Friday, September 04, 2015

Luigi's Mansion: a moment of revellry

The game is - necessarily - dark and a bit spooky.  Which made this part, where you start various instruments playing themselves, a welcome break.

Tuesday, September 01, 2015

Luigi's Mansion: a competition I never entered

Because I was 12 years too late.

I didn't buy this at the Gamecube launch, opting instead for Super Monkey Ball and Star Wars Rogue Leader. I bought it a few years ago at a car boot sale, and finally I've started to play it.


And it's marvellous. The gameplay is a little dated now, granted, and the controls are taking a bit of getting used to - in particular, the torch control doesn't shine in the direction you point the C-stick, but rather rotates left and right and points up and down; combined with the fixed camera position it makes the frantic ghost catching more difficult than it should otherwise be. Pointing the torch or vacuum up and down seems a little pointless as well. Part of the difficulty comes from the fact that the controls on Luigi's Ghost Mansion in Nintendoland are more like a twin-stick shooter.

But control grumbles aside, it remains very playable. It is a relatively little game, but as with all Mario games it is constantly innovative. You never feel like you've played a section before, and even when the enemies repeat they are presented in a new way. For example, toward the end of my play session I went into a room where the standard enemies were invisible and only showed in the mirror that ran the length of the room.


I've completed the first area now, and well through the second. Apparently the game lasts for about seven hours - which is probably the same as a Call of Duty campaign. Probably less blood.