HueyFreeman
Banned
Or the greatest period piece in gaming history.
I'm not sure that I've ever come across a better established sense of time and place in his medium. The period, music, dialogue, clothing, cars, architecture - it was just like this real touchable open world to inhabit. I'm sure it helps that i have a strong affinity for this period, but the fact that the game came completely out of left field for everyone, only to blow us all away, was maybe the most surprising.
To me, the keys to the games successes were:
1. Commitment to authenticity over gameplay convenience - from the guns to the cars, to getting pulled over for a traffic ticket, this was a specific experience that knew exactly what it wanted to accomplish, and didn't give a toss if it alienated players in the process. It could have gone the wrong way (and maybe it did for some), but to me, it created one of the most compelling gameplay experiences in an open world game yet.
2. Environment design - the attention to detail in the environments was intoxicating. From the feel of the garage before the (infamous) race, to the bar where you make yourself, to the sense of place in the alley when you're walking your future wife home at sunset, the gameplay was all set in lovingly crafted game spaces.
3. Mission design - I think what Mafia 2 lacked that Mafia had in spades was the sense that each mission was it's own beast, and asked something unique from the player. While there was certainly going to be driving and shooting involved in most, there was always a sense of cohesion, and it was always relevant to an overall story.
4. A brave ending - Spoilers aside, more entries in this medium need to challenge our expectations like Mafia did.
I'd love to see Mafia re-created for the current generation, as any console player that got their hands on it received an unfortunately neutered version, and missed out on one of the great period games. It was said to see Mafia 2 fizzle as it tried to re-create what made this entry special, but like so many great games, it's hard to put your finger on why.
I'm not sure that I've ever come across a better established sense of time and place in his medium. The period, music, dialogue, clothing, cars, architecture - it was just like this real touchable open world to inhabit. I'm sure it helps that i have a strong affinity for this period, but the fact that the game came completely out of left field for everyone, only to blow us all away, was maybe the most surprising.
To me, the keys to the games successes were:
1. Commitment to authenticity over gameplay convenience - from the guns to the cars, to getting pulled over for a traffic ticket, this was a specific experience that knew exactly what it wanted to accomplish, and didn't give a toss if it alienated players in the process. It could have gone the wrong way (and maybe it did for some), but to me, it created one of the most compelling gameplay experiences in an open world game yet.
2. Environment design - the attention to detail in the environments was intoxicating. From the feel of the garage before the (infamous) race, to the bar where you make yourself, to the sense of place in the alley when you're walking your future wife home at sunset, the gameplay was all set in lovingly crafted game spaces.
3. Mission design - I think what Mafia 2 lacked that Mafia had in spades was the sense that each mission was it's own beast, and asked something unique from the player. While there was certainly going to be driving and shooting involved in most, there was always a sense of cohesion, and it was always relevant to an overall story.
4. A brave ending - Spoilers aside, more entries in this medium need to challenge our expectations like Mafia did.
I'd love to see Mafia re-created for the current generation, as any console player that got their hands on it received an unfortunately neutered version, and missed out on one of the great period games. It was said to see Mafia 2 fizzle as it tried to re-create what made this entry special, but like so many great games, it's hard to put your finger on why.