As a game about vacuuming, the ability to suck and blow always lay at the centre of Luigi’s interaction with the world, but Dark Moon features a lot more to push and pull around. One is all-pervasive, building on the original’s rudimentary physics and making each space into a playroom. In contrast, Dark Moon’s rooms are more individual, the products of a couple of developments that had risen in games in the 12 years between Luigi’s Mansion and its sequel. The original, of course, was also constructed from tableaus set in the different rooms of a Resident Evil-like haunted house, but they were focused on the portrait ghosts it was the game’s object to capture. A wealth of ideas, and not one over-usedīeyond practicality, though, that choice also emphasises Dark Moon’s nature as a series of mini tableaus for you to explore. It’s a design choice that perhaps fits better in the pocket, breaking the story into 20- or 30-minute chunks of play and giving you a rating at the end that you can return to and attempt to beat. ![]() In Dark Moon, the campaign is broken into discrete missions which set up its five mansions in specific ways, blocking doors and preparing encounters. ![]() This adventure is a lot more uniform than his first, which took the form of a kind of mini Metroid, allowing him to stay in the mansion for long portions, progressively unlocking doors across its floors as he found keys and abilities.
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