Such a fun addicting game with some nice background art. Best use of Ode to Joy in media.

Athens Dash: Starting off strong, a tour city track that feels completely unlike any other. Lots of ups and downs, some hazards, tight gaps, it's a varied track with an aesthetic not found elsewhere in the game. Only complaint about it is that certain laps can feel repetitive due to re-treading old areas in a way most city tracks avoid. 8.5/10.

Daisy Cruiser: Weirdly despite being one of my favourite Double Dash tracks I don't love it here (or in 7). It might have something to do with the pool now being part of the track instead of an obstacle, but I also just become way too aware of how little of the track is actually spent inside the ship. It's still fun, but where I would have given the track a strong 9.5 out of memory, I'm giving this one a 7.5/10.

Moonview Highway: Probably my favourite of the non-tour city tracks in the series (or maybe "traffic tracks" is a bet term). It just feels like it's missing just a little something beyond traffic to give it an extra identity though. Still, I enjoy it. 7.5/10.

Squeaky Clean Sprint: Here's the big one, the brand new track of the wave. I love this so much. It takes a micro machines-esque premise and utilises it perfectly, from the background elements to the terrain itself. Getting sucked down a drain pipe, a desk fan that blows you off course and an erupting toilet acting as a mid-air boost. I would definitely be down for more tracks that act as if the racers were tiny in real world settings. It might have "new course bias", but the thing about enjoyment is that it doesn't matter
why the enjoyment exists, the only thing that matters is that you enjoy it. 10/10.

Los Angeles Laps: Some parts feel too similar to the majority of tour tracks, but it has sections with its own identity, especially the oil fields in the final lap. 7/10.

Sunset Wilds: Probably my least favourite of the wave. Not at all bad (though they took out the actual sun setting mechanic?), and the mining Shy Guys are cool, but I feel like they didn't do enough with the terrain. Until the final turns it's all just a flat basic course. 6/10

Koopa Cape: Oh man... My favourite Wii track and it commit the sin of using the Mario Kart 7 version with the inferior pipe section :( Why would anyone want to play with crappy underwater physics in a half pipe instead of the rapid water-flowing section that ended up spinning electric wheels? It was so much cooler. Still a very fun track, but this version is a 9/10 instead of 10/10.

Vancouver Velocity: Very fun tour track. Might not standout quite as much in the aesthetics department as Athens, but it still has a ton of great set pieces for driving through, like suspended bridges and an ice rink. 9/10.

Also the 3 characters that were added were like 3 of my biggest wants (I didn't even expect Tour-only characters to be added, so Kamek is a huge plus).

This review contains spoilers

A comic-book styled game in a steampunk era is certainly not something you see every day. The fun ideas don't stop there, as the leader of your group is Abraham Lincoln himself, and half the cast of playable units (or maybe even all of them and I just don't get some of the references) are famous literature characters, like Tom Sawyer or the cast of Wizard of Oz.

The story unfortunately isn't quite as zany as the set-up would have you think. Outside of a few instances (like escorting the Queen of England through Buckingham Palace, or using a giant mechanized Abe Lincoln robot) the game is largely just a generic alien invasion story.

I think the gameplay is generally quite fun, and each character comes with their own weapon focused on a different playstyle, like close-range, long-range, enemy distraction, healing, enemy stunning, and more. Unfortunately there's a couple of huge issues with the game that just make it a frustrating time.

Every action in the game costs steam. It costs 1 steam to move a space, and X amount to use your weapon, changing depending on said weapon. The enemies also have their own steam counter, and much like Skinner and his aurora borealis, no, you can’t see it. If you save enough steam on your turn you can perform a counter-attack (called an “overwatch”) on the enemies turn, and this likewise applies to enemies and their invisible steam. Thing is, with an enemy they’ll counter you the literal second you get into view, which based on the camera and map design, means they spot you 99.9% of the time before you spot them, and they will then proceed to do another counter every single time you so much as nudge the control stick. Your own overwatch on the other hand seems insanely inconsistent, as half the time enemies are free to just walk up to your face and slap you without your character doing anything about it. I know I’m using the right weapons with enough leftover steam (as indicated by a bright green gun icon on the character screen), so I have no idea why it sometimes works and sometimes doesn’t. Much like another Overwatch it’s something that sounds very good in theory, but was utterly ruined in implementation by the developers.

The other big issue I have is the way the camera works. It's a cramped over-the-shoulder view, meaning you have very little visual information at any one time (which is especially annoying on a small 3DS screen). This means that all the action and enemies happening outside of any characters view are impossible to see, which makes it pretty hard to plan around corners and whatnot. This combined with the above issue is what makes it truly awful. I could accept the insane enemy reaction time if the game had some kind of birds eye view so you could see what's going on at all times. I could accept this regular third person view if enemies didn't stun you the second a pixel of your character pops around a screen, before you could know they were there. But having them both together is just messy.

Speaking of keeping enemy actions blind to the player, on an enemies turn you still don't get to see them. Instead your view is solely locked on your character(s). It will generally point in a direction of the enemy movement, but that could be anywhere from right behind the wall to on the other side of the map. When an enemy attacks a character the camera will instantly switch to the attacked character...sometimes. Sometimes that just doesn't work, so you'll see someone losing health and have no idea how it happened.

I find that the game was generally better once I got long-range characters (seriously The Fox is OP) because trying to get close enough to enemies that can shoot your nipple off your tit from another continent is hell.

Also this is one of those 3DS games that you can still find for under £5 brand new and sealed, so if you're one of the 5 people who still buy 3DS games, it's a good deal.

I will not rest until Backloggd lets me log and rate each and every game present here.

Nintendo really dared to say "how many games can we make that utilise just 5 total buttons". Then they proceeded to make it work through a combination of addicting fast-paced gameplay, chaotic energy and a smorgasbord of graphic styles to keep your brain thinking it's not just playing the most basic games ever made.

And yes I did say 5 buttons, the A button and each direction on the D-Pad. Even in a very limited game like this, they still decided to omit the B and shoulder buttons (the latter being used exclusively for a handful of unlockable multiplayer games).

One element I really love about the game is how every characters intermission screen (the part that shows up between microgames) has a different appearance, with the lives being represented by something new in all of them.

There's a surprising amount of unlockables, including a fully functional Dr. Mario, appropriately named after Wario instead.

What I wasn't a big fan of were how long the boss stages were. Yes they maxed out at like 3 minutes, and in a regular playthrough they serve their purpose as a slightly meatier challenge to round off a characters stage, but when you replay stages to unlock all microgames those 3 minute sections between 3 second ones really drag the process out.

I also found it weird how 2 characters randomly had introduction games thrown into their own pool for seemingly no reason (technically 3, but the last one is Wario, which is fitting as Wario himself is actually represented in the introduction games).

2022

Nice game, but survives almost entirely on the vibe because gameplay is largely just walking from point A to point B and interacting with the next NPC. This is broken up by the occasional chase sequence or very simple puzzles, and then a few stealth sections towards the end.

It's nothing overly special, but it doesn't need to be since it's just a short game where you spend a few hours in a fairly interesting world, talking to not-so-fairly interesting characters (I mean they are all literally robots).

The last chapter is really powerful though.

This review contains spoilers

I love the job system in this game, the potential to set a secondary job moveset for every character, and select any unlockable ability from any job, not only encourages trying out multiple jobs on multiple characters, but ends up giving you so many ways to mix and match the traits from them. There's "only" 24 jobs in the game, but the decisions the game gives you for how to use the DNA of each job results in hundreds, or even thousands of combinations.

The titular mechanic adds a small bit of extra strategy, use bravely to risk a burst of power to end a boss fight, or even slice through mobs easily, or default to skip a turn but save the action for next turn, while acting as a regular block in an RPG. In fact even some classes are built on using turns for their move cost rather than MP or some such.

The soundtrack is fantastic, if a little repetitive.

Many of the towns look absolutely fantastic, though dungeons can be somewhat bland in appearance.

Gotta give the game credit for making the tedious part of JRPG's (grinding) so much more player friendly. Either the ability to set random encounter rate to 0, or the ability to fast forward battles and use "auto" mode, which will repeat the last actions each character was manually commanded. The latter includes the use of brave so you can just brave x4 attack everything with every character when going through generic enemies.

The story of the game is a way too close to how JRPG's are represented in basically any parody ever. Protagonist whose small childhood home was destroyed, with an obvious romantic connection to the leading female, who has a unique role in this worlds religion. Story is centred around crystals. Last boss is some kind of universe-destroying being. It's all some of the most derivative plot I've ever seen.

Luckily the characters make it all worth sitting through. I enjoyed all most of them. And each job even has a corresponding villain, each with a memorable personality and a variety of roles in the story. The biggest problem I had with the characters was the 2 who spent 90% of their dialogue being perverts. Luckily this trait does kind of fade away as the stakes are raised, but it takes way too long. What really saves them is the fact that both of these characters have some of the better backstories in the game.

The elephant in the room is the Groundhog Day portion of the game. In theory I think it would be fun, but they do so little with the idea. Every old boss is fightable again as a side-quest during these portions, but there's only very brief dialogue that changes how these encounters happened the first time, and by the third loop sometimes they don't even change the dialogue at all, and your player characters are reacting in shock to things they've already been told 2 loops ago. Loops 4 and 5 do change things up a bit more by moving the bosses around and teaming them up together, but that mostly just results in a small cutscene where you get to see charatcers interacting who never did so in the first part of the game, and then a harder than usual boss fight. Not the worst extra content, but it really shouldn't have been 4 extra rewinds long just for that.

At least if you don't care about these optional rematches you can do the entire section in just a few hours, with the main story beats at least offering more palpable progress. It's pretty much due to this that I didn't lower the rating any more, because I could honestly have given the game a 10 at first, even with its unoriginal story, I found the rest of the game extremely fun and addicting. But the latter half was too drawn out and did way too little with the concept.

A somewhat short game to tide people over between the original and Spider-Man 2, Miles Morales standalone adventure feels extremely similar, in both gameplay and story.

Some additions have been made to make the already varied combat of the original even better, and pre-emptively gives Miles a unique kit going into the next game.

There are many moments that really feel like you're watching/playing a big budget superhero film, most notably the bridge scene.

I have a few issues with the game, like too many missions being way too slow paced and essentially "walk and talk" cutscenes that act as gameplay. Ranged enemies seemed way too intrusive and made certain fighting tactics where you have to stand in one space for more than a second, like swinging objects around, impossible. Any puzzles in the game will basically be answered for you by Miles himself (there may be an option to turn that off to be fair, I never checked). They're all pretty minor problems, much like any were originally.

There's not a whole lot to say about the game that can't be said for the original. It's just kind of more of that with minor changes.

Promises a great new twist on an old genre.

Delivers low content (25 flat rides and 3 coaster types), some incredibly unintuitive and clunky building controls for even stuff like building a simple path, let alone an entire coaster, and an amount of visual and gameplay bugs that would feed Timon and Pumbaa for a decade.

Such a disappointment. Especially because the actual management part of the game seems extremely good, and even though lacking in numbers, the rides present do look great. But the building part is bordering unplayable.

This review contains spoilers

The hotel in Luigi's Mansion 3 doesn't really start out all that special. The first 4 or 5 floors you'll explore really are just a haunted hotel. The bosses are so vanilla and simple that I honestly didn't even realise the first 2 bosses I fought were bosses. It was an almost return to form, removing those more Mario-styled themed settings in favour of a kid-friendly horror game in an actual place.

Then we get to the music floor, and from that point onwards every single floor in the game is unashamedly a theme park attraction with every room on the floor being decorated like a museum, or a beach, or a music club. And the bosses creativity ramp up in just as drastically and consistently.

Whether this change is good or bad is obviously subjective. I like the straight spooky vibe of the original game, but I don't know how well they could have managed a 17-floor hotel like that. Personally I loved looking forward to seeing what crazy aesthetic the next level would take.

One thing I had heard a lot of about this game was that it brought back the portrait ghosts, which is only 30% true. At least for what I considered portrait ghosts, which was much more human-looking ghosts that felt like they really were people who died at one point. The "portrait ghosts" in this game (actually called boss ghosts) are a little more detailed than the average regular enemy, but still feel very cartoony and blend into the fantasy world much more naturally. And that's when they're actually human, some bosses possess things (think similar to Luigi's Mansion 2 boss fights) and one of them, even in base form, is a pirate shark.

But don't get me wrong, while I absolutely love the creepy vibe the original portrait ghosts gave off, there's no doubt that the boss battles in this game were by far the best in the series. After that initial few floors of very simple battles, every boss in this game is full of clever ideas and fun use of their theming. It's something I'm not sure you could accomplish if they did go for the more realistic approach of their designs.

In terms of gameplay this seems to be a lot more puzzle focused than before. Having the full Poltergust arsenal of the last game, along with new additions like the plunger and whatever the "shockwave" move is called add even more layers to interacting with the environment. Though weirdly, after Dark Moon removed elements from Luigi's Vacuum, and just had environmental fire puzzles scattered all over, this game further removes almost any trace of elemental stuff at all except for maybe one or two small fire based stuff.

Controls can be a bit awkward though. Using face buttons for most things is generally harder since you can't naturally use the right joy stick while pressing the buttons. Luckily the game offers the use of shoulder buttons to do pretty much any action you can do with those face buttons. But to use the light-dark light you need to press L+R together, but with a timing so awkward that it often just has you using the plunger (L) instead. I get that there's only so many combinations you can add to the shoulder buttons, but why is a function that has you constantly spinning around the room to search for hidden objects relegated to this double button press, rather than the plunger which generally just has you aim in one direction and shoot? And there's no button remapping!

Also speaking of controls, there's no dedicated run button now. Luigi just starts running faster after a couple seconds of build up. Not really the worst thing, but why? The B button isn't doing anything except allowing you to move with the left joystick without actually turning Luigi around. Maybe someone found this useful, but personally I'm not sure I ever found myself wanting Luigi to walk backwards while facing forwards.

The power of the vacuum has seemingly improved a lot too. It'll now be able to devour anything the size of a small dog, which lets you tear through rooms. Going to town on a whole shelf worth of random junk feels so satisfying.

Likewise the "press A to suck in ghosts faster" function from the second game returns, but now instead of just draining a lot of the ghosts health at once, you get to literally slam the ghost around for a few A presses at a time before they die or break loose. It is so much fun to slam ghosts into other ghosts, or even just the environment to destroy tables and the like.

I can't go without giving props to the incredible graphics and animations in this game. I'm not sure the Mario-verse have ever been so expressive.

As for Gooigi, I was initially worried that a mechanic that seemed designed for co-op would be a huge pain in the ass for single player, but I think they managed it well. I can't say for sure having not played co-op, but it feels like they balanced him around single player, and I guess just made co-op easy mode.

Not for the first time in recent memory I have to talk about collectables. This game features the exact same ones as Luigi's Mansion 2 - Boo's, Gems and Cash. The first 2 literally only give you a small aesthetic change to one of your Poltergust functions and only when you've collected 100% of them, so you'll literally only be able to change your plunger to a crystal skin in the final 10 minutes of the game. Yay?

But the cash is what baffles me the most. In Luigi's Mansion 2 money was used to get periodic upgrades to your equipment and was used as part of calculating your rank for each level. In this game there are no upgrades (except for anything you get automatically as part of the story), instead there's a store for money, in which you can buy...bonus lives (the same golden bones you got in Dark Moon, but which in that game were found by searching objects after getting 200 coins in a level), or hints as to where to find a Boo or Gem. They're pretty lacklustre options, especially as the main use is for completionists only. Except... money is also used in this game to calculate your overall rank at the end, like in the first game. And it only counts the money on hand at the end of the game, so any money spent is not counted.

That means the only thing you can really spend money on, except for bonus lives if you're really bad at the game, is stuff that helps you collect everything, but saving money is also important for getting that arbitrary top rank which would count as a completion criteria for most people who care about getting all gems and Boo's in the first place. Do you see the problem here? Why do the only 2 uses for money in this game work completely against each other??

Also I know that getting an ending rank was the only purpose of it in Luigi's Mansion 1 too, but there's some huge differences. That game was very short, so it was easier to do a run where you decide to get as much gold as you can without getting fatigued. Sure getting "A rank" isn't an amazing reward, but for a small amount of extra effort in a 5 hour game, it's fine. But also money in the first game is almost always just naturally thrown into the main ghost catching quest. There's like half a dozen times I can think of where you have to go out of your way to get large amounts of money. In this game there are so many puzzles and even full rooms that only really exist to give you more money. You spend probably 70% of your time in this game exclusively sucking things up to find money, solving puzzles to find money or otherwise gems (assuming you don't just skip past every non-mandatory thing).

I realise this is a lot of paragraphs for an issue that barely registers to most people, but it's just a design decision that makes no sense to me. You'd think between this being a longer game, and so much of the dev time being put into making hiding spots for $$$$ that they'd give you more use for it than a letter at the end. They could have made your Poltergust stronger at certain milestones like the last game, or even just extra costumes for Luigi's or something.

But with that long, yet small issue out the way I still loved the game and have mostly just praise for it.

I'd say it's a hard decision if I were to pick between this or the original as my favourite. This one definitely has by far more ideas and bells and whistles, but the original just had a tone that feels unbeatable in a very tight package. Luigi's Mansion 1 feels like an anomaly in the Mario franchise, something that doesn't fit the franchises image. This game (or I guess technically the second, with this expanding on it) takes the idea of Luigi's Mansion and fits it into Mario's world. Both are fantastic for different reasons.

This review contains spoilers

This might be the first of these games where I actually think the story was better than just mildly entertaining set dressing around the puzzles. It actually explores into Layton's past, gives recurring characters more roles (except for poor Flora who is still useless, but luckily actually gets to hang around this time) and it ends on a real emotional moment that doesn't try to soften itself. Professor Layton has been an enjoyable character throughout these games, but depth hasn't really been his strong suit. His rarely shows his emotions, he never seems to let anything get him down, he has the answer for everything, and even when things are bad he sums it up with something like "oh dear". So to see this game end with him genuinely shedding tears was really impactful.

The story isn't without flaws though. It's a mystery story where there aren't enough pieces for the player to put together themselves beforehand, which could bother a lot of people. Personally I'm just happy to be along for the ride in this kind of game, but even then the game does do some fun subversions with its own formula, like having some of the 10 core mysteries that each game revolve around have secondary plot twists within them.

The climax in particular is far removed from anything else in the series thus far. It doesn't feel like that fairy tale-esque whimsical atmosphere, but instead turns into straight up cinematic action movie tension. This can make those final string of puzzles feel way more out of place than they used to, because what's more immersion breaking than watching the gang desperately trying to drive through a crumbling fortress in immediate danger, only to be stopped and asked to do a block puzzle?

I think the puzzles themselves were better here than the last 2 games. I noticed less reusing the same ideas. There's also some tiny changes to the memo function, namely the ability to change the size of your pen and change the colour of the ink, allowing more versatile note-taking. It still feels too messy whenever you have to draw lots of overlapping lines or tracing multiple paths, but it's still an improvement.

The game also now has "super hints", a 4th hint that costs 2 coins instead of one. Very nice for people who don't want to look up puzzle answers, but still want to finish them all. There did seem to be more coins in the overworld to compensate for that too.

The overall game feel is exactly the same as before, for better or worse. You can jump right in to this from the previous game with zero learning curve, but it can also feel too stagnant in design, like you're just playing one long game rather than the second sequel in a series.

When I reviewed Breath of the Wild I said it was an amazing game, but had some flaws that prevented me from giving it a perfect score. This game fixed almost none of those flaws (except motion control puzzles), added a few of its own, but all the additions and enjoyment that come out of this is just so damn good that I can't not give it a perfect score.

Only Nintendo can be like "We're not going to fix the problems, but we're going to make it so much fun that you won't care"

Cute game. I like the art style. The music is fairly catchy too, despite not being too memorable. But it's simple idea isn't enough to carry it through the whole thing. What makes it worse is how imprecise the whole mechanic the game is built around feels. You're constantly forced to make split second shots in mid-air, and all you can do it point in the right direction and hope it hits the target, rather than being one pixel too high, or just straight up grabbing on to something else by accident. It's a very frustrating experience in a bunch of game levels that feel very lifeless.

There's multiple types of collectables to get in a level. The problem I have with this whole mechanic is how it's very all or nothing. Getting 100% is nice, but if you're not going for it (and there's a good chance you won't since it'll mean replaying each level at least once just for the speed run collectable) then there's no reason to do the others. Just going through them:

-Grabbing every coin: Coins can be spent at a shop for either extra hats to wear, or artwork. You don't need to get the "every coin" collectable to buy things, but I guess the coins themselves at least have value, even if it is only aesthetic. The artwork reward is kinda dumb though since not only can you see most of the artwork just fine in the purchase menu, just with a "500 coins" plastered on it, but when you buy it and open it, it only fills about 40% of the screen. So do you really want to spend your time collecting coins to be able to see a small picture you can already see just fine on the menu itself?

-2 emeralds: Not really hidden at all, but generally slightly off the beaten path. No bonus to getting them at all by themselves.

-1 "skull" token: Found in hidden holes that lead to a short, harder platforming section. These could be fun to do just for the sake of the challenge, but the collectable itself doesn't do anything by itself.

-Notes: Each level contains a note providing a brief bit of...lore? Character depth? I dunno. Just random notes that are usually written by the Protagonists lost parents, or even random unseen characters or enemies. I guess they provide a benefit by themselves of just having something to read, but who really wanted to expand the premise of a game made to emulate the simple plot of old games where "save your parents" is literally the entire story?

-Speed run and no death: Obviously these are challenges by themselves that players may want to do, so it's just a reward for that I guess.

So yeah, if you're not going for 100% you have little reason to worry about any of these and can just go through the levels ignoring everything, making a simple game feel even more hollow.

That "little reason" though is the fact that you can occasionally find chests between levels. Many of them can be opened for free, but some require a certain amount of X collectables, or even X amount of perfected levels. These chests contain either an extra heart piece, or another hat. The heart pieces are obviously what you want, but it just feels like an ultimately lacklustre reward for the amount of effort to master so many levels in such a clunky game. Most of your deaths will come from bottomless pits anyway.

So this game that doesn't even feel good to play asks me to do so many things in a single level, and the only thing it can think to reward me with is more HP. Maybe if the game was fun I could accept that, but as it stands, nah. Better rewards could be things like faster speed, longer range, a bigger hitbox for the guns tongue. Anything that would feel rewarding and make you feel like you were getting progressively more powerful. Not something that exists pretty much just for making the final boss easier, and ironically allowing levels to be sped through even faster by being able to ignore most hazards that aren't optional.

The game tried to capture the magic of that PS1/N64 era, and the best thing it captured from there was when you liked a game in your childhood only to replay it as an adult and realise it aged horribly.

The games claim to fame is its immense roster of characters, ranging from highly requested newcomers like Crash Bandicoot, to interesting picks like Heracross, to straight up memes like a Tetris block.

The amount of new stages are something to applaud too. And I'm glad they didn't just go full "competitive only", there's a big variety of weird layouts.

The game runs and controls fairly well, though certain actions felt very off or stiff to me.

Unfortunately there's not really much to actually do with all these characters. You can play classic mode, which is set up the exact same as the original Smash Bros, complete with the same bonus rounds (though there's only 2 or 3 target practice and board the platform stages, rather than each character having their own). There's versus mode (called crusade mode here) and online, which I think is friends vs friends only?

It's worth playing just to see how they implemented all these characters and their movesets, but once that novelty wears off you're not left with much else to do. Apparently characters used to be locked until a later update made everyone available from the start. I can understand the thought process behind it, but having stuff to unlock would have helped just a little in making you feel like you had some kind of goal.

This review contains spoilers

They really made controls for Luigi's Mansion work on the 3DS in 2013 then messed it up on the remake of the original game 5 years later? The only problem here is the lack of being able to turn fully left and right when using the vacuum, dark-light device or strobulb.

Anyway, to fit being on a handheld the creators went for a mission based approach in this game. It does add a bit of repetition as this is used as justification to make you traverse the same rooms over and over, but the majority of missions have end up in new areas at least. It also means they can make 5 completely separate mansions, each with its own style and personality. It is more gimmicky than the original, but it's exciting to unlock a brand new mansion to explore.

There's a complete lack of portrait ghosts in this game, which is a huge shame. It's somewhat made up for by an increase in variety of regular ghosts. But while areas 1 and 2 slowly introduce new types, it kind of just falls of fast from there. Anything introduced after this point is just a variation of the most basic ghost which has an extra element (usually they'll have something to shield their eyes so you have to wait for the window to be able to stun them), then area 4 and 5 just gives us the exact same ghosts we've been fighting and makes a powered-up form, which is the same thing but with more health.

There's weirdly only one instance I can remember with a unique non-boss enemy, which happens in the 2nd mansion. Why this happened here and never again I have no idea.

The bosses themselves are generally more involved this time. Though the first boss sets a standard that isn't fully followed up on. I swear the order is messed up. Boss 1 is pretty much a full on puzzle/timing boss with quite a lot of moving parts. Boss 2 on the other hand is as basic as it gets with a simple "dodge their attacks then use vacuum to suck them up" mechanic. Bosses rarely ever reach the level of complexity as that first boss again. Though boss 4 is a very memorable fight which changes things up completely.

I briefly mentioned it earlier, but a big extra mechanic in this game is the dark-light device. A method for finding hidden objects in the areas. it's used for either optional bonuses or mandatory progression. The boo hunting mini game is almost entirely placed behind this mechanic. What I like most about it is how they clue the player in to where to point the strobe light. It can be either via context clues (a series of items in a uniform pattern with an obvious gap), an item that was present in past missions but is suddenly missing now, or in some cases the seemingly only atmospheric lightning can light up hidden objects in the room.

What's great about this game is that money is used for more than just a bragging rights reward rank. Now the cash you collect will power up your poltergeist at various milestones. This does max out far too quick though, as I found myself at the full upgrade only half way through the game, meaning any further cash I collected was useless if I wasn't going for max rank for each mission.

Speaking of, another thing the mission-based structure allows the devs to do is create a lot of reasons to replay levels. Either for max ranks or collectables. Not a bad idea at all, though I think Luigi's Mansion isn't the best game to try and force this type of replayability on, given that it's slow paced, and many things which stop the action cannot be skipped in a mission.

There's an extra arcade-style mode which can be played solo or multiplayer. It's obviously designed for multiplayer (the fact you can even play it alone is easily missed), but it's still worth a go or two by yourself just to test it out. While I think this mode would be fun with friends, it's definitely just a bonus feature that you could make use of if you had friends who owned the game - no one is going to be going out of their way to buy this game to play this extra mode with friends.

A great game which introduces many new concepts to the existing formula, while unfortunately removing a few too (along with portrait ghosts, elements are also gone - except fire which is used in different ways for some levels).

My ranking of the mansions goes: 4 > 3 > 5 > 1 > 2.

Luigi's Mansion has a bit of a weird history. Started as a console game, sequel was on handheld, then third game went back to console, but not before the original game was re-released on handheld. The decision to put this game on 3DS is quite strange given that the Switch was already a year strong. I can only assume it was due to the short length of the game.

But having a game that relied so heavily on the Gamecube's C-stick and putting it on a console that has either, depending on your model, a weird little nub no one likes, or a separate purchase entirely to get a 2nd C-Stick...well it's just weird. I used a new 2DS XL so I had the nub, and while it wasn't great, I don't think it was as bad as some people say. The controls do feel a bit janky with it, but I find that it's not even the C-stick's fault. You can point up and down with the D-pad too and it has the same weird jerky movement. You can also use gyro controls to look up and down if you want, which I find lacked the weird movement, but of course that means relying on gyro controls... So yeah, this game has like 4 methods to control your flashlight and vacuum, and they're all worse than the Gamecube's sole version lol.

Not much was even added to the remake. The main game is beat for beat the same. The hidden mansion was added to the NA version, but we in Europe already had that. Hell, they actually made it worse for us because it's no longer mirrored.

There's some in-game achievements to get now, which does add a bit of extra replayability if that's your thing, otherwise it's just a thing that exists in the menu that will never affect your experience.

You can also re-battle any portrait ghost from the gallery if you feel like it.

The bottom screen is used as a map. Which is nice and all, but it's not really the kind of game that needs a permanent map. You can also switch it to a view of the portrait ghosts you've captured, or your inventory (which is just the gold you've sucked up, and what very few plot items exist).

That pretty much sums up this "remake".

Still a high score because Luigi's Mansion itself is a banger of a game. I love the amount of life in all the rooms and portrait ghosts. And the music is famously catchy.

I played this as a kid, and this re-experience was full of nostalgia and things I'd straight up forgotten.

Love the game, but I can't see a reason to recommend the 3DS version over the Gamecube one, even if it's just for a reason as minor as the C-stick doesn't feel as good. Though if you like in NA you might wanna play this just to get the Hidden Mansion experience.