Our current console generation has become enamored with player control limitations, or rather the lack thereof. As a result, the free-roaming open-world genre has exploded in popularity. From new franchises such as Saints Row capitalizing on the ability to do anything to veteran series adopting the design thoery to liven up their formula (Red Faction: Guerilla). An unfortunate fact of the recent escapades through the free-form design philosophy has been the lacking attention to detail of the world players roam within. Instead of successfully becoming a believable environment, these cities and landscapes serve as an excuse to backtrack across the map several times at a monotonous rate. How can developers possibly solve the complaints of “too much traveling?” By making the city more interesting to travel through.
Or at least, that’s the ideology developer 2k Czech has stuck with when creating Mafia II. The game may be free-roam, and detractors of the core idea might degrade to calling it “Grand Theft Auto: 1940.” In reality, there are many levels of depth and detail present in the world of Mafia that other open-world games strive to achieve. I was able to personally play hands-on with Mafia II during E3 last week, and the title went from being off my radar to one of the more intriguing concepts I saw at the show.
My experience with Mafia II started in an undisclosed house that I could only assume belonged to my main character, Vito. After taking a quick peak around my surroundings, I decided to walk out the front door and see what adventure the developers had in store for me. I went from the highly-detailed indoor environment to street-side instantly, no load times or drop in frame rate (a small nuance in design that makes all the difference when remaining immersed). As I walked towards my car I was notified by a blip on my map on where to meet up with the other family members. Unfortunately, this demo also had a ten minute timer for me to spend in the city before I’d be forced into the mission, at little off-putting at first. I soon realized that without the timer, I would’ve been in front of that demo’s TV all day.
Vito starts off as a Sicilian immigrant, but gradually becomes involved with the Mafia
Mafia II is all about the city and how you interact with it. This immediately became clear when I began my commute to the destination predetermined for me. Typical of my reckless tendencies in game-worlds, I sped off on the opposite side of the road, slamming on the gas to cover the most amount of distance in the shortest amount of time possible. The local authorities didn’t take too kindly to this, as I was instantly pursued by a traffic cop police car. Road rules are not usually enforced in video games, so I was a little surprised by this first encounter with the law, but instead of being upset I decided to have some fun and kept the chase up.
However, I didn’t last very long since I had forgotten the laws of motion seconds prior to my car wrecking into a telephone pole. My car’s engine began to exude black smoke from its battered innards. It was around this time that I chose to ditch the car and make off on foot. The officer in pursuit arrived at my accident and watched me duck into an alleyway; the chase immediately ensued. It was at this point I discovered how the “wanted” system operated in Mafia II. Instead of the Cop AI having Hive Mind intelligence where every officer is somehow telepathically connected, each individual person only knows what they can see. In this case, my pursuing officer couldn’t see where I went once I hid in the alley, breaking the line of sight, and my HUD notified me that he didn’t know where I was.
Your mini map illuminates blue when the police can see you
I decided to take advantage of my situation and chose to run to a nearby alley that double-backed towards where I just was, and from there I headed towards the clothing store across the street hoping to change my street appearance. This temporarily worked as a throw-off for my opponent, but his AI soon calculated that, at the speed I was running, he would have been able to see me unless I had used the alleyway that I did. This led to him pursuing my track that I had thought was so cleverly fool-proof. Luckily for me, his streak of brilliance mattered not, I had already changed clothes from a T-Shirt and pants to a decked out business man’s suit accompanied by a bowler’s hat.
With my new spiffy look, I walked around the corner towards an isolated vehicle and jacked it before anyone noticed. Without a stressful car chase occupying my attention I discovered another interesting factoid of my car’s condition: the gas meter. As it turns out, every car in Mafia II has a gas meter, a customized amount in the tank, and what the MPG is. The vehicle I had just commandeered had around 3/4s of its tank, but I decided to get a fill up anyway. There are numerous gas stations littered around the map in the event that you’re running low, but the process of refilling takes a decent amount of time. This of course means if you’re in the middle of a high octane car chase, you’re better off ditching whatever car you’re in instead of filling up.
If you can’t get away, you can always surrender peacefully by holstering weapons
After juicing up, I finally made my way to the mission marker. This particular mission was a few hours into the game, so the story wasn’t very coherent considering I just started playing. The basics were laid out in front of me before it started, we’d be assaulting a winery to kill a specific person who apparently screwed us over somehow. However, we had to make an impression on these rivals of ours, so instead of covertly entering the building, our contacts managed to set up an MG42 in the window across the parking lot, which allowed us to reign terror down on our arriving adversaries.
Once we finished recreating D-Day on a city street, it was time to assault the winery itself. For the most part the mission and its mechanics were straight forward and easy to grasp. Third person, cover based, featuring Tommy Guns and revolvers, what’s not to get? Our sledgehammer of force was felt on every floor as we eviscerated any opposition to our overwhelming power. The loud booming sounds of shotguns and strong cacophonies from Tommy Guns echoed in the cement-based structure, and despite the harsh frequencies being blown into my ears, I couldn’t help but be impressed by the sound design.
Gunplay in Mafia II is straight-forward. To truly understand the appeal of participating in these vicious and destructive battles, they have to be experienced firsthand. Dynamic shadows change the shading of nearby objects with each burst of muzzle flash. Physics are directly affected when bottles or weak pieces of concrete are broken up by bullets whizzing past and through every piece of terrain. Each individual element helps build a spectacle that’s pleasing to the eye and adds to the tension and excitement of gunfights.
Screenshots are nice, but the game in motion is infinitely more impressive looking
By the end of our mission in the winery, it was revealed that one of our members had been shot and must be rushed to the hospital. Life as a gangster was proven to be difficult on route to our destination and countless squad cars harassed our goal with aggressive ramming and tactical PIT maneuver attempts (My awesome driving skills kept them at bay). Eventually we reached a police road block as a cutscene played to show us our out-matched odds and the reliance on quick-second thinking. The demo ended with the question, what would I do next?
Although I never mentioned it in any official form, I saw Mafia II at PAX East back in March and walked away somewhat unimpressed. Looking back on my two experiences with the game, I noticed the first demonstration had no open-world interaction at all, where as this latest presentation allowed some freedom on the order which I’d do things. It seems obvious that the main drawing point for Mafia II is the city it takes place in, similar to the first Mafia game where the single player was compelling, but players decided to spend countless hours roaming around because of the detailed world. It’s for that same exact reason that I eagerly await the full release of Mafia II on August 24th, later this year.



