Main game
3.58 average rating based on 992 ratings
Dark Moon offers all of the ghost-wrangling and puzzle-solving that the Luigi's Mansion franchise is known for, and is still an absolute blast - though it falls a bit flat in comparison to its successor.
With the HD version having me pulled back into this game for yet another playthrough, I figured this is as good of a time as any to write down my thoughts. I loved the original Luigi's Mansion, and remember being thrilled by the prospect of a new entry over ten years later. My initial impressions back in 2013 were a bit dampened by how much I'd loved the …
Dark Moon offers all of the ghost-wrangling and puzzle-solving that the Luigi's Mansion franchise is known for, and is still an absolute blast - though it falls a bit flat in comparison to its successor.
With the HD version having me pulled back into this game for yet another playthrough, I figured this is as good of a time as any to write down my thoughts. I loved the original Luigi's Mansion, and remember being thrilled by the prospect of a new entry over ten years later. My initial impressions back in 2013 were a bit dampened by how much I'd loved the original title, but I still loved it - and have since warmed up to many of the changes that Dark Moon brought to the franchise, especially after picking up the HD version. Dark Moon brings quite a few changes and upgrades to the formula set by the first entry. Right out of the gate, it's obvious that the game's story takes a much bigger role. The original game's story was extremely straightforward: put the portrait ghosts back in their paintings, and find Mario. The uniqueness of the portrait ghosts and the constantly-evolving setting of the mansion, thanks to their presence, kept the game flowing enough to keep the shallowness of the plot completely out of mind. Dark Moon throws a few more twists and turns into the narrative, with the player's progression having visual changes on the world itself. While still nothing to write home about, Dark Moon has a much more detailed storyline that it uses to help keep the player moving forward. In addition, the game brings tons of charm to its characters. Luigi himself is a constant source of entertainment. Watching him get startled by a mouse, or fumble around with a lever, or get bored and start humming along to the music is always funny. The ghosts are constantly up to something as well, and are constantly spotted goofing around or messing with things they shouldn't. It's a level of detail that adds some real personality to the game, and I love every bit of it.
The action has been improved as well! Ghost-catching feels more involved but satisfying in Dark Moon, and the various ghost enemies add their own unique touch to the encounters Luigi finds himself in over the course of the game. Boos are back in force, and each level has one of King Boo's little lackeys hidden in it for you to track down. The process of finding and catching these boos is heavily dependent on the Dark-Light Device, the most impactful new addition the game offers. I wouldn't really say that catching boos is better or worse in Dark Moon compared to the original, it's just...different. The boss fights, on the other hand, have a lot of pros and cons compared to the portrait ghosts of Luigi's Mansion. The battles are fun and inventive, with more action than most of the portrait ghosts found in the original title. But...with that said, they just don't have the same level of charm. The portrait ghosts all felt like they had their own personality and charm, with the fights serving as their own tiny puzzle as you try to figure out the ghosts' weaknesses and crack them open. Dark Moon's bosses are much more action-packed, granted, but there's not much else there. Sometimes this was enough - a few of the bosses have a fun buildup that makes the fight all the more exciting, and I didn't really need much else. Usually, though, I just found myself wishing that there was some more character and charm to the big baddies.
Dark Moon isn't just an action game though, it's got puzzles and exploration too - and it is here that the game absolutely comes into its own. Though the size of the areas you can explore are blatantly restricted to allow it to run on the 3DS, the depth of these areas is beyond anything the original Luigi's Mansion ever had to offer. Each of the game's areas look stunning, and have an incredible amount of detail packed into them. The (honestly impressive) visual upgrades in the HD version really opened my eyes to just how much stuff Nintendo managed to pack into each and every room. In addition, the addition of hidden loot and collectable gems hidden in all of the different levels encourage the player to scour each level for every little secret - and some of these aforementioned gems are hidden WELL. This secret-hunting is amplified even more by the addition of the Dark-Light. Suddenly, you find yourself not just looking for suspicious objects in the levels, but the suspicious lack of them as well. And this is without even mentioning the actual puzzles built into the levels! I really did love cracking all the little puzzles and obstacles that the game places in your way as you progress. They're usually not very difficult, but they are inventive and quite clever. The puzzles really did put a smile on my face each time I worked through one. The care and attention to detail that Nintendo put into this game is the most obvious here.
Unfortunately, one real problem slowly became more apparent as I played. It is an aspect I've mentioned already: the levels. The game is rigidly divided into small levels that are each accessed and played separately. It's not all bad - the levels improve replayability by allowing you to jump back to any point in the game for a second run, and trying to get the best rating on each level provides some genuine challenge at times - but it really disrupts the flow of the game. It's a necessary evil, I'm sure, but it really does seem like these levels are just there to help handle the load that the game would otherwise put on the console. The flow of the game feels constantly interrupted as you constantly go through the same process. Go to the menu, get a little debrief from E. Gadd. Play through the level, E. Gadd pulls you right back to the menu. Rinse and repeat this over, and over, and over again. Combine this with the lack of a checkpoint system, and the game puts itself into a Catch-22-esque level of frustrating design. The levels aren't as much of an annoyance when the levels are long; you're interrupted less frequently and it actually begins to feel a bit satisfying getting a level clear screen after a particularly long series of puzzles and fights. However, there are no mid level checkpoints in this game. While the difficulty is low enough that it honestly feels quite hard to get booted back to the level select, long levels can become very stressful nonetheless. There is NOTHING WORSE than spending half an hour on a puzzle and then dying, because it means that now you have to go and do the entire puzzle AGAIN. Plus, the lack of checkpoints means you can't shut the game off in the middle of a long level without having to start all over again. The rigid structure of these levels really are the biggest problem I have with this game. Thankfully, if nothing else, it's an issue that does not exist anywhere else in the series.
To wrap all this word vomit up, I'd like to touch on Scarescraper just a little bit. It's a pretty simple concept: grab a few friends (or random people online), and hop into a series of procedurally generated minigames that progressively get more difficult as you progress. However, there's a shocking amount of replayability here. The minigames, though simple, can be challenging at times and are always frenzied enough to be exciting. In addition, the ramping difficulty makes it fun to see how far you can climb, and I found myself sinking hours into the multiplayer back in the day trying to break my record in endless mode. On top of it all, Scarescraper's boss fights feature roughly 40 ghosts exclusive to the mode, often being a fun twist on existing baddies. Trying to encounter all of them for my collection kept me playing for a LONG time.
All in all, Dark Moon is a gem of a game that I would absolutely recommend to fans of the other games in the series, or to anyone looking for a game with fun puzzles and a bit of action. It's a bit held back by a few design choices, and doesn't quite live up to the same standards as Luigi's Mansion 3, but it's still a perfectly solid title in its own right.
I’m a big fan of Luigi’s Mansion 1 & 3 but had skipped 2 until the switch port. I don’t like that the game is split into missions rather than open exploration. There are some pros to it (it’s easy to put down whenever, level high scores) but ultimately it feels limiting and makes each setting feel far less distinct than those in the other games. The bosses were fairly easy and sometimes figuring out where I was supposed to go next caused needless wandering around. Despite this criticism, I still enjoyed it, just not enough to ever play it again.
3.5/5
This will be a review for the HD version of the game which was released on the Nintendo Switch.
While loving the first game on Gamecube, seeing the incredibly divisive reviews for the second entry when released on the 3DS made me not jump to pick it up. It took years later and a re-release on the Switch for me to finally jump into this game. Not sure if that was for better or worse.
Luigi's Mansion 2's story makes King Boo from the first entry somehow escape his prison and shatter a large crystal object that has a pacifying effect on ghosts in the valley setting of 2, making them hostile again. The professor from 1 contacts Luigi again to come save the day once again. Nothing crazy here story wise except another excuse for a second adventure.
The biggest change in the game play of 2 comes in the overall setting. Where 1 has you going through one large mansion through the entire game, 2 has 5 separate "mansions" and changes to a mission based structure. This I felt was the biggest flaw in the game, as things would be getting interesting exploring then you would have …
3.5/5
This will be a review for the HD version of the game which was released on the Nintendo Switch.
While loving the first game on Gamecube, seeing the incredibly divisive reviews for the second entry when released on the 3DS made me not jump to pick it up. It took years later and a re-release on the Switch for me to finally jump into this game. Not sure if that was for better or worse.
Luigi's Mansion 2's story makes King Boo from the first entry somehow escape his prison and shatter a large crystal object that has a pacifying effect on ghosts in the valley setting of 2, making them hostile again. The professor from 1 contacts Luigi again to come save the day once again. Nothing crazy here story wise except another excuse for a second adventure.
The biggest change in the game play of 2 comes in the overall setting. Where 1 has you going through one large mansion through the entire game, 2 has 5 separate "mansions" and changes to a mission based structure. This I felt was the biggest flaw in the game, as things would be getting interesting exploring then you would have to go back to the Professor's bunker for him to make some "sly" comment, see some stats about how your mission went, then after some other short cutscenes go back into the mansion, but unfortunately not back to where you just came from. This breaks the flow of the game constantly. The second biggest issue I had was the CONSTANT interruptions from the Professor. Any time you do anything, at all, the professor contacts you for a short interlude. The problem being you do something in the game, then start walking. Luigi freezes for a second as your ds device the professor uses to contact you starts ringing. A prompt comes up "Press A to Answer", press A, Luigi takes the ds out, opens it up, then professor may give you a hint as to where to go next. Or he says something short like "Go back to this room!" or other similar one sentence bit. Then Luigi puts the ds away, then you can resume walking. Any given mission (averaging maybe 20 minutes long?) You may have to go through this sequence of interruption 4 or 5 times. It's hand holding or micro managing to the extreme. Once again, breaking any sense of flow the game starts to establish.
The different settings are nice at least, even if it comes at the cost of the different mansions, and there are a few new ghost ideas that are introduced. The controls are passable, but whether it was a leftover from the fact this was built for the 3DS there were some parts where the perspective made things difficult to see or figure out what to do. Nothing game breaking, but just adding to some more frustration.
This review does sound really harsh on the game, but I did still (mostly) enjoy my time with it. I'm just glad that most of what they tried here in the second entry, they decided to throw out when they made the third game.
Luigi’s Mansion 2 does many things right - great gameplay mechanics. Really fun exploration and level design. Fun puzzles, fun combat, good atmosphere, etc
But why… WHY did they design it to be mission-based? The game still wears its resident evil inspiration on its sleeve, as you are slowly exploring a mansion and checking your map. But the game then resets all your exploration when you start a new mission.
Missions are objectives within a certain location. So the first time you go to the mansion, your goal is to find your equipment. Great, so you slowly work your way, exploring and then find it. Now you get brought back to the bunker, and are given a new objective. Now when you go back to the mansion, all your previous exploration is reset and you have to start over.
This sucks the fun out for me. If you want to try to find all the gems and boos, you have to select a previous mission and then find the right room. You lose all your exploration progress each time, so the tedium of re-exploring the mansion 5 or 6 times really kills the pacing. Especially if you missed something - …
Luigi’s Mansion 2 does many things right - great gameplay mechanics. Really fun exploration and level design. Fun puzzles, fun combat, good atmosphere, etc
But why… WHY did they design it to be mission-based? The game still wears its resident evil inspiration on its sleeve, as you are slowly exploring a mansion and checking your map. But the game then resets all your exploration when you start a new mission.
Missions are objectives within a certain location. So the first time you go to the mansion, your goal is to find your equipment. Great, so you slowly work your way, exploring and then find it. Now you get brought back to the bunker, and are given a new objective. Now when you go back to the mansion, all your previous exploration is reset and you have to start over.
This sucks the fun out for me. If you want to try to find all the gems and boos, you have to select a previous mission and then find the right room. You lose all your exploration progress each time, so the tedium of re-exploring the mansion 5 or 6 times really kills the pacing. Especially if you missed something - you can’t just hop in real quick to an old mission, find the thing and get out. You have to find the thing and then do ALL the steps to complete it again to save your progress.
I think if they had kept the same structure as the first game, it would’ve been a 4 or 5 star game for me. But the mission based structure just kills the whole experience unfortunately. Probably if you don’t care about 100%ing games, this won’t affect you as strongly.
I wish the Luigi's Mansion games were scarier... or even spookier. The first one had a bit of creepy visual identity and ambience but the second one sort of made it a bit more colorful and friendly. Both games have the bones of survival horror games but seem pretty clearly designed for kids, which is fine. It's just that I would legitimately love to see Luigi get the literal shit scared out of him and since this seems to be Nintendo's only "horror" franchise, why not? But yeah, Dark Moon is a cute, mildly spooky good time and one of the better 3DS games I've played. Also, Poulterpup is a very good boy and I love him.
I know the ghost catching and stuff it is kind of repetitive, but I loved the atmosphere, the puzzles and, frankly, this was the most fun I had in a game in a while.
I'd personally say it's better than the first title. There are more funny moments with the crazy professor, more gadgets Luigi can use and harder, more entertaining puzzles. It's definitely worth checking out.
This game was awesome. I see a lot of hate for it online, but I really don't understand why. I think people have their nostalgia glasses on a little too tight for the first game when comparing it to this game. Don't get me wrong, I really enjoyed the exploration and overall gameplay of the first game, but I think I prefer the second game. The bosses were more unique, the level designs and theming were more appealing, and I really enjoyed solving a lot of the puzzles here. The controls were also much better compared to the first on 3ds. I enjoyed the different themes of the mansions in this one, and I really didn't mind the pick up and play structure of the missions here. It was a fun puzzle game that amplified my mood for Halloween. Side note, the Toads in this game were adorable and fun escorting through the mansions, and E-Gadd is a Chad with hilarious writing. I'm going to play the 3rd one on switch here soon, then that will complete the trilogy!
A decent game. Overall I feel like the gameplay was fairly shallow and repetitive but just barely engaging enough to keep playing. It's also not very intense - which was intentional of course being a kid's game about Luigi- and that added together in a somewhat negative way. There were cutscenes in this game that were really fun. Luigi was a genuine, lively character and I was pleasantly surprised to see that. The enemies were... enemies. Some fun mini bosses I suppose. Everything about this game was somewhere between "okay" and "good". Nothing was awful, and nothing was fantastic. Kind of just felt like another game.
I played the first Luigi’s mansion at a friends house an absolutely adored it so when I saw this one I picked it up right away and, while not as good as the original, is a scary good time that I play EVERY night before Halloween.
A decent follow up to the original Luigi's Mansion. Excellent graphics and great use of the 3D effect (probably better than any other 3DS game I've played). Fun gameplay loop, puzzles etc...
Biggest knocks against this game are the smaller scale/level structure and lack of personality with the ghost enemies compared to the original. The smaller mansions divided into levels was probably necessary with hardware limitations, but it felt inferior to the original sprawling mansion. The generic ghosts you are up against also just felt lacking compared to the original game which had personality in spades.
Overall, a good follow up, but a couple of missteps hold it back.
After 3 hours I realized that I'd rather just watch a "let's play" of this game.