for the better. Most notably, the frame rate tends to drop well below 30fps at times, and there are some additional load times between areas or events. Overall though, Luigi’s Mansion looks fantastic on the 3DS, especially in person. The new aesthetic updates and texture work still look solid and comparable to the original GameCube release. But, you will still get a higher resolution and sharper image on GameCube compared to the 3DS if you’re rocking some component cables.
However, if your 3DS supports it, this version of Luigi’s Mansion now also boasts stereoscopic 3D. It never does anything really too crazy with the effect, but the added depth of field in the opening scenes and other areas of the game is a nice touch. So, if you’re after that, it’s there. Also, the spooky Nintendo start-up from the GameCube release is sadly not present in the 3DS version and that’s upsetting to probably me and me only.
Nitpicks aside (which is exactly what these are, minor nitpicks), the biggest issue I have with the 3DS version of Luigi’s Mansion is simply the c-stick analog nub on the New 3DS just isn’t a good replacement for the GameCube’s c-stick controls. Whether you’re controlling the flashlight or attempting to suck up various objects with the Poltergust 3000 — it just feels clumsy and nowhere near as precise on the New 3DS’s analog nub.
It’s even worse on older 3DS models without the analog nub, as these controls are instead assigned to the d-pad. So, you’ll have to take your thumb off the left analog stick (and stop moving) to use the Poltergust 3000 or flashlight. If you’re playing on an older 3DS, I highly recommend using the Circle Pad Pro if you have access to it. You’d think the simple solution would be to use gyroscope aiming (like you do with the Game Boy Horror), oddly enough though, it’s not really a viable control option for either the flashlight or Poltergust 3000 as you can only point up or down with the gyroscope.
Some technical and control issues aside, I still think the 3DS version of Luigi’s Mansion is a solid option for newcomers or for people looking to revisit this GameCube classic. Catching various ghosts and completing Professor E. Gadd’s gallery is a perfect time burner on the go and Grezzo have done a solid job bringing Luigi’s Mansion to the 3DS. I just don’t know if I’d prioritize playing the 3DS version over the GameCube version in the future.
[This review is based on a retail build of the game provided by the publisher.]
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Luigi’s Mansion reviewed by Dan Roemer
7.5
GOOD
Solid and definitely has an audience. There could be some hard-to-ignore faults, but the experience is fun. How we score: The destructoid reviews guide
from SpicyNBAChili.com http://spicymoviechili.spicynbachili.com/review-luigis-mansion-3ds/
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