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Giant Bomb Review

117 Comments

Mafia III Review

4
  • PS4

Mafia III is a smartly written and enthralling open-world action game bogged down by technical issues and a repetitive structure.

Lincoln Clay has a mission. If you've played any big open-world game of the last decade or so, you probably have a decent idea of what that mission is. In Mafia III, Lincoln is your archetypal revenge protagonist. Something has been taken from him; in this case, friends and adoptive family in a mob hit that should have left him dead too. In order to set things right, he has to tear through a detailed rendering of a familiar place--in this case, the city of New Bordeaux, which is loosely based on New Orleans circa 1968--laying waste to the various tiers of enemies that stand between him and the crime boss who betrayed him. You know this story. You know how this all plays out. You've avenged this sort of thing before.

Lincoln Clay returns to New Bordeaux looking to restart his old life. The Marcano crime family has other ideas.
Lincoln Clay returns to New Bordeaux looking to restart his old life. The Marcano crime family has other ideas.

Yet for all its familiar trappings, Mafia III stands out. A big part of that is the game's chosen setting, and how its protagonist fits into it. Lincoln Clay is a black man in the civil rights-era American South. This is an especially fraught time in American history, and Mafia III doesn't shy away from addressing the deeply racist realities of the time. How it chooses to address those realities against the backdrop of a standard open-world action game, complete with the busywork and body count that come part and parcel with this genre, is sometimes a troubling thing, but it's troubling in a way that at least inspires some critical thinking. It tries, and more often than not, succeeds at making Lincoln feel at odds with the world around him. And while the game never quite transcends its pulpier storytelling inspirations, there's an unusual humanity to both Lincoln and the characters that surround him that make this story worth seeing through to its conclusion.

That story kicks off with one of the more audacious introductions I've seen in a game in a good, long while. Fresh from a tour in the Vietnam War, Lincoln returns to his hometown of New Bordeaux looking to reconnect with his family. That's "family" in the classic mafia sense, mind you. Lincoln has history with New Bordeaux's black mob, an outfit that mostly works under the umbrella of the city's major power, the Italian Marcano crime family. Upon returning, he joins up with his cohorts to help the Marcanos rob a US Treasury depository, in the hopes of rescuing his crew from an outstanding debt. It's a stylish and lengthy sequence, presented nonlinearly with snippets from a modern day documentary about Clay's legendary rampage against the New Bordeaux mob. It's all set-up, of course. There can't be a rampage unless there's something to rampage against. In this case, Lincoln and his people are betrayed by the Marcanos, shot and left for dead in the burning wreckage of his crew's neighborhood bar. Lincoln is the only survivor of the assault, and upon recovering from his nonfatal head wound, he vows swift and severe vengeance upon the family that wronged him.

This sequence also paces itself completely differently from the rest of Mafia III's campaign. The prologue is a contained affair, with discreet areas to play that act as tutorials for the sorts of things you'll end up doing once the city opens up. Once Lincoln is set upon his mission, the entirety of New Bordeaux becomes explorable, though missions won't appear on the map until you've set your designs on a particular district.

Like Saints Row and last year's Assassin's Creed: Syndicate, Mafia III is a game of conquering territory. Each district of the city is run by a particular lieutenant in Marcano's operation. When you first choose a district to focus on, a number of small mission objectives appear. These are all tied to various rackets that the lieutenants manage. Though the rackets themselves are varied, the way you go about dismantling them is largely the same: kill everyone that isn't of personal use to you.

Mafia III's combat system can be immensely entertaining, which is good, since shooing bad guys is the vast majority of what you'll spend your time doing.
Mafia III's combat system can be immensely entertaining, which is good, since shooing bad guys is the vast majority of what you'll spend your time doing.

Mafia hangs its entire structure on gunfights. Yes, stealth is an option, and it's usually possible to lure a few dimwitted enemies to their doom just by whistling from around the corner and gutting them before they have time to react. But most situations still require at least a few bullets fired, and the game seems heavily tuned in favor of players engaging in full on hails of gunfire. The array of weapons included in Mafia III all pack a big punch, and enemies are specifically designed to die with maximum theatrics. Every bad guy seems to look for a nearby ledge to tumble over just before expiring, and if none is to be found, any piece of scenery ultimately ends up fitting the bill. Blood gushes everywhere, objects constantly explode, it's all a pulpy, violent mess.

That violence isn't inappropriate given the traditions of both the Mafia series and the open-world action genre in general. You know going into a game like this that by the end of it, you're going to leave a great deal of carnage in your wake. That the action is, by and large, satisfying, somewhat salves the feeling of repetition that sets in long before the game concludes. When I say that the game revolves around gunfights, I mean that in the near absolute. There's very little variety to Mafia III's mission designs. Occasional boostings of cars or destructions of properties only barely break up the hours upon hours of shootouts with extremely gullible guys sporting bomber jackets and/or giant sideburns. In a game with a less entertaining combat system, this would be ruinous. In Mafia III, I had a good enough time kicking doors down and shotgunning dudes through windows that I was mostly OK with it.

Eventually, all that grunt murdering draws out the big bad of the district. These are the big personalities of Mafia III, and the missions tied to them are easily the highlights of the game. They are, of course, still gunfights, but they take place in more interesting locations and let the writers stretch their legs a bit more. Of particular note are a fancy funeral turned LSD nightmare, and a big battle on a sinking riverboat as you hunt down big boss Sal Marcano's Foghorn Leghorn-sounding dumb ass of a brother.

Though you can sense a bit of blaxploitation influence in the game's villains, Mafia III's writers mostly avoid painting in overly broad strokes. That's most evident in the characters you ally yourself with during the course of the game. There's Cassandra, the leader of a Haitian gang who grudgingly aligns herself with you in the hopes of creating better opportunities for the predominantly black population of The Hollow. Burke is the former Jimmy Conway of the Marcano organization, an unmade Irish lieutenant on the outs after his son is killed during the prologue's post-robbery betrayal. And then there's Vito, who you may remember as the protagonist of Mafia II. He's a good bit older now, and in such deep water with the Marcanos that he's all but given up on living to see another day.

Each territory in New Bordeaux comes with an assortment of Marcano associates to weed out. Doing so is an admittedly repetitive process, but the boss encounters at the end of each district are worth the effort.
Each territory in New Bordeaux comes with an assortment of Marcano associates to weed out. Doing so is an admittedly repetitive process, but the boss encounters at the end of each district are worth the effort.

Everyone's motivated by understandable ends. Your lieutenants are all people wronged by the Marcanos in various ways, and they're all looking for their own kind of revenge against them. Those goals happen to align, but it's clear that the alliances you strike have to be managed. There's even a system built into the game that revolves around this. Each time you claim a territory you have the option to assign it to one of them during a sit-down. They'll each make their case for why they deserve to run this chunk of the city, usually a case made more emphatically if you've already assigned one or both of the rackets to them prior. Freeze one of them out enough times, and they may turn on you, unlocking a separate story mission you won't see if you manage to keep them happy.

It's a neat idea that's maybe a little too easily managed, given how volatile some of these personalities can be. I got through Mafia's campaign without having to fight any of my allies, and only once feeling like I was even close to that happening. It's a shame, because it's a good example of the way Mafia III tries to make the things you do in the game have some weight beyond the act of killing. It also makes the upgrade trees associated with those characters feel kind of moot, since keeping them all happy ensures that you'll never unlock any one tree to its full extent. Most of the benefits you'd want are unlocked early on, but that just makes the higher tier benefits seem superfluous.

All that said, keeping them all alive has its benefits too. The side missions you end up embarking on for each lieutenant offer up some additional backstory for each of them, and some of the strongest writing in the game crops up during these sequences. You learn about the various people who betrayed Vito and led him to the point of expecting death around every corner, discover the ties Burke still holds to the IRA and his frayed relationship with his surviving daughter, and grow to understand Cassandra's larger goal of arming the people of The Hollow against the myriad elements that would seek to oppress and destroy them.

Divvying out territory to your associates has repercussions. Leave one of them feeling ignored, and they may turn on you.
Divvying out territory to your associates has repercussions. Leave one of them feeling ignored, and they may turn on you.

Cassandra's plight in particular feels like the thrust of what Mafia III ultimately wants to explore. This isn't a game content to just drape itself in the kinds of loaded imagery and language associated with this time and place. The kind of bald-faced racism of 1960s America isn't difficult to portray on its own. It's not hard to write a bunch of slurs into every dialogue sequence and include some comically evil Klan members to kick around. What's harder is to take that kind of miserable racism and apply it to the very structure of the world you're inhabiting. You see it in the smallest details, hear it in casual conversations between NPCs. Richer neighborhoods in the game offer a stronger police presence than poorer neighborhoods, and business owners don't hesitate to call them if you walk into a shop labeled "whites only." Rarely does an interaction take place in the game that doesn't remind you of the imbalance of power between people like you, and the people who hold sway in this city.

In one early cutscene, Lincoln visits a country club at the behest of the Marcanos, and as he walks up alongside Sal's son Georgi, a woman hurries past them, clutching at her purse and nervously eyeing Lincoln as he goes. It's tempting to point out that any preconception this woman might have about Lincoln is ultimately proved true. He is a criminal, prone to violence and theft. But at the same time, consider that he's there with Georgi, the brash, clearly unconcerned son of the city's most notorious crime boss. It's well-established in the game that the Marcanos are a visible entity in the city. People know who they are, and likely know what they are. Nobody at the country club seems afraid of Sal or Georgi, but in strolls Lincoln, and suddenly all eyes are fixated. It doesn't matter what terrible things you're into in New Bordeaux, so long as you're of the right complexion.

The game can absolutely be heavy-handed about this, and there are as many times where it betrays that feeling of oppression. After all, this is an open-world power fantasy, and for as much legwork as the script does to make the structural racism of the city feel realistic, it can never make things too oppressive for the player, otherwise the game wouldn't be fun. So while you're limited somewhat by police presence, in most situations you can still drive like a lunatic around the city and kill with impunity, so long as you do it just far enough away from the eyes of the law. And for as much humanity as the writers imbue Lincoln and his crew with, they're still violent, mostly unrepentant murderers. At times, the game seems like it wants to wrestle with this. Some late game conversations scratch at the notion that the only real difference between Lincoln and the men he's after is a slightly more rigid, but almost equally dubious moral code (not to mention the color of their skin). But it never goes too deeply into this, seeming content with simply raising the question while allowing its tale of revenge to play out mostly straightforwardly.

Still, in the context of a mass market video game, the sort where players are routinely asked to sympathize with killers because their cause is justified by one of a few interchangeable, focus-tested backstories, Mafia III's attempts to dig into the structural oppression of its era, and the ways in which that informs both Lincoln and Cassandra's choices, feel like a minor revelation. So often games seem content to wear the skin of political oppression, without delving too deeply into the realities of it. Mafia III doesn't do that. It lends weight to its story by painting its primary characters as deeply flawed, even sometimes believable human beings. Even its most cartoonishly vile personalities--of which there are a few--don't feel too far beyond the kinds of hateful mouthpieces we frequently see in today's political arena.

As much as bugs and glitches are expected in this genre, it's no less disappointing when they appear with the frequency that they do in Mafia III.
As much as bugs and glitches are expected in this genre, it's no less disappointing when they appear with the frequency that they do in Mafia III.

If anything ultimately does undercut Mafia III's aims, it's the game's lack of technical prowess. New Bordeaux is a diverse and lovingly rendered city, but bugs frequently crop up, often enough that the game has difficulty maintaining a sense of immersion. Most of these are merely of the annoying variety; glitchy textures and animations, broken physics, and the like. More severe issues, like side mission objectives appearing on the map when a side mission isn't actually active, and the odd crash bug, cropped up during my time with the game as well. In a less serious game, those kinds of issues would normally be a simple source of amusement. But in Mafia III, it robs scenes of intended impact when your jacket texture is tearing off in eight different directions, or the character you're hearing a tragic story from is inexplicably overlaid on top of a separate, immobile model of the same character.

Ultimately, technical gaffes and issues of design repetition weren't enough to stop me from appreciating Mafia III. The writers and voice actors turn in the strongest work, crafting and performing a story that manages to rise above the conventional open-world structure it's working within. When Mafia III does falter, it's where it most willingly gives in to those open-world conventions, resting back on the kinds of activities and mechanics we've seen done time and time again in games just like this. It's not unfair to want Mafia III to be better than it is, but I think it's still worth admiring for what it manages to pull off.

Alex Navarro on Google+

117 Comments

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Captain_Insano

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@caligulababy: I'm sure Alex only played the intro and then posted his review. That's how GB usually roll /sarcasm

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space_cadet_12

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@fishinwithguns: @well said. Reviews on here deserve more that just a glance at the score.They should be read so you can compare and contrast ideas of those opinions to provoke a better conversation.

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scmercer

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Great review, Alex! Something that I really appreciated in Mafia III was hearing radio pieces about the Prague Spring and the Soviet occupation of Czechoslovakia at the same time that so much was happening in the United States. It is my understanding that 2K Czech and the Czech developers that moved into Hangar 13 had a big role in the development of the game and it was great to see their influence, as well as the ties that they made to the climate of the United States in 1968.

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Sword_of_doom

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Everything about this game just seems so unappealing to me. The open world genre has grown so stale. I understand how some people enjoy it though

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Capstan

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Edited By Capstan

I haven't played any Mafia III. I HAVE played at least one horribly written open-world game for a lot of this year, Fallout 4, only because I loved the gameplay mechanics, but had enough when the writing got trite and lazy enough. (Thanks, Nuka-World!) I'm backing Alex on the extra star: narrative and dialogue absolutely do make the difference in open-world games, even when the immersion factor is spotty. Also, nicely written review, Alex!

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sinjunb

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RESPECT FOR THIS REVIEW SCORE

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deactivated-5e60e701b849a

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I finished this game a couple days ago and, I rarely do this but, I agree with Alex on this one. The characters and the story motivated me to go all the way. I didn't like many of the open world game protagonists of the past but I really liked Lincoln. He's not just filled with rage like Kratos, he's also smart and calculating. (Donovan is the best character, though. Maybe the best new character of the year, even.)

Even through the missions are repetitive, they are varied enough to be still enjoyable and the gunplay is really satisfying.

The game kicked me out a couple of times on the PC, encountered a number of bugs and some of the enemies felt too bulletspongy but these issues were not enough for me to quit.

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Docman

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Well written review Alex but I really didn't expect a 4 star, I started out liking this game a great deal and being really turned off by the end, the gameplay of the "missions" is beyond monotonous and there's nothing to do in between them. The story is the highlight of the game by far but even that starts to waver around the midpoint, especially when you're doing way more crappy repetitive missions per cutscene. I spent half my time in that game bored, I couldn't recommend it.

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AiurFlux

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Yeah. I could not disagree more with this review to be quite honest. The story, while it had some good highs, also had a lot of lows caused by the bogged down structure of the game. The idea of going to a place, like the Bathhouse in the Downtown zone, to complete a mission then going back there again to finish the chain is fucking boring. The idea of having to grind out fetch quest missions where you drive from let's say the scrapyard zone that the Irish take over, down to the Bayou to get a pickup with moonshine, then all the way back to where you just were is fucking boring. The lack of a fast travel system through taxi cabs is terrible. It just isn't a fun game imo.

The realistic and proper portrayal of racism in the late 60's aside, which honestly should not be a feather in any form of media's cap it should just be fucking done for accuracy's sake, the story wasn't even that interesting either outside of when you get past the first 3 districts and all the underbosses are introduced. The big bosses of each district had some interesting missions, like Uncle Lou with the riverboat and Green River blasting or the end mission with Sympathy for the Devil playing, but I think that's more because of the excellent soundtrack over the quite honestly middling game that the soundtrack was a part of.

In the day of GTA V, RDR, Saint's Row, hell even Sleeping Dog, and etc. I need much much more from an open world game. I need mechanics that make sense, a plot that isn't hampered by repetitive grinding, and I need a way to get from A to B in the game quickly without having to drive all the fucking time with the end result being me wanting to put a shotgun in my mouth and pull the trigger with my toe. It's not an abysmal game, don't get me wrong, but it's far from being anything revolutionary or innovative either. All this shit was done in the Godfather 2 game last gen from EA, and done better I might add. That game was a piece of trash, but at least it ran with something kinda new, this just imitates that rather poorly.

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Meanstreet

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I'm glad I don't have to write reviews because Mafia III would be the hardest 3/5 I ever had to give. The story, the characters and the world are all fantastic but they're bogged down by the horribly repetitive filler missions that separate them.

@alex Sorry for pointing it out but fourth paragraph, I think you meant "discrete areas"?

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deactivated-5f9398c1300c7

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@humanity said:

After having about 1 or 2 districts to go I am playing almost begrudgingly at this point. The insanely rote and repetitive gameplay wears thin in the first 10 hours and gets worse as you grind on without any significant change to the formula. It's like they spent 16 months building that excellent intro and then someone from publishing burst in through the doors and said "this needs to be on shelves in 3 months!" and they had to scramble to get it finished.

I love open world games. I enjoy most of the Assassins Creed, had a ton of fun in Sleeping Dogs and even really enjoyed pretty much everything Watch_Dogs had to offer. That said Mafia 3 just takes it several steps too far. It's a solid 3/5 but anything above that is being really, really generous. Unless you really get into the setting or story the gameplay does not in any way support it throughout your stay.

Mafia 2 was criticized for it's lack of open world activities but man I would vastly prefer if Mafia 3 followed the same structure of story mission after story mission than this checklist approach they went with.

Unlike Mafia 3 which doesn't convey its setting and themes through gameplay, Mafia 2 lacked content and open world activities because it was trying to show America as a land not so opportunistic. You just do tasks for people that are boring and menial, or are violent and criminal. It's a world that looks like it has opportunities, only to begrudgingly take it from you. The American Dream.

Mafia 3 just doesn't fucking do that. It thinks Mafia is about good voice acting, cutscenes, and mature themes. Those things are important, sure, but in a video game you just can't tell, you have to show. Show us these things in gameplay, show us these things in the mission structure and world design.

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DenJ

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Great review. Really enjoyed reading that. Thanks Alex

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Klager

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This game is a 3 on a good day, and that's if the studio even bothers to patch it for another year or two, which it sorely needs.

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Edited By larmer

Well deserved 4. I've been loving this game it will surely be in my top 5 this year. Maybe even top 3. I acknowledge the criticism. It has issues, but I really enjoyed the core gameplay and the story. It was fun and the story was well-crafted, but it was drawn out too long and on rare occasion technical issues were very frustrating. The repetitive nature of the gameplay didn't bother me as much as it does other people since I really liked it.

most situations still require at least a few bullets fired

I would disagree. I got through most situations with the stealth. It's not a MGS 5-level stealth game but it's really not that difficult to play it almost entirely stealthy. There are few scenes that require gunfighting.

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audioBusting

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I know it's a typo, but I like the idea of Lincoln Clay simply shooing the bad guys away for his revenge.

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WrathOfGod

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Alex, thank's,

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deactivated-58d0fe182d7c0

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@captain_insano: Yes because that was an actual accusation on my part /sarcasm

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jedikv

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You may tolerate the issues but i wouldn't dismiss other people's concerns about the technical issues as 'overblown'. The fact that to get high framerates with a decent card involves turning the settings to low and the numerous bugs in the game is big red flag as to their quality control. (That being said, you're well within your right to enjoy the game despite these issues :) ).

@razzuel said:

Great review, Alex! I agree with everything you wrote here. Also, I feel like the PC stuff is overblown. I played Mafia 3 on PC and in my 37 hours, the glitches I saw were in line with what you experienced. There do seem to be some optimization issues, but playing the game at a solid 30fps instead of 60fps ended up being fine.

P.S. I hope Donovan comes up during the GOTY talks. :D

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monkeyking1969

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Okay, I might get this now.

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allyc31

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Edited By allyc31

Dear lord, please don't let that gamespot mentality of 'this review score is wrong? You gave it 4/5 when it's clearly 3/5 etc' creep into GB.

Nothing against Gamespot btw, I love their site. But the message boards in their very well written reviews are friggen toxic.

Great review though @alex. I might give this one a miss until it's on sale though

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DHIATENSOR

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@blackspur: I think this must be a really hard game to score and in the end its going to depend on what's most important to the reviewer. For every upside to Mafia 3 there's a downside too. For me, the quality of the story presentation just about rescues it from the dullness of the mission design, but I can totally understand if someone feels otherwise.

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Edited By carmyncross

i recognize every issue with this game, and can fully understand people not liking it, but not only did i play it to completion, i played dozens of hours going for a (very unrewarding) 100%. i feel much the same way about it as i did about sleeping dogs, another underdog open world game that seemed to come out of nowhere and punched above its weight. i thought the story was, although a pretty standard crime revenge tale, presented extremely well, with a lot of great character writing and some outstanding performances from the cast. it's a shame that the bulk of the game structure was so repetitive, because i thought the base gameplay was pretty good (the shooting in particular feels meaty and visceral in a way a lot of games fail to capture) and some of the larger story missions that take you to unique locations are very well done.

i feel like they had a lot more ambitions for this game than the final version ended up being. there are a ton of fully modeled stores marked on your map that you can enter, but you can't buy anything. there's a chance one of your underbosses can turn on you if you don't divvy up the city fairly (which i feel like is impossible--there are six districts and three underbosses. do the math) which ends up feeling like a shell of a much grander loyalty system. the city is very large and all districts have a unique look and feel to them, but instead of being populated by meaningful side content its full of ubisoft-style icon barf copypaste objectives and meaningless collectibles. i would love to hear from the developers about what plans they had for the game originally.

they probably would've been better served making the game half as long as it is. it might have ended up feeling pretty anemic as a modern open world title, but it would've let the real strengths of the game--the story, the performances, the shooting, the big scripted assassination missions--shine without being bogged down by repetitive open world design that feels like it came from a middling ps2-era gta clone like the godfather or scarface: the world is yours. were i reviewing this i would probably have ended up giving it a 3/5 after a lot of internal debate. the stuff it does well, i feel like it does very well, but the flaws are too numerous and at times overwhelming to call it great rather than just good.

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Lumbermancer

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Scores are dumb and arbitrary.

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Humanity

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Edited By Humanity

@tru3_blu3: for me it's not even a matter of conveying themes, it's the lackluster mission structure and limited minute to minute gameplay. Unlike say Assassins Creed or even Watch_Dogs, Mafia 3 doesn't really vary up what you do. There is no verticality to anything, you are simply walking around or taking cover behind boxes. You either approach another random warehouse of baddies stealthily or not, and there is no reward or penalty for either approach. Sneaking around is fun for the first few hours but once you realize just how many times you need to repeat the same basic objective of killing everyone in area A and then bus up crates or pick up a bag of cash, the idea of taking your time and stealthily approaching the situation is a time sink that you just don't want. Especially since like I said there is no bonus, no discernible difference between the two approaches.

Likewise the gunplay and stealth don't evolve one iota throughout your stay. You get the whistle early on and thats it. You can moronically leash guards behind a corner one by one but thats all the stealth you get. You can't climb buildings to approach things differently. There are no special abilities or skills to unlock. Anything more creative leads to a full out alarm where enemies simply zero in on your location.

Some of the mission structure is also criminally bad (pun intended). You take out the two mini-bosses in a district and the game tells you to drive 3000 miles to Donovan to "get more info.." on your final target.. and then you get a marker to drive 3000 miles back to the same place you started from in order to take out the main boss who is typically in a location you already cleared out as one of your previous objectives. I mean the world simply isn't that good looking or lively to warrant these road trips. You don't even get a phone call on the way there or on your way back with some story exposition - its JUST driving. Someone literally thought it would be an awesome idea to make you drive 5 min across the map, and it's ALWAYS way across the map, and then back again for no discernible reason.

Then theres the divvying up of the territories which is a terrible system that makes no sense. Why bother letting you choose who gets what of any given area when at the end you're forced to give all of it to a single person anyway. I can't even spec the way I want in fear of pissing one of my "companions" and having them leave, which I can only assume is a possibility. So hey this time around this entire district goes to Cassandra, not because I really want that shotgun, but because I skipped her twice already so I goes now it's her turn although I'd much rather get the health boost from Vito instead. It's ridiculous. The whole notion that you're working with people that all seemingly hate each other is poorly thought out and goes against everything that these games have been about - mainly building a family. Here it's more like an uneasy truce out of convenience, but it's really just Lincoln strong-arming everyone into helping him with his personal agenda. I haven't beaten it yet, so maybe this will change but after 25+ hours I don't think a sudden change of heart will work really well either.

I could go on and on.. it's a fine game when it wants to be but it feels so unpolished and unfinished in so many places with so many baffling decisions along the way that the few really standout elements get drowned away in a sea of mediocrity and downright bad design.

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Subscryber

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Surprised by the score. I couldn't even continue playing after the open world showed up and I realized how cookie-cutter the missions preceding the big hits were. It was painfully boring and I just stopped all together. The story surely wasn't worth it.

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wildpomme

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Edited By wildpomme

@jedikv: When I wrote that, I thought someone might interpret my comment in that way; for that, I apologize. I wasn't dismissing other people's concerns. I used the word overblown because when Mafia 3 was released the game was being metabombed and the Steam forums were overflowing with hate rhetoric and how this game is complete trash because it had a 30fps cap.

There do appear to be optimization issues, but I don't think that's something we can truly know without knowledge of the source code. Granted, I am fortunate enough to have a 6700K and a 980 Ti, so as long as I was playing at 30fps, I didn't see much of an issue.

I do think people are too quick to bring out their pitchforks and armchair analysis though. Deus Ex Mankind Divided had a similar outpouring of hate with its performance on PC. Maybe that game has optimization issues or maybe it's targeting hardware no one has. People don't seem to understand that just because someone can't run a game on ultra, doesn't mean the developers are incompetent.

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ajroo

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I found the first few hours of Mafia III gripping. The rest of the game, "meh".

I give it 648,339 stars out of 1,056,476.

BLAM!

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mehrdadkazem87

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Great review. Thanks, Alex.

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bartwux

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Great, deep review. Very fair. I feel the same, the game has some awesome shooting and a great story setup and presentation, yet is kinda held back by technichal problems and a structure that comes at times to close to your typical open world busywork. While I can see some people complaining about the lack of variety, I also liked the games focus on revenge. You are here to kill them mobs, you don't have time for playing arcade games, tennis, golf, doing yoga and you don't care for a new haircut or beard, you don't do street races. Cool game, difficult to rate objectively, and I think Alex did a phenomenal job doing just that.

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johnnyspectre

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@baldurs_great: "The cutscenes really were like watching an HBO show (and made me wish it *was* an HBO show)."

Couldn't have said it better. I ended up trading the game before I got to the end (was about halfway through and I intend to pick it up cheap later on), but through my entire playtime I was thinking "I wish this was a Netflix show because I would watch the shit out of it".

It's the first time I've played a game and found myself frustrated that friends and family who don't like games won't get to experience narrative and performances that I know they'd enjoy in another medium.

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spookytapes

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Edited By spookytapes

I liked this game a lot and agree with this review. I might have gone 3 stars, mostly due to technical problems I had (many many hard crashes on PS4) and the very repetitive mid-section of the game, but I still really enjoyed it overall.

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Wagrid

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a big battle on a sinking riverboat as you hunt down big boss Sal Marcano's Foghorn Leghorn-sounding dumb ass of a brother.

SOLD

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DostoyevskysShamblingCorpse

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Alex you have no idea how happy it made me to see this review! There are a lot of things this game that fall flat, and a few really mediocre systems, but overall I love its narrative ambition and find myself drawn into the world the more time I spend there.

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zombievac

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Edited By zombievac

@zaldar said:

Eh you gave it to much leeway due to the racism portrayal. I understand why and somewhat sympathize but don't agree that should make up for what is really a bad game. Especially when played on PC and compared to PC open world games. Rock Paper Shotguns review seems more in line with accuracy to me.

I was frustrated by hearing all the technical issue, and it certainly doesn't quite run as well as it should - but overall it's ok. But I was, happily, able to get over 60 FPS avg on the highest settings, 1080p, so I can't be too critical. I have had 3 crashes over the 15 hours of play or so. It doesn't seem to have 5.1 audio for me, even though it works in everything else and I've tried a million things. So there is work to be done technically.

I can also see the half-baked nature of much of the content. A lot feels rushed or thrown in for artificial length. But that's avoidable by only doing the special repeating side missions a couple times.

However, it has REALLY pulled me in. I'm having a great time with it, even just driving chasing cars and fighting similar dudes over and over, because the combat just feels good. I like it a lot more than I feared I would. I agree with Alex's review here, it's not perfect but I'm really enjoying it. A lot more than Sleeping Dogs, for example (which I liked... but I don't understand peoples' love for that game and disdain for this one, when Sleepy Dogs had the same issues with repetition... IMO actually it's more repetitive than Mafia III and the combat in Sleepy Dogs isn't as fun since it's SO repetitive and easy).

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Acornactivist

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I want to like this game a lot more than I do. It has some REALLY good ideas and concepts, and sometimes it absolutely nails it. But I'm bogged down so hard in the slog right now, and I really just wish I could jump from cutscene to cutscene.

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blacknitecrash

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Being one of the 8 people bummed about there being no Assassin's Creed game this year, this game is filling that void quite nicely. The AI is so incredibly stupid that I am having a great time finding new ways to lure them to their death. It's all so dumb and satisfying. And the setting and soundtrack is pretty damn great too! Why did it take this long for Steppenwolf and Otis Redding songs to make it into a video game?!

With some more polish and variety, the next game could be something special. It all makes me hope that Mafia IV will take place in 70's New York.

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poser

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@df-1: I liked it too. Call me jaded but I rather play a game that tries and fails doing something interesting, than a polished safe version of the same old shit.

Also this site tends to favor games that play it safe, so this review is very refreshing!

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nasher27

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Edited By nasher27

My favorite game of the year so far, I absolutely loved every second of it.

It seems I managed to avoid the repetition complaints because for the first half of the game I played it much like a stealth game. It's very much possible to take out many if not all of the objectives without firing a bullet contrary to Alex's line in the review. This definitely gets harder later in the game, so that's when I started relying more on the surprisingly robust gunplay (which is also more enjoyable later in the game with better weapons and upgrades). This seemed to keep the action varied enough for me to still be thoroughly enjoying it all the way up to the end.

As a bit of an aside here, I would recommend anyone who still wants to play the game to try and NOT use the whistle mechanic. It's overpowered to the point that it's broken. I found the stealth gameplay much more satisfying and enjoyable when I was forced to learn enemy patterns and strike when presented with small openings/opportunities as opposed to whistling every guard to their certain doom which is entirely possible, and boring. This also confines you to a limited two or three knife-kill animations (from behind a corner), when man there are some good animations with that knife if you approach people from the front or side.

The game is not without faults though. Most of my complaints are technical ones; I had the game crash on me on XB1 more times than I could count. The game has a pretty generous auto-save feature as far as hard progress is concerned, but even this is not enough at certain points. On one occasion I drove to the southern tip of the bayou, stole a truck for a side mission, and had the game crash on me two separate times as I was driving the truck back, forcing me to reload and drive all the way back to the tip of the bayou again.

That said, I enjoyed the world and story and characters enough to get me past all this, and man are those knife takedowns ever so satisfying.

P.S. Donovan for Character of the Year

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dave562

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I just finished the game and I really enjoyed it. I was playing it on a PC and I did not see any major technical glitches while I was playing. The graphics were amazing. At one point, I completely forgot the game and spent a good minute or two just driving around and watching the reflections of the buildings on the hood of the car. (FWIW - I have an i7-6700K and a GFX 970)

The game engine did feel a bit dated. Any game where I cannot jump tends to really break immersion. The engine has the 'vault over cover' option, but there are plenty of places where you'd think you should be able to vault over a wall or other obstacle, only to find that the devs felt differently.

Driving in Simulation Mode is one of the better open world, driving engines I have played lately. The cars truly do handle as you would expect a 1968 era vehicle to handle. After a certain level of upgrades, Lincoln's original car is just putting out too much torque. It is amusing for a few minutes, but I switched out to a more balanced vehicle.

I agree with some of the repetitiveness of the missions. About half way through the game, I bumped the difficulty up to Hard and stopped using cover so much. The carnage and AI reactions to being shot are excellent. It is very visceral to be in there with a pistol, putting a round or two into somebody's torso and then finishing them off with a head shot. Or challenging yourself to head shot everyone without aim assist. I wish that they had made the enemy AI a bit more challenging for the Hard mode, but it was difficult enough that I couldn't just blindly rush in, guns blazing and count on living.

I really liked how they developed the story line. I especially liked Duncan's character, and the scenes with him in Congress. The story did not gloss over the Vietnam war, and there were a couple of references to, "Lincoln is just doing to Marcano what you trained us to do to the Vietnamese."

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dave562

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But I really do think the story and performances are so underappreciated. I read a lot of "yeah the story's great BUT...", which I think sells it short. It's not like I play every game that's released, and maybe I'm not remembering some obvious examples, but I haven't seen a better combination of motion capture, character animation, voice work, script, and acting in any game ever.

...

And while it wasn't quite the best story I've ever played, it was fresh and complex enough that it still ranks quite high, with emphasis on the documentary-like presentation.

This right here is so spot on.

I kept playing the game for the story. Every time I found myself getting bored and thinking of all the other games I have to play, like Civ6, I stuck in there and cranked out one more mission, or completed one more side quest.

The combination of the story, and the combat made this game. The combat really is satisfying because of the effects. All the way from the way the enemies twist and turn depending on which side of the body you hit them on, to the way they limp if you shoot them in the leg, drop their weapon if you shoot them in the arm.. or their head explodes when you hit them in the face. The combat it's not super difficult, but on Hard, it is not an extreme cakewalk either.

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dave562

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@extintor said:

Coincidence. I posted my review to the site for this today also. I loved so much about this game but the mid and late game design and pacing was just too negative overall for me to go as far as making Mafia 3 a recommendation. I think I had a very similar overall reaction to the game as you did though. The game is quite a technical achievement (minor bugs aside), and the narrative work is strong. The repetition of game play and structure was just a bit too much by the end of it all. I was glad to finish and have the game done by the time I got to the end.

I felt the same way about the end.

I knew that I was done with the game when ...

Faced with the option of leaving my partners alive, or killing them, I decided to kill them. And the reason that I decided to kill them was that Donovan's last words stuck with me, "Kill them before they turn on you." I did not want additional content or story line of having to fight them. I was ready to be done.

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EthanielRain

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Edited By EthanielRain

I don't normally like open world games, but have been enjoying this one. Maybe because I'm ignoring most things that I can, and just going straight through the main story beats.

Or maybe because I'm coming off Homefront, which makes this game look better :)

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VeteranGamer

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nice review, Alex. Question... I really enjoyed Mad Max and folks thought that was very repetitive. Is this more or less repetitive than that game? @alex

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ripelivejam

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Edited By ripelivejam

@dave562: jumping in games seems to do the opposite for me. i always feel silly bunny hopping around. dives and dodge mechanics i can stomach a little better. vaulting/climbing is a little less immersion breaking as well. but yeah, at the same time the loss of mobility can feel a little hamstringing.