A post-release update released in October added new activities in the game's Free Ride mode, including taxi missions and a racing mode which takes place in the autodrome featured in the mission "Fair Play". Also included in the update is the ability to play the game in black and white, labeled in the game's settings menu as "Noir Mode" as a homage to film noir movies of the era, as well as various options allowing the player to show or hide parts of the game's HUD.
Plot In , during the Great Depression, impoverished taxi driver Thomas "Tommy" Angelo is strong-armed by two members of the Salieri crime family—Paulie Lombardo and Sam Trapani—into helping them escape an ambush by the rival Morello crime family.
Although he is offered a job and is compensated for his help, Tommy Angelo returns to his job the next day until two Morello family members attack him in an act of revenge.
After Sam and Paulie save him, Tommy asks Don Ennio Salieri for help and exacts retribution upon his attackers, while agreeing to join Salieri's organization as an associate.
Assisting with the operations of Salieri's rackets across Lost Heaven, overseen by his consigliere Frank Colletti, he befriends Sam and Paulie during the jobs they perform together, while earning Salieri's respect by thwarting an attempt by the Morello family to take over one of his rackets.
In , Tommy, now a made man, begins a relationship with Sarah Marino, the daughter of Salieri's bartender Luigi, after protecting her from some punks. Under Salieri's orders, Tommy and Paulie raid the gang's hideout in retaliation, but Salieri reprimands them for killing their leader, who was the son of corrupt city councilman Roberto Ghillotti.
Tommy is later ordered to bomb a brothel for switching its loyalties to Morello, and kill an informant working there, but spares her at Sam's request and lets her go in exchange for her silence. In , Don Marcu Morello ramps up his efforts to dismantle Salieri's organization, and gains support from Ghillotti, who desires revenge for his son's murder.
When Frank disappears with the family's account books, Tommy finds him preparing to leave the country with his family, having made a secret deal with Morello and the FBI. Learning Morello threatened his family and sympathizing with Frank's disillusionment with the mob lifestyle, Tommy allows him to leave with his family for Italy in exchange for the books, later lying to Salieri that he killed them. The homeless will sleep rough and rummage in bins. Meanwhile, the previous game's strict speed limits are less enforced so police officers will turn a blind eye to somebody coasting at five miles per hour above the limit.
In fact, other drivers will likely be doing the same. What we're being promised is the next generation of urban environments in gaming as awful a phrase as that sounds , and if 2K Czech can pull it off it's destined to be a wonderful thing just to sit back and observe - believable in its subtlety and surprising in its complexity. Whether it be in the gentle rocking of individual train carriages as they clatter along the rails, the understated build-up of grit and muck on your car as you hurtle recklessly along a dirt track and the ability to wash it off , or simply the clothes and cars chosen to flawlessly recreate the '40s period - Mafia II will be a beautifully detailed game.
If my slack-jawed enthusiasm for the game's environments have confounded you - let me remind you that Mafia II is still a shooter, in which you're expected to kill many people. Rest assured that the liberal care that 2K Czech have massaged into the game's city has made it as far as the action sections. And as if to prove this, I am shown a shootout in a brewery. As with the original game, everything will take place from a third-person standpoint, but Mafia II takes affairs slightly more over the shoulder.
Vito or at least the 2K Czech developer in control of him begins outside a door with a pair of comrades, before kicking the door down and alerting the occupants to the intrusion.
Brandishing a Tommy gun and firing from the hip, Vito manages to head shoot one of the goons, in the process reducing a cement column to a state of utter disrepair. As bullets fly, so do chunks of the surrounding interior - including tables, crates of bottles, railings and barrels. Mercifully, Mafia II will allow you to take cover behind objects with the tap of a button - Vito does so behind a sturdy looking piece of scenery, and as if to demonstrate the capabilities and advantages of a man under cover, fires off some shots above his encampment, shuffles along a bit, and then fires off some shots around the side.
As retaliatory fire ricochets and pings off every surface, Vito's mates desperately try to avoid having their faces shot off, while available cover peels away with every round fired. Heightened by the deafening noise and scattering debris, the stand-off becomes increasingly tense, with Vito and his cohorts working their way up two floors to leave the final enemy a slumped ragdoll, casually flung over a bench. The man controlling Vito runs him through some physics-enabled cardboard boxes, by means of celebration, causing them to fly across the room.
While it wasn't shown at the presentation, we're told hand-to-hand combat will also feature in Mafia II. When guns fail, objects like bottles can be used to attack your foes - initially as a means to bludgeon them and, once smashed, to give them a glassy stab. Keen to prove that such actions at least exist at this early stage of development, a bottle is swiftly smashed over the head of an innocent, cowering warehouse employee, who'd been hiding in a corner.
The missions will be structured similarly to the original game, in that they're rather less sandbox-y than Grand Theft Auto a game Mafia was frequently and inaccurately measured against.
You're free to go wherever you please in the city, and equally free to play about with the law - go way over the speed limit and the police will flag you down and give you a ticket, flaunt your new Colt Ms and they'll put out a warrant for your arrest. No all-seeing eye will register your crimes either - as with the original, your notoriety in Mafia II is determined by the ability of those who've witnessed your crimes to reach a phone or radio to report them. Once reported, police will be looking out for people matching your description, or the vehicle you were last seen in - so buying a new outfit or changing the number plates on your car acts as a solution in this case.
Prolonged criminal goings-on in one area of the city will prompt the mayor's office to increase the police density in that area, making life difficult for your mafioso upstart. In these cases, bribing the mayor will bring the police presence back down to more manageable levels. A respect system is also in place, appearing on the HUD at all times. This was something 2K Czech weren't ready to talk about - could it hint at your landing with the two rival families? Asking them about the potential for branching storylines and missions saw them shuffle their feet nervously, limning proof that there's more to the respect system than meets the eye.
Something they were happy to mention was that massacring innocents has a negative impact on your respect - and that subsequently low respect levels could lead to yon being 'whacked'. A further in-game cutscene shows Joe introducing Vito to Mikey the mechanic, who, as Ralphie did in the original Mafia, opens the gateway to automotive theft by asking you to nab cars for him. Unlike the original game, you'll be able to pick the lock of every car from the outset, either through a lockpicking minigame or by simply smashing the car's window.
The cars themselves have had a massive handling overhaul. Without getting any actual hands-on driving time myself, it's difficult to say whether they've nixed the authentic ricketiness of Mafia's fragile '30s motors in favour of a crowd-pleasing arcade approach, though what I've seen looks promising.
The cars appear more solid and fun to drive, with a new physics model allowing for some nifty skids. Traffic in general is denser and the range of vehicles more varied. The damage modelling has also been rethought, with the dynamically crumpling wrecks of the original being replaced by scripted, location-based damage.
There are some things to worry over. The reticule system has an assisted-aiming feature designed for controllers, leading your shots towards enemies in a way that's unnatural - 2K would do well to let PC gamers turn it off. That isn't to say Mafia II will be a console-led title, as everything else at the presentation suggested heavily that the PC version will, yet again, be the definitive one.
While initially nervous about Mafia II my cynical mind immediately assuming that none of the creative genius behind the original would be working on its sequel, whereas the opposite is true , what I've seen of it has strengthened my certainty that this game will be as special, and even more influential, than Mafia. What was amazing about that first game was how all of these separate features came together to form a cohesive, believable world, in which the story could unfold with all the finesse of Martin Scorsese's best.
Strongly defined characters, an enigmatic and cinematic environment that permeated the game so naturally, an extremely well told story and some wickedly unpredictable missions: it all combined to create a game which remains a PC favourite. Whether such perfection can be mustered once again remains unknown, but just knowing that the original game's scriptwriter is leading the project is the most glowing assurance Illusion sorry, 2K Czech could have given us.
Browse games Game Portals. Mafia II. And it is precisely this balance between freedom and structure that determines whether a modern game is any good or not. Your character is a vacuous bonehead with no motivation except money, no loyalties and even less brains.
In Mafia, you have a proper story, a character who feels, thinks and changes and a world that reacts to every one of your actions, leaving a trail of consequences a mile wide.
Not that this is some kind of game-on-rails. We asked product development manager Luke Vernon just how different Mafia is from Grand Theft Auto III, since many people assume that this is just a s version of it. In Mafia, you get far more involved in the story and your progression through the Mafia family and through life.
There are a wider variety of missions and settings in Mafia too, because we have more than 30 buildings with massively detailed interiors.
Jobs take full advantage of the variety of locations and the variety of nuances each can provide. At the same time the player is permitted to deviate on foot, by car. Despite all the available freedom, the story is at the heart of the game, and Illusion Softworks is determined to create a truly cinematic experience, with the kind of acting and dialogue rarely seen in games. The story itself is told - and played - through an old-movie style flashback, as veteran mobster Tommy recounts his life to a detective in the hope of receiving police protection.
He starts off as a young taxi driver, whose car is taken by a group of gangsters making a runaway and proves his great driving skills by delivering them to safety. Luke described a typical mission for us.
The first would involve guns while the second would involve knuckledusters and baseball bats. You would then go with Paulie or Sam to collect the right tools for the job before getting in your car and reaching your destination. It is also possible to approach each mission many different ways. It's the detail that makes your eyes goggle and your mouth salivate. Every possible attention has been paid to recreate the period properly, from the Tommy guns to the cars more than 60 of them and absolutely anything else you can imagine.
This has helped us to ensure that the game has a true feel to it and to make sure that it appeals to those who are into their mafia movies as well as games. Certainly, the range of characters you meet is the sort that populate every gangster flick of the last 70 years. Nowhere is this more evident than in the behaviour of cops.
If you get pulled over at this stage you will be arrested and the mission will end. The highest level of reaction is if you kill someone and it is witnessed. The police will now be on high alert and cops on the beat as well as in cars will now be looking for you. If you are stopped while on this level of awareness the cops are not interested in arresting but shooting to kill.
If it lives up to expectation Mafia will definitely be the total gangster game, a genre that has never produced a really quality title. Mafia is based on exactly this from when we first meet Tommy and he is thrown into the family, to his survival as he struggles to grow within the organisation.
At other times your soldiers would just die by stepping over some grass, climbing a ladder or falling out of a suddenly unsubstantial vehicle. Then there were the crashes and the problems getting your save games to work.
Illusion has been spending the last few months ironing out any problems, which is why the game has suffered so many delays. By way of consolation we can confirm that the team is still working on multiplayer components to be released either as a patch or as part of an expansion pack at a later date, with standard Capture the Flag and Deathmatch modes, as well as another unique mode. You recover, back out, reach the end of the street and make a sharp turn. A select few -Resident Evil springs to mind -prefer to throw you in at the deep end.
And you know what? This means you lose out on freedom but gain on story and characterisations. Perhaps the most important difference between them though, is that GTA III is a superb driving game with some occasional shooting, while Mafia is a superb shooter with some occasional driving. Not that it seems like that at first.
Instead you have to get to your destination and wait for the next scripted passenger. And if you bash the car too much or run someone over, it's back to the start of the ride. Luckily, Don Salieri, the boss of the two wiseguys you helped escape can provide both. Heck, he even has a family and changes physically through the years that Mafia encompasses. But the vibe of all those gangster films we know and love is captured extremely well.
This right before you save her from a rape attack and are rewarded with the chance to test how much the springs on her bed squeak. The period cars are recreated in full detail, from their acceleration, top speed, weight and suspension.
What this means is that most of the vehicles move like milk floats when compared to the road rockets in GTA. But the crux of the game lies in the shooter sections, and these too are far removed from mindless arcade mayhem.
The Al - except for occasional glitches - works well as a team too.
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