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RETAILBIZ: MAFIA II 30 MCV 23/07/10


WWW.MCVUK.COM


Third person gangster sequel promises more machine guns, mob bosses and mayhem…


by Dominic Sacco


IT’S DIFFICULT to believe the original Mafia game was released on PC almost eight years ago – its graphics, gameplay and believable gangster storyline still hold up well today.


The title quickly established a global cult following after release and paved the way for console


adaptations on PS2 and the original Xbox. Over two million sales later and 2K Games


announced a sequel – Mafia II.





“The original Mafia was a great critical and commercial success, and we’re really building on that with Mafia II,” says 2K Games’ UK marketing manager Simon Turner. “We’re confident that fans of the original, as well as newcomers to Mafia, will enjoy the uncommonly high


You often see games coming out in August and doing well, and I think Mafia II will be the one to do that this year.


Alex Cox, 2K Czech


While the original was set in the ‘20s and ‘30s, Mafia II starts during World War II and extends into the ‘50s. The game is again based in a sprawling American city. It adds a range of new features and boasts an entirely new ‘Illusion’ game engine.


production values and the game’s gripping narrative.”


GANGS AND GUNS Mafia II follows the story of Vito – the son of a poor immigrant and a beaten down Italian American trying to escape the life of poverty he had as a child.


Vito soon joins the Mafia in search of wealth and respect, and along with his childhood friend Joe, they begin low- level jobs such as robbery and stealing cars, before rising up the Mafia chain. 2K Games says Mafia II is more of a third person action game that happens to be based in a huge city, rather than yet another GTA-style sandbox title. And the publisher says the game is more rewarding as a result.





“The game has a difficulty curve that is rewarding without being frustrating to gamers,” says 2K Czech’s


producer Alex Cox.


“Its choreographed cinematic structure is used to guide gamers gently without forcing them to carry out tasks. They can explore the city if they want or concentrate on missions – we want players to have freedom, but we’ve placed an emphasis on the overall experience.”


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