GamesCom'09 gave us the opportunity to witness 2K Games' Mafia II in action and from what we saw came away suitably impressed with what the Czech team have come up with. The original Mafia was a pretty decent offering, although fairly basic compared to today's standards and a more story driven experience all round. Mafia II seems to project the world of the gangster in a far more open manner yet still retaining an air of realism.
Let's recap on the basics. In game you play as character Veto, an Italian American on the poverty line looking to make it in the land of opportunity. Starting out as a petty criminal, Veto's path crosses with the American Mafia and so joining the family and rising up the ranks is the order of the day for us gamers. Nothing new, and quite predictable in fact, yet the execution and the means to getting there are somewhat less clear cut and more open to suggestion so to speak.

The game is set within the fictitious Empire Bay which is loosely based on New York City in the 1940s. The city offers some 10 square miles of gaming space, 20 distinct neighbourhoods and the choice to embark on the set story or just wander into the city and mess around with the sights and sounds. There are some 100 interior locations within the city and plenty of optional objectives to undertake this time, meaning the outlet for more gameplay surpasses that of the original game greatly.
So, the stage is set against a backdrop of a city plagued with lowlifes, and people going about the daily grind, where Veto fits in neatly as he worms his way around the criminal underbelly. During the event we were shown a fairly lengthy gameplay scene of how Veto can go about his business in Empire Bay.
The first element we were shown was a situation in the Mafia safe house where a mission was accepted via telephone. You know the usual fare, go meet someone, pick up some tools and then head on over to a garage and blow up some prized vehicles to send a message to a rival. Nothing new there, but what really captivated us was the level of detail, the build up and execution of how the mission panned out. The safe house was pretty relaxed as Veto got dressed and headed out to pick up some tools. What did raise an eyebrow was a naked woman having a shower, and being able to simply stand there and ogle her if desired. Maybe a little perverted, but added a neat slice of realism to what could have been a lifeless safe haven.

More interactivity awaited outside as Veto was presented with a situation with a hooker (who had previously been in the safe house) and an irate motorist. It seems the hooker had rear ended him at a junction and he was now demanding payment for damage to his vehicle. The situation looked like it was getting quite heated but at this stage the player is given a choice to simply ignore or step in and take charge (one of many side missions available in the game we were told). Stepping in allowed us to witness the game's impressive melee combat system, of course there are guns and other weapons, but with the keen eye of the law around every corner, using fists is less likely to draw attention to your antics. As you'd expect there's blocking, hard and light attacks as well as counter moves and finishers. The animation looked very smooth and each blow looked like having enough weight to it to cause suitable damage.
Moving on, the next part of the demo after flooring the motorist and flirting with the now thankful hooker showcased how the law handles situations. Naturally you can't wander around with guns drawn out and not expect to get some heat, so a situation where two thugs armed with knives blocked Veto's path was presented. Some tough words were uttered, but after drawing his gun the two would be assailants backed off and ran away, although the action itself drawing the attention of a nearby police officer. Luckily you're able to shake off the police in a number of ways, remembering it's the 1940's where hi tech tracking isn't available. Escape feels more natural and although you can hide, changing clothes is probably the best course of action as you enter a store and get suited up, thus losing your wanted level. Running away isn't the only option and in the case of bringing out the guns you could bribe officers, produce a valid gun licence if you have one or simply gun down the inspecting officer and hope you can escape.
Stealing cars is also an activity that offers some choice, because you're able to simply smash the car window and hop inside or better yet enter a mini game and pick the lock, offering a less risky choice of entry. The last part of the impressive demo showed Veto entering the garage compound where the cars needed to be torched as part of the mission. Some stealth mechanics where showcased here as players could hide behind boxes and sneak take down enemies (either KO or by killing). The game uses a line of sight feature and with no actual on-screen prompts to say whether you're in stealth or not means you've got to react to how your opponents behave to gauge how stealthy you are. The demo made it look pretty simple.

Once Veto had disposed of the patrolling guards some impressive physics were shown. The Illusion Engine offers some very destructible interior environments and once the petrol bombs were let off and cars exploding, the garage turned into a pile of destroyed beams and debris. Very impressive indeed. The final part of the demo was escaping from the police in a vehicle. Like the on foot element, a line of sight feature is employed. It's entirely possible to lose your pursuers by simply hiding in a side alley as you watch them drive past unaware. It looked very natural and a lot more realistic than similar games offerings. A quick stop off to one of the mechanics shops to customize the vehicle and one wanted level is vanquished. You can tailor your prized vehicles to how you want them and we were informed you won't lose your most precious should things get nasty.

In closing, we were suitably impressed with how Mafia II is shaping up, and felt that the more open nature of the game will win over a new set of fans. There's a lot of detail and realism present, but the whole gangster element looks like being realized very well. Sadly we're all going to have to wait until 2010 before we can sample its delights proper, but we can assure you the wait will be well and truly worthwhile based on what we've witness thus far.
Preview By: Robert Cram
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