In the realm of popular gaming franchises, the Mafia series has consistently held its ground alongside titans like GTA and Saints Row. However, while those games encompass vast territories, the Mafia series has always maintained a more narrow, concentrated scope. From the inception of the original Mafia game, the objective was to provide an interactive experience that mirrors the essence of a classic mob film, resulting in a blend of familiar themes and characters. Initially, the game presented an open-world environment where you could drive between mission hubs, but its primary emphasis was on narrative development. For their latest release, Mafia: The Old Country, 2K is persistently committed to this approach. In an interview with TopMob, executive producer Devin Hitch and game director Alex Cox discussed the shift in setting and a refreshed commitment to making combat feel authentic and personal.
Over time, the earlier games have evolved into more contemporary settings, with Mafia 2 set in the 1930s, 40s, and 50s, Mafia 3 in the 1960s, and now, a shift to Sicily in the 1900s. While these games have primarily been set within a fictionalized version of the U.S., this new setting is a departure for the series. However, it may not feel entirely foreign to enthusiasts of organized-crime literature.
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When starting a new project, similar to our usual approach, we revisit the foundation of the project, focusing on the fundamental aspects of the Mafia franchise. This helps us determine what unique elements will characterize the new Mafia game, while also identifying aspects that should remain consistent with its predecessors. In essence, as we examine the Mafia series and the three games already released, they collectively form a narrative about 20th-century organized crime, delving into iconic historical periods that are widely recognized and familiar to a broad audience through movies such as The Godfather, Goodfellas, and The Untouchables. These cinematic masterpieces serve as defining moments in the portrayal of organized-crime history.
Deciding to create a prequel was strategic, offering newcomers an opportunity for a fresh beginning if they haven’t experienced the Mafia game franchise before. At the same time, Cox suggests that seasoned players will pick up on references to future games due to the series having a recognizable, albeit loosely connected, continuity.
The criminal organization known as the Sicilian Mafia is considered the originator of the term “Mafia,” which is now universally used to describe organized crime. This term was first coined in Sicily at a specific point in history for distinct reasons, making it intriguing to explore. We find this fascinating because it offers an unique perspective compared to the urban cities in America we’ve previously studied.
Besides the common allure surrounding other mafias, the lesser-known Sicilian mafia still holds a unique charm and intrigue. For enthusiasts of crime stories, especially those who appreciate this genre, there are unexplored territories waiting to be discovered. This subject matter is less frequently explored compared to other eras that we may have previously delved into. If you’ve watched any of the Godfather films, you’re familiar with how each installment features scenes set in Sicily and the way characters refer to it as ‘the old country.’ This term is often used by American mobsters in crime movies and television shows when they discuss Sicily among themselves.
These popular culture references aren’t coincidental; in fact, Mafia has consistently drawn inspiration from traditional organized-crime narratives like The Godfather and Goodfellas. Cox admits that the series openly displays its admiration, with certain characters and plotlines deliberately mirroring familiar ones. However, as the series evolves, it’s also delving into more unique storytelling.
Over time, we’ve shifted focus to create more unique narratives, according to Cox. Yet, it’s crucial for us to maintain a commitment to players – they are the characters in our films. If you’re a fan of crime movies, you dream of being the lead character, right? That’s your fantasy. Our goal is to strike a balance in our storytelling, offering both familiar elements and original content within our own universe. So we aim to create stories that resonate with both the familiar and the fresh.
In Mafia: The Old Country, it appears that one significant modification lies within its combat system, which seems to be shifting towards a more intimate and close-range focus. Since the inception of the original Mafia game, the series has been known for its grounded narrative, with a rival mob sending a few enforcers to attack your gang being portrayed as a major escalation in a continuing feud. The Old Country takes this concept a step further by incorporating hand-to-hand combat, such as knife fights, which were prevalent prior to the invention of automatic weapons, adding a gritty, up-close feel to the gameplay.
In a rural landscape, where people are deeply connected to agriculture or the countryside, the tools of farmers and poachers play a role in our storytelling. These items help create an image of a harsh, underdeveloped environment, much like the dusty, labor-intensive Sicily you might visualize. To enhance this atmosphere, we’ve incorporated agricultural tools and their associated combat designs. Additionally, Sicily has a rich history of knife fighting due to its agricultural roots, as well as various types of knives designed for specific purposes. Over time, these practical tools became synonymous with Sicilian gangs and organized crime.
The concept of knife fights underwent multiple transformations in our planning process. We initially envisioned using large knives, as big as swords according to Cox’s description, which were reminiscent of traditional Sicilian knife-fighting techniques. However, this approach proved unworkable during development. Instead, we ended up with a more adaptable system that offers various types of knives, each granting unique abilities.
In the early stages of preparation, Hitch explained, they delved deeply into the study of Sicilian knife-fighting. They discovered that this skill was regarded as a form of martial art, and craftsmen in the region took immense pride in manufacturing these knives, both for practical use and as weapons.
We dispatched team members to Sicily for studying the art of crafting those intricate knives, appreciating their unique artistic charm. Upon meeting the skilled blacksmiths who have been fashioning these pieces using traditional methods over the past 150 years, we were inspired by the rich history and techniques they possess. This creative spark ignited during pre-production has now found its way into the game as a fresh mechanic, something we haven’t incorporated before, which we are incredibly proud to see brought to life on screen.
On occasion, that research uncovered gruesome details too. Cox mentioned a particularly gruesome account about an altercation between rival groups, ignited by a dispute over ownership of a church bench. This escalated into a fierce brawl in the town square, resulting in numerous injuries. To convey this level of brutality, Hitch explained that the technical and character artists devised methods to generate realistic blood splatters from fights, these stains appearing on characters’ bodies and clothing. The objective was to create an authentic and intense depiction of violence.
In his words, what stood out in the storytelling was the chance to delve deeper into some of the main adversaries, or as he put it, ‘the bosses’, a feature they had long desired for the Mafia series. As a realistic game without superhero elements, there wasn’t always an opportunity for close-up interactions during gunplay due to the inherent distance.
Cox explained that knife fights offer a unique chance for us to intimately engage with the story’s characters, witnessing their final moments and even glimpsing their expressions during these critical scenes. This level of immersion was something we couldn’t achieve in the past due to technical limitations.
In Mafia: The Old Country, while guns are still a factor, they’re not as prevalent as in previous games, especially Mafia 3. Previously, the game Mafia 3, set in the 1960s, featured a character named Lincoln Clay who was a Vietnam veteran. This setting and his background gave him easy access to a variety of weapons, ammunition, and grenades whenever he needed them. In contrast, Mafia: The Old Country aims to give you a more resourceful feeling, as you’ll need to search for scarce resources and make strategic decisions about their use.
Cox stated that the setting of the game felt incredibly compatible with the harsh, resource-poor Sicily of 1900. To reflect this, we made the resources in the game scarce, similar to Mafia: Definitive Edition. This means players must be more thoughtful when using their ammunition. We also added a feature where enemies can be looted for bullets and other combat resources during gameplay. Additionally, we increased the difficulty slightly to create a sense of survival in these dangerous encounters. Unlike Lincoln Clay from Mafia III who would charge in with a military approach, Enzo must approach combat encounters more tactfully due to limited resources and a higher level of combat challenge.
In some instances depicted, there are intense gun battles reminiscent of Sicily’s history, which Cox acknowledged involved certain creative liberties. Occasionally, you may need to gather supplies and ready yourself for significant confrontations. However, unlike Lincoln Clay requesting a resupply drop, it involves more preparation and possibly searching through fallen adversaries for those supplies.
In the character of Enzo, there comes a time when all the supplies you have brought along begin to deplete, as Hitch explained. At this point, survival instincts kick in, prompting thoughts like, “Alright, I need to find another body to scavenge for more ammunition, bandages, or other essential supplies so I can continue.” This aspect of combat, where resources become increasingly scarce as the fight progresses, is something that Hitch appreciates. It forces players to think strategically and adapt their playstyle, which was a key design goal in our combat system.
Cox explained that the system is designed to be adaptable, meaning resources will diminish as required to maintain a state of scarcity, which in turn sustains a sense of tension during combat. This design also supports the concept of knives serving as your reliable backup weapon, always ready and never depleting its ammo, offering solace in times of great need. The aim is to create a rhythm of various types of combat situations, each with its unique emotional intensity.
In this game, we have planned action sequences that don’t include ammo shortage or similar constraints, as mentioned by Cox. Additionally, you’ll encounter open-ended mission phases where you can decide on your strategy – whether to go stealthy, loud, or choose your own approach to the objective. This aligns with every previous Mafia game in offering a diverse range of experiences from start to finish, much like riding a rollercoaster.
Mafia: The Old Country is coming to PC, PlayStation 5, and Xbox Series X|S on August 8.
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2025-07-24 16:41