Just finished the second mansion and played the start of the third. I think I'm really going to like the 3rd mansion from the look of things. I'm still in the camp that thinks the first game did some things better than this one, but I'm warming up to this one the more I play. I didn't think the second boss was as awful as most people made it out to be. I liked the small
scenario, actually. The usage of 3D was cool and I feel like it wasn't complete random. There had to be some sort of hint/pattern there, right?
One thing I still dislike to some degree is the mission structure. It's sort of a love/hate relationship going on. On one end, the design of these mansions are flawless. They are so cleverly designed, tight, and focused to the core. There's always some new gadget or thing to to interact with and you're constantly being rewarded with gems and money. The same feelings I had towards Sticker Star Story can be said for this game as well. I just love how super polished and
focused the two games are.
On the other hand, the fact that some gems can only be found in certain missions is bullshit. I don't like how the mansion's "magically" change from one mission to the other either. It's almost like the mansion evolves from one mission to the next. I guess you could argue from a narrative perspective that the ghosts become aware of Luigi's presence and they are making it harder for him to navigate the place, but I feel like it takes away from the bigger picture of the mansion. Instead of having a fully connected, cohesive, mansion, you get a mansion that, while still very well designed, is chopped up into smaller segments to cater to the portable nature of the game.
It would have been better, for me anyway, if the entire mansion was explorable from the start and the things that would happen to the mansion (like objects turning invisible, or ivy wrapping itself around doors you previously went through, for example) would occur naturally as you explored, captured ghosts, and figured out the puzzles. But again, it's a portable game, so that wasn't the intention from the beginning, I'm sure.
Another disappoint are the ghosts themselves. The ghosts in the first game felt distinctly Japanese-designed. They all had a weird, darker design to them and their personalities were WAY better (like the muscle head dude and the baby in the crib). The ghosts in this game look like they are something out of a De Blob game. They have their own personalities, but they're completely soulless. Red brute ghosts, fat & slow yellow blobs, and fast green guys? Come on, dudes.