It's been 12 years since Luigi's Mansion was released on the GameCube, and the long arduous wait for its sequel Luigi's Mansion: Dark Moon is close to being over.
Next Level Games is the developer behind the title, and Nintendo President Satoru Iwata caught up with the studio in the latest Iwata Asks.
However, it appears this time around Iwata-san was too fearful to face the Dark Moon developer by himself, and so he brought the one and only Shigeru Miyamoto along for reassurance.
Of course Miyamoto wasn't just there for the sake of it; he was obviously heavily involved in the development process of the game, what with Luigi being one of his favourite creations. He revealed that he wasn't too over-protective of the green-clad plumber, and instead of telling Next Level Games what to do he would simply give it the creative freedom to do what it wanted.
However, he wasn't too lenient; if the studio did something he didn't approve of he was certain to shepherd them in the right direction:
I didn't give clear instructions like "Go that way!" but I served as a sort of a sheepdog by just saying, "Don't go that way!"
Next Level Games was represented by the game's director Bryce Holliday, gameplay engineer Brian Davis, and audio director Chad York, who all began the interview wearing Luigi hats to celebrate both the Year of Luigi and the release of the highly anticipated sequel.
Holliday recalled the moment Nintendo informed the studio that it would be making a sequel to Luigi's Mansion. The team was in a conference call with the company regarding a previous title when executive officer Kensuke Tanabe broke the news:
Kensuke Tanabe-san suddenly started something like a drumroll and said, "You're gonna make Luigi's Mansion 2!" I was so surprised I could barely speak.
Miyamoto may well have seen himself as a shepherd, but Next Level Games saw him more as a sensei. Holliday explained that rather than giving the developer concrete instructions Miyamoto would give "lessons from a high and wide perspective on the whole project - which was very informative".
Miyamoto-san's comments contained many hints for development, but one that made a particular impression on me was when he said, "Make something better today than you made yesterday." That's incredibly important as a director, so by putting those words into effect, even across a long development period, we were able to concentrate on each day.
Luigi's Mansion: Dark Moon took three years to make and in that time the developer would constantly liaise with Miyamoto and Yoshihito Ikebata, from Software Planning and Development. Naturally, a lot of this was done over video conferencing and emails seeing as the development was taking place in Canada. However, Miyamoto did visit the studio on two occasions and collaborated on several ideas for the game.
Interestingly, Miyamoto revealed that the control scheme was redone more than ten times, as the developer honed it down to the perfect formula. Another area that had a lot of work put into it was multiplayer - something Nintendo wanted to include from the very beginning. Miyamoto spoke more about the experiment that was performed on the original version, which in the end never made it to the finished game. According to him the multiplayer mode saw several Luigis encounter other Luigis - this crossed over to the 3DS iteration.
The developer actually made a change to the multiplayer system in Luigi's Mansion: Dark Moon after making Luigi's Ghost Mansion on Nintendo Land for Wii U. Originally, the system did not allow for players to revive one another, however after seeing how it played in Nintendo Land it became incorporated.
At the end of the interview, the trio from Next Level Games said they hoped players would enjoy both the single player and multiplayer elements of Luigi's big adventure. You can see what we thought of it in our Luigi's Mansion: Dark Moon review.
Miyamoto signed off with a message for the fans of Luigi's Mansion:
I'd like to say one last thing. We released Luigi's Mansion 12 years ago, and lots of people around the world said, "Make another one!" and "Let's make another one together!" Thanks to them, we're finally able to bring a new Luigi's Mansion to the world. What's more, this is "The Year of Luigi," with celebrations and everything, so on Luigi's behalf, I'd like to express my appreciation.
As always, it's worth following the link below to read the entire interview.
What are your thoughts on Luigi's 3DS scarefest? Let us know in the comments section below.
[source iwataasks.nintendo.com]
Comments (27)
Very cool!
I bet they delayed Luigi's Mansion Dark Moon until March 24th 2013 for the Year of Luigi. Good plan Ninty! The wait was worth it!
Interesting read. Hope that making LM:DM served the developers as a great experience.
I imagine that working with Miyamoto himself was a real boost for the devs as the game looks like it was made by EAD. I'm certain they will now get other sizeable projects in the future and perhaps see the success like fellow NA studio retro has seen.
Great job to these BC boys, Next Level! My family will be picking up a few copies come release.
I should make a petition for Next Level Games to release the OST of Mario Strikers Charged, ESPECIALLY for that Luigi scoring song.
Sweet!
I played the demo and I am excited to play my own cart Sunday. This past week has been great for Nintendo fans like myself.
The majority of the time when a Nintendo game takes this long to develop and you have Miyamoto heavily involved in the process, it can only mean something good is bound to happen. I'll be downloading at midnight.
They had to perfect the scheme and neglected CPP usage? Come on!
This will likely be one of the best games on the 3ds. Period.
@Dpishere I agree completely.
Do I dare say we might have another Rare/Retro in the making?!?!
My expectations from the game have risen exponentially following the great reviews. I'm still slightly sore about not releasing on Halloween but I'll probably get over it once I have the game. This is certainly shaping up to be one of the great games for the 3DS.
@rayword45 - It's great that they worked with what they had on the 3DS rather than relying on the CPP for an extra Circle Pad and buttons. I can't get a hold of one right now and it would've hampered my portable experience with Luigi's Mansion. I play on the go a lot and the CPP is bulky to carry around.
I really want one of those Luigi hats
The reviews for this game have been good; makes me want to buy it even more now!
Dear Nintendo, if I give you back my useless CPP would you please sell me a capy of LM with a 20€ discount?
Nice interview !!
Can't wait for this is drop.
I hope the Canadians make a lot of money off this title
Just shows how long quality and creative games take to make....
I'd love to see Next Level Games continue to move towards bigger Nintendo projects, they really are talented.
@Tech101 Yeah!!! That's what it seems like!!!
@LordessMeep But they should've SUPPORTED it. I've heard about the controls, and dual-analog sounds like there would be only benefits (unlike, say, Kid Icarus: Uprising or Kingdom Hearts where some losses can be found).
They didn't have to rely on it, but I fail to see how using the face buttons could possibly be better (unless, as you said, you have a grip problem with it which I don't)
i so cant wait to get this D= its going to be awesome hope people dont ruin multiplayer though with there spam .-.
Downloading game now!!
Always love reading these!
After finishing the first mansion today (well, not entirely finished), I can say they did a very fine job on the sequel.
It was neat seeing him visit street pass today as luigi!
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