Luigi's Mansion: Dark Moon

No matter how you look at it, "Luigi's Mansion" was an anomaly, especially for a company like Nintendo. From creating a spooky game, to having it star the lesser-known Mario brother, there were a lot of things that were different about it, yet it still managed to make its way into the launch line-up for the GameCube back in 2001. Having sold 2.5 million copies over the life of the console, Nintendo's experiment with giving Luigi his own game certainly seemed to work out, but it still took 12 years for the man in green to get a sequel. "Luigi's Mansion: Dark Moon" is the much anticipated follow-up to Luigi's first, and only, starring role, and much to our hero's dismay, he's heading back to the haunted mansions to bust some more ghosts.
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Luigi's Mansion: Dark Moon

Yesterday, we posted the first half of our interview with Nintendo's Mr. Yoshihito Ikebata, and Next Level Games' Bryce Holliday and Brian Davis, where they discussed some of their thoughts on "Luigi's Mansion: Dark Moon." Today the group tackles multiplayer, some of their favorite Luigi moments from the past, and even gives us a little insight into the possible beginnings of the "Luigi's Mansion" mini-game in "Nintendo Land." Oh, they even talk a little bit about Luigi's lesser known big brother, Mario.

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Luigi's Mansion: Dark Moon

The collaborative development process for "Luigi's Mansion: Dark Moon" is an interesting one. With teams on two continents working on a sequel to a decade old game there would clearly be some interesting stories to tell. As I continued my chat with Mr. Yoshihito Ikebata, Supervisor for the game at Nintendo, and two members of the Next Level Games team, Director Bryce Holliday, and Gameplay Programmer Brian Davis, I wanted to pull back the curtain a bit, and look at where the game came from, and what were some of the major influences on the final release.
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Luigi's Mansion: Dark Moon

Over the years, Nintendo has grown its catalog of games to include a wide variety of genres. From kart racing to puzzlers, the industry's longest standing hardware and software developer has just about all of the bases covered. However, there is one area that, when compared to other publishers, they come up a little short in - third person action adventure games.

Sure, there are the 3D Mario games ("64," "Sunshine," and the "Galaxy") that keep them covered to a certain extent, but those are really platformers at heart. Their best example is "Luigi's Mansion" on the GameCube, a game where Luigi hunted down ghosts and sucked them up with a vacuum cleaner. It's no "Gears of War," but it's also not not. So, what happens when you give this unique franchise to a team of internal and external developers with a range of expertise to create its first sequel? Well, "Luigi's Mansion: Dark Moon," is the easy answer, but I wanted to dig a little deeper.

Last week during a video conference interview that spanned four different cities, I posed the question, "What was it like to make a third person action-adventure game, especially one staring Luigi?" to the game's Supervisor, Mr. Yoshihito Ikebata, as well as the Director of Next Level Games, Bryce Holliday. They both had different takes on the situation given their unique backgrounds.
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Captain America: Super Soldier

I know better than to expect greatness from Sega-published super hero games. The last three comic franchise games they've put out, two "Iron Man" games and a "Thor" game (not to mention the various ports and multi-platform releases for those franchises) were far from good. Actually I'd go so far as to say they were terrible. Which brings me to "Captain America: Super Soldier." Though a definite improvement, thanks to the talent of Next Level Games, Sega is still no where near the levels reached by comic book games like "Batman: Arkham Asylum."

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