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Reviews

Beauty Abounds in Mafia: The Old Country, But Nowhere to Wander

The open world of Mafia: The Old Country feels incredibly hollow despite vastness.

Mafia The Old Country
Screenshot of Mafia The Old Country courtesy of Hangar 13 and 2K.

Mafia: The Old Country showcases a world rich with visual character. Furthermore, the game’s setting immediately immerses players in the evocative atmosphere of Sicily at the turn of the 20th century. To create a place that feels genuinely alive and historically resonant, the developers meticulously crafted stunning landscapes, period-authentic vehicles, and compelling characters. So, why does this visually impressive open world ultimately feel so devoid of meaningful engagement beyond its core storyline?

The Path Well-Paved, The Fields Fallow

Players traverse The Old Country‘s beautiful map, soaking in the sights as they journey between locations dictated by the main narrative. Yet, even though the game possesses a lovingly rendered open-world structure, it still feels “empty.” Specifically, players aren’t given much incentive to deviate from the strictly prescribed paths laid out by the central narrative involving Don Torrisi and his associates. It seems that the game actively discourages exploration beyond the acquisition of a limited number of collectibles. Typically, these items exert no tangible influence on gameplay mechanics or progression, making this limited exploration even more bizarre.

The Old Country lacks optional side quests that offer alternative narratives or challenges. Additionally, players discover they have no opportunities to earn additional currency through side activities. More disappointingly, optional races to utilize the game’s impressive array of horses and automobiles are also not included. Due to the absence of these common open-world elements, player agency is limited, and the world is reduced to a largely scenic backdrop. Furthermore, freely exploring the game’s beautiful setting proves rare throughout the campaign. Sadly, players can likely count on one hand the chapters allowing unescorted travel to objectives at their own pace.

“Exploration Mode”: The Game Admits It’s Empty

Image of Mafia The Old Country, Courtesy of Hangar 13

Players may also find that The Old Country pairs the protagonist with a mob associate, such as Luca or Cesare, effectively shepherding the player directly to the mission location. When players complete a mission, a cutscene often whisks them back to their base, bypassing any potential for post-mission wandering. Moreover, the game frequently imposes a failure timer should a player attempt to stray too far during these brief windows, forcefully corralling them back onto the intended path.

Given the evident effort poured into constructing Valle Dorata, the Old Country‘s design choice presents a stark contradiction. For players to truly appreciate the environment’s splendor without narrative constraints, Exploration Mode must be deliberately selected via the Chapter Replay option on the title screen. How can players expect to have fun in this meticulously detailed world if the primary gameplay loop actively prevents them from experiencing it organically during the main story?

“Are You Sure?” Yes, Mafia, We’re Bored.

Funnily enough, the game seems aware of this mode’s purpose, as players are prompted with the question, “Are you sure you want to explore the world?” when they select it. Players who aren’t driven by the pursuit of the final collectibles needed for an Achievement or Trophy may find that Exploration Mode reveals Valle Dorata as a beautiful but ultimately hollow space. The Mafia series is known for traditionally favoring more compact, putting more focus on urban environments over sprawling sandboxes filled with endless distractions.

Still, the Old Country‘s expansive Sicilian setting appeared to signal a potential evolution. Naturally, expectations of richer interaction have grown after players observe the game’s vast and visually stunning map. Although fans of the series may not look for the overwhelming barrage of activities found in titles like Horizon or Assassin’s Creed, surely the developers can offer something substantive to sustain engagement beyond the final credits. 

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