Mafia 3 [PS4|XB1|PC]

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The main character not even black:why: Didn't you guys already learn you can't claim biracial people. They could play ball with whoever they want, so we not even on the same page as them.
I don't even know anything about the game but the way y'all acting:scusthov:
Mad desperate and shyt, "See i told you masta wasn't a bad guy atleast he doesn't beat us like the colonel:troll:"
Y'all talking about "giving black men shine" 1st of all the game is about criminals :dahell:Same shyt different day they calling us thugs again:mindblown:
2nd if there is any black males in the game there probably gonna be a bunch of losers that just get their asses kicked, wait till the game comes out before you start stanning:scusthov:
3rd the game might suck then flop:beli:

Americans didn't make San Andreas/GTA franchise, that was pale as fukk Europeans
Americans have never made a respectable black male lead in a video game, they always make him suck on purpose, a corny sidekick, or kill him off and replace him 1st chance they get. Like they used him for attention.
Stay accepting garbage then wonder why everyone say you stink brehs:snoop:
 

Just like bruddas

Couple shooters in the cut.
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Nah I'm good, The Mafia games are only for PC. I won't deal with another horrible port filled with framerate issues, cookie cutter graphics and glitches
 

Westcoastnative

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3eRuPCv.gif


:damn:

Wow, he looks a LOT like Blake Griffin.:merchant:
 

SleezyBigSlim

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Mafia 2 gameplay was a one trick pony. Shoot, take cover, shoot, take cover. This looks to be more of the same:snooze:
 

Kamikaze Revy

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Reinventing The Mob – Breaking Down The Gameplay Of Mafia III

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With more and more game franchises making the transition to an open world, it's tougher than ever to stand out these days. Even for an early innovator in the genre like Mafia, the pressure's on to create a unique experience for players. With our November cover story on Mafia III, we're rolling out a month of content covering the most interesting aspects of Hangar 13's Mafia III. To start things out, we let executive proudcer Andy Wilson and creative director Haden Blackman explain the gameplay loop and what makes the overall experience "hard to compare".

Watch the video below to see more and learn more about the gameplay of Mafia III.
Reinventing The Mob – Breaking Down The Gameplay Of Mafia III
 

Liquid

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I am not sure I understand all the hate Part 2 received. It was fun.

I will be grabbing Part 3 whenever I have time to unwind.
 

Kamikaze Revy

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The New Open-World Philosophy Of Mafia III
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In recent years, many open-world games have evolved to the point that the core narrative tract is dwarfed by the heavy content dump of side quests, collectibles, and random encounters. The Mafia series has always run counter to this trend, eschewing the quest-log overload of titles like Elder Scrolls and Dragon Age in service to its story missions. While this approach kept the focus on the well-crafted set-piece missions, it also robbed the open worlds of their sense of place. Sure, you could cruise around the roads of Empire City and Lost Heaven to take in the sites of these impressively detailed locales, but like being stuck in the middle of an Iowa cornfield, players' options for diversions were extremely limited.

The new stewards of the Mafia franchise, Hangar 13, plan to preserve the narrative focus of the early installments, but at the same time realize the open world provides them an opportunity to grow the Mafia experience in meaningful ways. With Mafia III, the studio wants to merge the best of both worlds.

"We want to use everything Mafia is famous for – which is a really cool sense of time and place, atmosphere, and good story missions – and we can still tell that while using the open world to our advantage," says design director Matthias Worch. That means goodbye sleepy cities, which is a good thing considering Mafia III takes place in a fictionalized version of New Orleans. This bustling, vibrant southern city is a fantastic melting pot of cultures, music influences, and cuisine. The city's well-known traits will be visible in the town, and it won't just be window dressing. Hangar 13 has implemented a system that introduces open world activities while still keeping the narrative focus.

Lincoln Clay is all-consumed by a desire for revenge against NOLA don Sal Marcano, so he'll take any chance to weaken the Italian Mafia's stronghold over the city. Every district of the city has Marcano's mark on it. Using intel provided by CIA operative John Donovan, who Lincoln ran black ops in Vietnam with, Lincoln can identify the rackets present in the area. These illegal activities run the gamut from bribery schemes and drug dens to corrupt construction jobs and money laundering.

"We have a structure that is innovative and allows the player to figure out how they want to attack the mob and how they want to approach tearing down the Italian mob and rebuilding a new mob in its place," says creative director Haden Blackman. "It's very liberating in a lot of ways, and gives the player a lot of choice while still having a strong thru-line so you never feel lost."

Each of the rackets is based upon real mafia activities from the 20th century, so as you work to weaken the syndicate you will actually be learning about a lot of the schemes they've ran over the years. After a racket is identified through working with contacts or noticing the illegal activities on the street (spot a drug dealer and you can probably tail him to the stash), you can start to plot its dismantling. Do enough damage and you will eventually draw out the boss of that particular racket. Taking the leader out deals serious damage to Marcano's bottom line and opens up the opportunity for Lincoln to build his own operation in its place.

"Everything you do, you're making forward progress," Blackman says. "There's not a lot of busy work or asking you to do things that Lincoln wouldn't be doing while he's trying to take down the mob or build up his own criminal empire."

The rebuild starts with Lincoln assigning one of the three lieutenants in his makeshift mob operation to take over the racket. After that, another series of activities opens up for the player to improve that racket. As you continue to build your racket and blow up Marcano's, you will see how it affects your eventual target.

"We do something that is very uncommon in games, but I actually like and I think is empowering, is you see Sal Marcano react," Blackman says. "We have context for why you can see and know this information, but you'll see him react. He's forced to make some hard decisions, and a lot of it goes back to the tactics that Donovan and Lincoln decide to use."

Building relationships with Vito Scaletta, Cassandra, and Burke is a core part of the narrative experience, and each offers the player unique opportunities (which Hangar 13 calls passion activities) for the player to learn about their past while opening the door for unique upgrades as well. For instance, working with Burke, who owns a junkyard in the city, unlocks performance upgrades for his vehicles. Spending time with Vito, the protagonist from Mafia II who was banished to NOLA after the conclusion of the last game, ties up some loose ends players hoped would be addressed in this sequel.

To Hangar 13, that commitment to keeping the narrative at the center of the experience was imperative, and it hopes to prove that this is a viable way of making an open-world game that still feels like it offers a lot for the player to do.

"The act of playing the open world still means advancing the story," Worch reiterates. "It's not divorced where you're either doing something in the open world or doing something for the story. They're going hand in hand. It makes it feel like what you are doing in the world matters, but you're still getting this traditional open-world compulsion loop where you get to choose what you get to do."

To learn much more about Mafia III, click on the banner below to enter our hub of exclusive content that will be posted throughout the month.
 

Kamikaze Revy

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From Mr. Untouchable To Goodfellas – Mafia III’s Inspirations

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Like quilt makers, game developers take little bits of inspirations from various sources of popular culture and history in order to weave the larger tapestry of their games. Set in a fictitious version of New Orleans in 1968, Mafia III has a rich background of influences. We spoke with Hangar 13’s creative leads about the various movies, books, and historical events that help the studio flesh out this colorful world.

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Nicky Barnes
Dubbed Mr. Untouchable, Barnes was an American drug lord and crime boss who ran a notorious New York-based criminal organization known as The Council throughout the ‘70s. Barnes controlled most of the heroin trade in Harlem and learned how to run his organization directly from the Italian mafia. He was eventually arrested and became a government informant.

Hangar 13’s inspiration: “We wanted to show the dissolution and fall from grace of the mob, and them being exposed for who they were, which was brutal criminals,” says senior writer Charles Webb. “It nice to see this sort of de-romanticizing these criminals who seemed like noble members of their community. We keep coming back to Nicky Barnes, who’s interesting because the dude was a cool player. He cut a very striking figure. He was a criminal, but he was also a guy who snitched on his own people and left a lot of bodies in his wake.”

Justified
FX’s television drama staring Timothy Olyphant explores the continuing exploits of a hard-nosed U.S. Marshal who enforces his own brand of justice within his hometown of Harlan, Kentucky. The show has a contemporary setting, but Hangar 13 was particularly captured by the characters and the way people try to work outside the law.

Hangar 13’s inspiration: “Season two of Justified in particular was tonally what we were looking for,” Webb says. “The big thing in that show for me is the importance of family, and even if you want to, you can’t deny it. You cannot get away from that.”

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American Desperado and Cocaine Cowboys
In the ‘80s, Jon Roberts was the Medellin Cartel’s most effective drug smuggler, importing a good portion of the nation’s cocaine through Miami. Roberts was a colorful character who became friends with people like Jimi Hendrix and Richard Pryor, hired a professional wrestler as his bodyguard, and shared a bed with a 200-pound cougar. Roberts is subject of both the 2011 book American Desperado and the 2006 documentary Cocaine Cowboys.

Hangar 13’s inspiration: “The punchline of that is that cocaine built Miami,” says studio head Haden Blackman. “Miami was this podunk, one-horse town before cocaine, and then that drug built the entire city. John Roberts had a very specific vision of what he thought Miami should be, and he helped make that happen. They literally had to buy houses just to store all their money. All of our main characters have a very specific vision of what they think their city should look like, and it’s all very different."

"In a weird way it was kind of liberating, because that guy was so f***ing crazy that you can’t make up the stuff he did,” adds lead writer William Harms. “When we ask ourselves, ‘Is this too crazy to put in the game?’ The answer is usually, ‘No,’ because there is some criminal out there over the last 50 years who has done that, or done something even crazier.”

Jim Brown
Jim Brown was a hall of fame football player and actor who was best known for his record-setting nine-year career as a fullback for the Cleveland Browns. In the February 1968 issue of Playboy, Brown was interviewed and recounted the story of being pulled over by the police in the south while he was playing college ball for Syracuse.

Hangar 13’s inspiration: “He helped ground a lot of things we want to do with the police,” Harms says. “Their alleged crime was that their car threw dirt on some white people. But the only reason that they got out of it was that another cop came by and recognized who Jim Brown was. The way he described it was that the situation was headed south pretty quick. As much as possible we want to infuse the game system with the social climate of the day. Our police are no joke.”

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Goodfellas
Hangar 13 was inspired by several films, such as Bloody Sunday and Bullitt, but one that seemed especially relevant was this 1990 Martin Scorsese crime drama. The film narrates the rise and fall of a man named Henry Hill as he struggles to find his place in the Lucchese crime family between the years of 1955 and 1980.

Hangar 13’s inspiration: “Going back to the romanticized version of the mob versus its erosion, the second half of Goodfellas was great,” Blackman says. “Mafia II was very much Godfather inspired, and it did a great job of capturing that vibe. We’re the second half of Goodfellas where it all starts to erode and Ray Liotta is coked out of his mind and paranoid and looking over his shoulder. There are characters exactly like that in our game.”

Black Power Mixtape 1967-75
Originally lost in a Swedish archive for 30 years, this documentary from director Göran Olsson and co-producer Danny Glover helps encapsulates the urban unrest of the ‘60s revolution. Via a series of original interviews with major leaders of the Black Power Movement, including Stokely Carmichael, Bobby Seale, Angela Davis, and Eldridge Cleaver, the film helps chronicle the evolution of one of the U.S.’s major turning points.

Hangar 13’s inspiration: “It’s a great sense of what black life was like, and seeing that from an outsider’s perspective,” Webb says. “What’s interesting about it is that it’s not just the American life perspective; you’re getting a third perspective of, ‘Here’s how insane our country looks to other countries.’ This isn’t a soapbox, but we want to have that era feel like a real place rooted in a place and time.”

For more on Mafia III, and how Hangar 13 is working to bring 1968 to life or to watch video interviewswith the team, check out our month-worth of cover coverage by clicking the banner below.
From Mr. Untouchable To Goodfellas – Mafia III’s Inspirations
 

The Fukin Prophecy

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Only thing I really didn't like from the gameplay videos was how easily cars exploded by simply ramming into them...

I hope that was just a physics showcase and that shyt gets toned down to realistic levels when the games released...

This franchise is not Saints Row, they have to get the vehicles right...
 
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