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 Gameguru Mania News - Aug,24 2010 -  
Mafia II Reviews Roundup - briefly
(hx) 12:14 AM CEST - Aug,24 2010 - Post a comment
Mafia II reviews are flowing out today, and it seems like many agree that this game is pretty average with a great story, but not as great gameplay. The release is set for tomorrow in the US (August 24) and this Friday in the UK (August 27), but if you have had the chance to check out the demo, or read this when you get your bloody hands on the game, how do you rate Mafia 2?
  • Destructoid 6.5/10 (PC & Xbox) 7.5/10 (PS3) - While for this review I played the game to its completion on the PlayStation 3, I spent some time with both the Xbox 360 and PC versions for comparison. It needs to be said upfront that the PS3 version of Mafia II is the least visually impressive of the bunch, missing a number of subtle game effects that were pulled from the game, reportedly due to performance issues. With the right rig, you'll get the best visual fidelity on the PC (the “PhysX” stuff, as usual, looks great), with the Xbox 360 version trailing slightly behind.
  • G4TV  (4/5) - How the story unfolds in Mafia II is perhaps the most significant departure from the prevailing structure of open-world games. While the city is freely traversable, there is minimal reason to do so, with little need to buy items or take on side jobs. Missions are doled out one at a time, eschewing the “choose-your-order” style of other games and for good reason: this is what keeps the narrative so strong and compelling. 2K Czech has a story to tell and to break it up into self-organizing tidbits would only serve to dilute it.
  • Game Informer 9/10 - Mafia II suffers from some other minor annoyances as well. The game relies heavily on cutscenes, and sometimes doesn't know when to draw the line between interacting with the world and triggering a cutscene. I shouldn't take control of Vito as he wakes up only to jump immediately into another cutscene when I pick up the ringing phone. The NPC intelligence during missions is also troublesome. In one mission I had to tail a car to find out where it was headed, but the driver got into an accident and the mission failed.
  • GamePro 3.5/5 - Most of Mafia II's memorable moments come from the cinematics and not the actual missions, which consistently lack exciting gameplay opportunities. Cover-based gunfights dominate much of the action, with occasional stealth segments, but the action feels very rote and familiar, and doesn't stack up to the combat found in other titles. You'll also be forced into fistfights at various points, but the stiff and simplistic controls feel underdeveloped, making these encounters feel like a chore
  • Gaming Nexus B - At first glance this may look like any other Grand Theft Auto rip-off, but Mafia II is significantly more linear than Rockstar Games' popular franchise. This is not one of those open-world games where you choose which missions you want to go on and when, instead all of the levels are to be played in order. There are 15 chapters in all, each playing out exactly the same way no matter how many times they are played through. Players can still explore the Empire Bay (yet another fictional New York City), but I found the game was always pushing me complete the level and move on to the next chapter.
  • IGN 7/10 - Mafia II is an interesting mobster tale with some great voice acting and cool cutscenes; if you have a 'made man' itch, feel free to scratch it here, but be prepared for a pretty standard third-person shooter in the gameplay department. The 'take cover, kill everyone, do it again' mechanic didn't wow me, but it didn't let me down either.
  • Joystiq 3.5/5 - And there is a lot of driving. Most every mission is framed by a long drive to a start point and a longer drive home after the job is done. Usually, there's some driving mid-mission as well. The problem's compounded when you have to repeat long driving sections thanks to checkpoints that are so unforgivingly infrequent it seems silly to even refer to them as such. Worse, this is the late 40s and early 50s, so you'll only rarely find a car that's fun to drive.
  • Planet Xbox 360 9.3/10 - The gunplay is strong for what it is, even if the A.I. can be a mixed bag, especially the dim-witted cops that can be lost with a simple turn. The world has been captured pulling much of the essence of the ‘40s out of history books and firmly spread throughout the entire experience. Even if you don't become fully immersed in the gunplay, you'll easily be pulled into the suspenseful build of Vito's entry into the mafia. Storytelling is king here and Vito's entry into the mob families is more than compelling enough to warrant a trip to Metropolis.
  • VG Revolution 7.6/10 - Mafia 2 looks great and the many years spent building the game's unique engine has paid off for the most part. Character and car models look great, and the environments feels great. Each section of Empire Bay has it's own unique style, be it the Port or Little Italy. Areas that are run down will have alleys filled with trash and look much dirtier then the richer areas. As the years unfold you'll see changes, like posters changing on the walls or just the attitudes and look of the citizens. The city is also fairly alive
  • WorthPlaying 8./10 - The biggest problems we faced with the game, however, were the bugs. Some, such as falling through the floor in Vito's apartment, were minor, but others were game-breaking to the point that they required reloading from a previous save. For example, in one mission Vito needed to take out a security guard at a desk before he set off an alarm. Sneaking up behind the guard and executing the move would start the stealth kill animation, but then the guard would inexplicably get up (with Vito now choking thin air), set off the alarm and then proceed to get choked by an invisible set of hands. In another mission, one of the thugs we needed to kill spawned outside the game map, making it impossible to continue. Topping the list of bugs, though, is the AI directing the NPCs where to walk and how to behave. On multiple occasions, we saw NPCs standing in place as they walked into an obstacle, such as a desk or a door, with a complete inability to walk around or simply open the door. 
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