AT A GLANCE
| The Good: Great attention to 1940s detail. Solid mechanics. Cohesive atmosphere | "It is the winter of our content..." |
| The Bad: Falls back on too many GTA tropes? | |
| The Ugly: The cold, dead eyes in each virtual actor. Or maybe they're just hardened criminals⌠|
I first saw Mafia II at E3 back in 2009. We werenât allowed to play it at that stage, so it was hard to assess just how well its open world hung together. Now, however, the game is (finally?) nearing release, and we were given a taster of four different chapters to chew through. Thereâs certainly a lot still to see, but what I did experience has left me wanting more.
In case you havenât been keeping up with this sequel to the 2002 PC game (and later ported to consoles) Mafia II can best be described as Grand Theft Auto in the 1940s and 1950s. Oh sure, there are a few differences here and there, but if youâve got a hankering for a GTA-like period piece, then Mafia II will happily scratch that itch. Youâre a young American-Italian who has just been discharged from the war. You ignore your motherâs plea to work honestly, and pretty soon youâre an ever-richer errand boy for a bunch of mobsters in New York City.
All the major features of an open-world title are here. Youâll be running around, hijacking cars, fleeing from cops, engaging in both indoor and outdoor firefights, saving prostitutes from bad men with your fists, escaping from collapsing buildings⌠you know, the usual. Thereâs also the typical collection of cinematic story setpieces, complete with your usual bunch of (sometimes) likeable criminal goons and masterminds.
But the single aspect I liked most about Mafia II was the music. Whoever chose the songs really knows their stuff â youâll be treated to a fine selection of what must be the most subversive pop, jazz, and blues songs to come out of the 40s and 50s. Seriously, I just cruised around the streets for ages with my mouth open, listening to people sing about forcing themselves on women, drinking themselves to death, crooning about war rationing, and... I donât know, singing about Mr. Sandman.
The music provides a wonderful backdrop to the game, but itâs only one part of the general period piece atmosphere. Again, this is one of Mafia IIâs strongest aspects, and helps hold everything together. The first major section of the game has the city gripped in a powerfully chaotic winter, with snow covering every surface. Sure, itâs mainly a background thing, but combined with the music, the 1940s cars and clothes, and the general chatter (âSoon you could have a phone in your car!â), it creates something very immersive. In fact, I was actually pretty disappointed after winter left later in the game â it helped bring everything together, somehow.
This attention to the time period also comes across in the cutscenes and characterisations. While nearly every character seems made from the stock standard âLook at me, Iâm a big bad mafia-type personâ mold, whatâs here is done well. The characters are nicely detailed, although they do suffer from the now-common âdead eyesâ syndrome (although thatâs perhaps better than the âfreakily shiny eyesâ syndrome found in Uncharted 2). Voice work ranges from solid to very good, as you would expect from a game of this caliber.
One other thing I liked: you can toggle a speed limit enforcer, which really comes in handy if you donât want cops chasing you for speeding. Itâs a small thing, but well appreciated by the sort of guy who just wants to drive around listening to musicâŚ
Combat and driving, two of the cornerstones for an open-world game like this, are both adequate in their implementation. I wouldnât say theyâre anything special, although firing a shotgun at a rival mobster at close range has a satisfying feel to it. Aiming could feel a little too twitchy at times, although thatâs no doubt something that could be fixed in the options menu.
One thing thatâs starting to feel stale is the dichotomy of carefree roaming and structured missions. As in GTA, you can do all sorts of low-key side-tasks in the big city, from grabbing more weapons to running down pedestrians. However, the game never advances based on anything you do outside of the linear story missions, as if itâs saying, âOh, are you ready to stop fooling around now? Good, then letâs get on with the real experienceâ. This divide between what âmattersâ and what doesnât is endemic to the genre as a whole, so Iâm not just singling out Mafia II here â Iâd just like to see a GTA-like game evolve with the player in everything he/she does.
Overall, I played four disparate missions cherry-picked from the full game, so I couldnât get a feel for the general flow of things. But what I did see was encouraging â Mafia II certainly appears to be ticking things off the GTA feature list with confidence, and its setting should help set it apart for fans of the genre. Hereâs hoping things can stay interesting throughout the whole game.
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