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Mafia II Preview

By Matt Cabral, 6/3/2010

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Ever since The Sopranos polarized viewers with its abrupt cut-to-black conclusion nearly three years ago, fans of mob-tied dramas haven't had anywhere to turn. Even the big screen--once a reliable source for "family" entertainment--hasn't seen a classic gangster flick since Scorsese's Casino. Thankfully, we can still count on 2K Games to deliver the goomba goods; following their 2002 hit Mafia, developer 2K Czech is readying a follow-up that promises to make our hunger for the genre sleep with the fishes. I recently got my mitts on Mafia II, and came away impressed by its polished gameplay, cinematic presentation, and down-to-the-tiniest-detail authenticity.


First and foremost, the game looks amazing. It's clear the developers possess a creativity-driving passion for the genre, as everything--from the period cars to the sharp mafioso suits--is drenched in immersion-pushing detail. The story unfolds from the mid 1940's to the 50's in a fictional city that takes its inspiration primarily from New York, but with a little Chicago and San Francisco flavor also thrown in. Mafia II's 10-square mile Empire Bay boasts beautiful architecture evocative of the cities it's based on, New England's famously temperamental weather, and plenty of places where wiseguy-wannabes can get into trouble. And that's exactly what I did just minutes into my hands-on demo.

As World War II vet, Vito Scaletta, I began the long climb up the organized crime ladder by accepting my first mission, selling stolen cartons of cigarettes from the back of a truck. Sure, it wasn't glamorous, but Vito's not like other gangsta' game protagonists who begin building their power-hungry empires from the get go; nope, he's just a low level thug with aspirations of someday becoming a made man. So, with Vito's buddy Joe by his side, I began passing out smokes and collecting money in a scene that proudly wore its Goodfellas homage on its sleeve.


Things went well, at first, and I pictured Joe and Vito capping a hard day's work with a few cold ones. But soon enough trouble arrived in the form of a greaser-looking gang member who not-so-politely informed the enterprising young salesmen that they were on restricted turf. A cutscene showed the instigator getting a bullet to the face, and just like that, Vito went from cigarette salesman to gun-toting mafia soldier. To show them who was boss--on anyones' turf--I packed up some serious heat, and headed to the rival gang's hang-out, an old abandoned diner.

Joined by a handful of enforcer pals, I unleashed my Tommy gun on the building in a brilliant, physics-enhanced display of broken glass, shredded metal, splintered wood, and dangling sign letters. The effects were just as good on the other side of the hot lead, too; my shots popped with ear-pleasing realism, smoke rose from my barrel, and expended shells peppered the dirt around my feet. The only thing missing from the awesome display of destruction was a collection of warm bodies to plug my bullets into.


That was alleviated quickly, though, as I found the dumb greasers in an alley littered with dumpsters, vehicles, and barrels. The next few minutes delivered a satisfying shooting spree that showed off both Mafia II's intuitive cover system and its whip-smart A.I. As I maneuvered from one point to the next with a single button-press mechanic that never got finicky, enemies also used cover, flanked, and ran like hell in an intelligent fashion usually reserved for dedicated shooters. It didn't take long to figure out that a few shots aimed at the abandoned vehicles' gas tanks was an effective way to introduce the thug's faces to the dirt. But as soon as I found myself surrounded by smoke-spitting hot rods and leather-clad corpses, the demo came to a close.

I played through it again, though, mostly so I could turn that diner into a twisted metal mess a second time, but also to explore the surrounding area a bit more. The 2K rep running the demo suggested I check out an abandoned shed in the alley where the shootout took place; without too much effort I discovered an old Playboy magazine sitting on a workbench. Copies of the girlie mag--complete with actual covers from the 50's, and even some naughty inside pages--are hidden all over Empire Bay. It's a small touch, but one that further pushes the title's rich authenticity. Similarly, licensed music from the era will help sell the experience--don't be surprised if Vito enjoys a Buddy Holly hit on his way to a completely different kind of hit.


Although I didn't get to experience much of it during my shooting-focused demo, Mafia II is also promising a richer narrative than what most sandbox style games generally offer. There will still be side missions and other non-critical tasks to partake in, but expect everything you do to complement the narrative in a believable way. The best thing I can say about the game's shooting and cover controls is that I never had to think about them; they felt natural and uncomplicated, allowing me to live in the action instead of being pulled from it by frustration--a common occurrence whenever cover mechanics are involved. But more than the smooth controls, it's Mafia II's attention to graphical details, gorgeous art design, and overall mob film feel that'll likely fit the competition for cement shoes.



Comments

6/8/2010 12:49:58 PM
Posted by mattie101
This game looks class,hope its avalible for playing on my laptop?
6/11/2010 12:35:01 AM
Posted by Finger
It's coming to PC, so it should be - assuming your laptop can play other modern games.

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