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The Legacy of the Mafia Franchise, as Advised by the Builders Who Make It

August 14, 2026
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It’s considerably sobering to assume that the Mafia franchise is almost 1 / 4 of a century outdated. Lots of the individuals who make the video games have been engaged on it for even longer. What started life in 2002 with the discharge of Phantasm Softworks’ Mafia has turn into a major franchise for writer 2K. And, like most different sequence of comparable classic, Mafia has seen its ups and downs. However it’s nonetheless alive and kicking, even now, 25 years later.

Immediately, August 14, 2K releases Mafia: The Omertà Assortment, which incorporates Mafia: The Previous Nation Definitive Version, Mafia: Definitive Version, Mafia 2: Definitive Version, and Mafia 3: Definitive Version. There’s additionally a free replace for Mafia: Definitive Version on PlayStation 5 and Xbox Collection X and S so as to add 60 frames-per-second gameplay — one thing followers have been crying out for for years. It’s a busy time certainly for the Mafia franchise and its developer, Hangar 13.

It’s inconceivable to offer a complete ‘making of’ your complete franchise and all its years of improvement in a single hour-long interview, however I gave it an excellent shot after I sat down to speak to Hangar 13 president Nick Baynes, Hangar 13 common supervisor Roman Hladík, Mafia: The Previous Nation recreation director Alex Cox, and cinematics director Tomas Hrebicek. Roman and Tomas, by the way in which, have labored on Mafia from the very starting, becoming a member of the Czech Republic studio Phantasm Softworks within the metropolis of Brno to form what would turn into the primary Mafia online game. They’ve seen all of it: the acquisition from 2K mother or father firm Take-Two in 2008, the rebrand to 2K Czech, and the merger into 2K’s Hangar 13 in 2017, and they’re nonetheless right here, nonetheless making Mafia video games.

So, for those who’ve received even a passing curiosity within the Mafia video games, I hope you discover one thing fascinating within the interview under. We focus on all the principle video games and the challenges they confronted, get some perception into the choices that had been made on the time, and there’s even room for somewhat Mafia tease for the longer term.

Mafia 1

IGN: I feel the plain start line is at the start, the preliminary premise of what Mafia was getting down to do. Is it attainable to hint that line to the place it’s now and the way it’s advanced?

Roman Hladík: If I am going again to the early instances of Phantasm Softworks, which was the indie studio the place it began, we joined it most likely in 1998, if I keep in mind effectively. It was at a time when the studio was already engaged on Hidden & Harmful 1, the sport, and the proprietor of the studio needed to increase the enterprise and principally set up one other group. So he referred to as a few us, however we had been actually younger people on the time with little or no expertise of creating video games as hobbies. And first we had been fascinated by one thing utterly completely different, however then the proprietor of the studio went to an exhibition and got here again with the thought or with the knowledge that the sport we had been contemplating, many different related video games had been being developed on the time.

We began to consider a recreation that may be about crime, police, perhaps a policeman investigating the crime, however it flipped round afterward. And I feel it was Daniel Vávra who introduced the concept that there could be a robust story, which was not that frequent on the time. And so it occurred that the primary unique Mafia was principally appreciated for the story, for combining the gameplay components and the story.

I do not assume that was a transparent intention at the start. It simply occurred, how the concepts had been coming collectively and what we favored to play and so forth. So it was, I might say, pure ardour at the moment driving us to ship one thing like that. And I’ve to say that we had been all somewhat bit naive on the time. We did not know what we had been going to do. So we additionally struggled quite a bit to complete the sport. It took us 4, four-and-a-half years most likely, and it was all proper again then.

Tomas Hrebicek: I keep in mind we favored the gangster motion pictures, the romance behind it. So we had been watching Godfather, Miller’s Crossing, and Goodfellas. So I feel that every one mixed additionally the thought and we had been beginning to speak about that sort of recreation and the story and benefit from the romantic a part of the gangsters, but additionally to indicate the darkish sides of it. And as Roman stated, this time we need to carry this tremendous robust story, but additionally it was the primary time we began to do the cinematography within the video games. I imagine we had been the primary ones to pay a lot consideration to the cinematics half in that. In order Roman stated, we had been fairly younger, naive, and we had been studying. Myself, I used to be accountable for the cinematics, however I did not have any college on that. I used to be simply watching motion pictures, analyzing them shot by shot. And all of us had been simply studying on the way in which and attempting to do the perfect.

Roman Hladík: And it is honest to say that it was Tomas who introduced the cinematic half to the sport, and he does it nonetheless right now principally on all of the Mafias.

IGN: How did you’re feeling coming off the again of the primary Mafia? Did its success take anybody abruptly? Was there a sense even then that this was going to be a long-running franchise and also you needed to begin plotting issues out in a grander sense?

Roman Hladík: I might say for us as builders, it got here as a shock. We did not count on this unique Mafia to be this profitable. Perhaps the proprietor, Petr Vochozka, at the moment hoped for an enormous success. However I feel to all of us who had been on the crew, it got here as a shock. As a result of ending a recreation — and I feel it is nonetheless the identical — in some unspecified time in the future it feels somewhat bit countless. You’re nonetheless debugging and iterating on the sport and we’re already drained and pissed off. So I might say we had that damaging feeling in ourselves.

However then when it got here out and gamers respect it, it is all the time a pleasure to really feel that suggestions. If the sport is effectively obtained, then you definitely’re getting the optimistic suggestions. So undoubtedly it was, at the very least for me, a shock. And since it was a business success as effectively, it was fairly apparent that we’re going to do the second.

Alex Cox: I began engaged on the franchise a few years after this was, however one factor that all the time struck me is how a lot of a cultural export Mafia was from the Czech Republic, on the time, a rustic that was nonetheless 10 years or so unbiased. And if we take into consideration Tomb Raider and the way that was for the UK as one thing that broke out as a online game property, I feel that is double the case for Mafia from the Czech Republic, from a comparatively small nation in Central Europe, for the video games being internationally profitable was fairly a giant deal for you guys, I assume.

Once I visited the nation for the primary time, I used to be very stunned at how many individuals knew Mafia when, for instance, you are in a taxi and the taxi driver is aware of the franchise. It was a lot, way more excessive profile than I used to be anticipating after I arrived there. So I do not know whether or not you guys take pleasure in any diploma of movie star in a manner that is perhaps shocking to folks exterior of Czech?

Tomas Hrebicek: I might say it took us abruptly as a result of as Roman stated, it took us a lot time to develop the primary recreation. I am not proud of the output till I get the optimistic suggestions from the viewers. So I see loads of issues we will enhance all the time. And likewise I might say the advertising was not again then, it was not that robust in America. And so it was an enormous optimistic shock how broadly and internationally Mafia was identified. In order Roman stated, it was a business success, in order that opened the door to Mafia 2. And I feel Alex, you joined in direction of the top or the center of Mafia 2?

Alex Cox: Across the center, sure. I used to be working for 2K on the time and I joined the undertaking when 2K had been going to accumulate Phantasm. The sport had been in improvement for a number of years with Phantasm as an unbiased studio. Take-Two had labored with Phantasm on many video games earlier than, together with Hidden & Harmful. And so there was an in depth business relationship between the studio and the writer. And since 2K had loads of religion in Mafia 2 specifically, the studio was acquired and Phantasm turned 2K Czech a few years earlier than Mafia 2 was shipped. And that was after I first joined the story as a producer on the time at 2K.

Mafia 2

Roman Hladík: As Alex talked about, it took us seven years to develop the second Mafia, which was much more than the primary one. And why I feel it occurred? After the success of the unique Mafia, we received a sense that now we will do no matter we wish. And the ambitions had been actually excessive. So I might say we arrange the design and the ambitions for our second Mafia actually excessive. After which clearly it was perhaps a bit too huge a problem for the crew to work it out. And likewise the expertise has developed over the time. The competitors was stronger and so forth. In order that was all of the explanation why it took seven years. Properly, once more, we made it in the long run, however it was additionally a very long time and never straightforward time, on a regular basis.

Alex Cox: However you talked about the competitors. It is fascinating, is not it? If we forged our minds again to that point, open world crime video games had been extremely popular. There have been loads of different franchises on the market as effectively attempting to do the identical sort of factor. And there was a transition, wasn’t there? As a result of the unique Mafia was primarily a PC recreation. It was a recreation that was developed on PC. It had a clumsy console port, however really it gained loads of its reputation inside the PC viewers as a result of it was the primary open-world crime recreation that was out there on PC. Clearly had the cinematic method you guys mentioned.

However on the time, the massive problem, I feel, was to maneuver the sport from its PC roots. We had been within the pre-Steam period there. So PC was a comparatively restricted market. And there was a giant business push to make the sport right into a console recreation to get on the market alongside the opposite open-world crime video games that had been breaking out within the mass market.

And that was one of many huge technological challenges, wasn’t it? As a result of midway by means of improvement, there was a giant engine change, wasn’t there? To go from RenderWare to begin with after which onto your individual engine, which contributes to the delays and create numerous complexity and challenges there?

Roman Hladík: That is all appropriate. It was expertise which was difficult, and it was additionally the expansion of the studio, the crew. As a result of once we had been ending Mafia 1, it was round perhaps 30 folks. However then on Mafia 2, we grew as much as virtually 200, if I keep in mind effectively. So it was additionally about managing the larger crew and all of the challenges that are coming with that.

Nick Baynes: At the moment, I feel I am proper in saying your complete crew was in Czech?

Alex Cox: That is proper. The entire crew was in Czech. I imply, clearly the studio’s advanced over the course of time to be way more worldwide, however there was a giant tradition change as effectively, wasn’t there at the moment as I keep in mind. I used to be working for the writer. We turned very way more carefully concerned with improvement when Phantasm joined the 2K group. And I feel there was a giant tradition change for you guys there as effectively, wasn’t there, when it comes to easy methods to adapt to one thing like a extra trendy recreation improvement studio.

Tomas Hrebicek: It was an excellent transition from this simply closed Czech-only studio in Mafia 1, transitioned by means of Mafia 2, partially worldwide as a result of we’ve got cooperation with 2K publishing. For instance, all of the movement seize for the primary two video games had been taking place purely in Czech Republic. After which the English efficiency was performed by dubbing ADR post-pro.

Throughout Mafia 2, we got here already to sound sales space studios collectively and we spent months recording voiceovers, taking part in the true dubbing of the cinematics. And the distinction is de facto seen between the Mafia 1 and Mafia 2. So the cooperation was a lot nearer. After which on Mafia 3, we labored with American actors in an American studio. So there was transition over the video games.

Alex Cox: That is actually fascinating, is not it? As a result of I keep in mind the primary recreation was translated from Czech, Daniel Vávra’s script in Czech, after which somebody within the UK fastened up some typos and textual content points within the script. Within the second recreation, really an American scriptwriter took the script, did not they? And so they spent months and months transforming it and truly working with the expertise within the studio. In order that was a giant evolution when it comes to the inventive high quality of the VO. After which clearly you guys had been working to the VO while you had been doing the mocap, in order that was fascinating.

After which by the point we received to a few, in fact, yeah, we had been doing all of that inventive manufacturing aspect of issues had largely moved to America. So once more, there was I would say a step up when it comes to actually the Americanization side of it. It was fairly uncommon for you guys to be writing American video games and tales set in America from Czech Republic, clearly, with loads of references to TV reveals and flicks slightly than lived experiences.

Tomas Hrebicek: What’s humorous, loads of stuff in unique Mafia 1 is from Brno, just like the church and all that stuff. So we had been simply attempting to get the American feeling from the images from the books, however all of the influences had been taken in Brno, right here round. On Mafia 2 and Mafia 3, we’re in a position already to journey and take the images and actual stuff in America.

IGN: How do you’re feeling about Mafia 2 trying again, good and dangerous? Is there something there that you just assume you possibly can have maybe performed barely in a different way?

Roman Hladík: Properly, it is troublesome to say. I’ve to say that I just like the Mafia 2 quite a bit. As a result of I feel we managed to get the environment of an American metropolis higher than what we did within the first one, for the explanations which Tomas talked about. As a result of no certainly one of us was touring to U.S. earlier than. So with Mafia 2, we already had an opportunity and we tried to do our greatest to seize that within the recreation. It is all the time stylized. The town is far smaller than the true cities, no matter, however I feel we received it in a significantly better manner.

I feel we have been criticized on the time that we’re not utilizing the open world as a lot as we should always. That was perhaps what was dragging our scores somewhat bit decrease through the launch. However it’s fascinating that over the time folks respect Mafia 2 increasingly. They do not see these flaws they usually loved the story, which is nice. So I feel there was somewhat little bit of controversy within the Mafia 2 was launched as a result of it most likely did not match all of the expectations from gamers, however it nonetheless delivered a really stable leisure story and actions, which gamers began to love. I do not know easy methods to say that. It is all the time in regards to the expectations versus the truth, and there was somewhat little bit of hole there. So I want we might ship extra. However as we stated earlier than, it was a difficult undertaking for all of us and we did our greatest, and that is what was launched in the long run.

So perhaps if we do it nowadays, we might most likely ship extra of the content material to the open world. However that is all I can say most likely.

Alex Cox: On the time, loads of video games had been increasing outwards, weren’t they? So I feel what you say there Roman is totally true. What gamers anticipated and what they received was not fairly the identical factor, however it’s not due to what we tried to — I feel we had been fairly trustworthy about what the sport was once we launched it — however gamers fairly moderately had an expectation, I feel, significantly when it comes to extra open-world content material.

There have been tales about we reduce numerous stuff out of the sport and issues like that as effectively, which was swirling round after launch, which had been fairly exaggerated. I imply, to Roman’s level, it was a troublesome recreation to launch and we did need to trim a little bit of scope, however we did not change the sport dramatically from an enormous open-world recreation to what it was. I imply, we’re speaking about somewhat little bit of aspect content material solely actually.

Wanting again on it now, I utterly agree with Roman. It is the sport that got here closest, I feel, to matching all people’s fantasy of their thoughts about what they see once they see Mafia on a field. I is perhaps repeating one thing that Daniel Vávra stated previously, that Mafia 2 was virtually his revision of Mafia 1 virtually to enhance and resolve points that he had with the primary recreation and desirous to do higher. And I feel he succeeded there when it comes to the story. And it hit that sort of Goodfellas sort of vibe, which resonated effectively when it comes to the story, when it comes to the tone, when it comes to the setting and all the things like that landed very effectively.

I simply assume it suffered somewhat bit from gamers’ expectations on the time, when extra was actually thought-about higher in virtually each manner for an open-world recreation. However yeah, I nonetheless assume it is remembered very fondly, and I feel for all the proper causes, that is it’s lasted the take a look at of time.

Roman Hladík: What I feel labored effectively in Mafia 2 was this chemistry between the principle character, Vito, and his fellow Joe Barbaro. That is most likely one thing which individuals favored and it was actually enjoyable to see the story based mostly on these two characters that works nonetheless right now, I imagine, when folks play it.

Mafia 3

IGN: When it was determined that Mafia 3 would observe, what had been you attempting to attain? It adopted six years after Mafia 2, so there was an enormous quantity of improvement time there as effectively. It would be nice to get some perception into the ups and downs of that.

Alex Cox: Mafia 3 was a protracted journey, and truly that did coincide with one other evolution of the studio construction as effectively. So my a part of the story, I began working on the studio as a designer at that time so I can discuss as a developer for Mafia 3. We began on a model of Mafia 3 within the Czech Republic. So there was a prototype model of Mafia 3, an earlier model of the sport that finally we shipped, that we labored on for a few years after Mafia 2. And the purpose was to go way more open world. In order that was our complete angle on it. There was a narrative. Once more, the story was rather a lot completely different than the one we finally shipped, however it did contain the New Orleans setting that we finally used for Mafia 3.

And once more, it had fairly a special design. We had been going fairly closely into the thought of story optionality, story selections and issues like that. There was a special hero. It was way more targeted on the Italian Mafia sort of vibe, and it was extra of a direct sequence to Mafia 2.

However that undertaking for one purpose or one other fell on stony floor. We had some improvement challenges there, significantly on the technical aspect. Our ambition began to overreach as a result of we had been nonetheless principally constructing on high of the Mafia 2 engine, and our ambitions had been beginning to overreach what we had been capable of technically do, significantly when it comes to — really speak about fairly easy improvement considerations — it was turning into more durable and more durable for us to recruit builders as a result of the tech was so idiosyncratic. Whereas loads of the broad swathe of recreation improvement was transferring to middleware and standardized editors and issues like that when it comes to easy methods to develop, our inner expertise was turning into more and more troublesome to recruit.

And likewise on the time, clearly 15 years in the past, we had been requiring folks to maneuver to the Czech Republic. It was increasingly troublesome for us to recruit internationally as effectively. And that was turning into an even bigger want as a result of we wanted to herald expertise to assist to fulfill trendy expectations for open-world video games. So we had numerous challenges there that finally resulted in a brand new studio being fashioned, and the studio being rebranded from 2K Czech to Hangar 13, the studio that shipped Mafia 3, and a brand new studio location being opened in California in Novato. And there was a reboot of the undertaking at that time. We targeted in on the New Orleans story a part of the story from the primary model of the sport, however the reboot took a considerably completely different course. And the brand new studio head who’s not with us, Haden Blackman, who was additionally the inventive chief of the undertaking, took over.

And in order that finally over the course of the subsequent three or so years after that led to Mafia 3. So the identical sort of design intent, to maneuver Mafia extra in direction of an open-world format. However the story modified considerably, in regards to the civil rights storyline, Lincoln Clay because the hero, the thought of the black mafia versus the Italian mafia because the enemy. All of these ideas got here in alongside a giant shift when it comes to the sport design method to, to illustrate, most open world, if we had been going to explain it kindly.

Roman Hladík: I feel that was the essential change through the improvement, that the brand new inventive thoughts behind the Mafia was Haden Blackman. However the studio, which on the time was fashioned at Novato, California, was not purely new folks coming. It was additionally lots of people transferring from Czech to the U.S. who had been then working from there. So it was a mix of unique Mafia builders and new folks coming to California to work on Mafia 3.

Nick Baynes: And naturally the crew again in Czech continued to exist, so it was an extension of that crew, proper?

Alex Cox: Sure. And that was, once more, one other huge tradition change for the studio. The California studio introduced in an terrible lot of expertise as effectively. We had the advantage of having the ability to recruit from locations like LucasArts and others within the Bay Space. In order that introduced loads of experience onto the crew, which was nice.

Mafia 3 was one other onerous improvement. And sadly, I feel our ambition, once more, was finally what held the undertaking again in the long run. The excellent story, all the identical strengths because the earlier two titles. I feel Haden and the narrative crew did an excellent job in presenting this civil rights storyline, treading fairly a tightrope there of placing that on the display in a manner that I feel most video games would shrink back from. And so we’re very happy with how that side of the undertaking landed. It is only a little bit of a disgrace that — I do not assume there’s any secret right here to say that the open-world components of the sport really ended up holding it again regardless of being one thing that we would invested closely in.

However the optimistic a part of that story — the sport did okay solely, commercially, critically somewhat bit disappointing — however the engine, the technical side of the sport, we did handle to resolve, and our inner expertise actually received as much as an excellent commonplace. And that really in the long run helped us to maneuver onto the trail we’re on now, as a result of that helped us to do Mafia: Definitive Version and the remake of Mafia, which we did a number of years later off the again of the Mafia 3 expertise. So there was a pleasant sudden profit to that when we did end that recreation.

Roman Hladík: One thing the crew in California dropped at Mafia, it was somewhat bit higher set within the U.S. surroundings, I might say. We did Mafia in Europe, and it was all the time our stylized view of how the American cities are trying like, how the life is in these cities and the way the American mafia works. So I feel having Haden Blackman in cost and having so many designers in California, it allowed us to ship extra on what… I might say for U.S. market, it was abruptly not a European view of their nation. It was extra becoming the U.S. prospects, I might say. That is what occurred as effectively with Mafia 3. For the primary time we used the likeness of the actors, which was not the case in earlier Mafias.

IGN: Was the preliminary deal with open world a response to Mafia 2? Was it in regards to the developments on the time? Why was that the massive funding?

Roman Hladík: I feel it was the suggestions from 2. And to be trustworthy, for us as builders, when you find yourself constructing an enormous metropolis, you need to use it, you need to ship different tales, different actions inside that metropolis. And what constrained us on 2 was our skill to ship on time, I might say. So it was fairly apparent that we’re going to strive in a greater manner within the Mafia 3. And I feel it did effectively. Perhaps the actions within the open-world of Mafia 3 is perhaps somewhat bit repetitive, however I feel you may spend a lot, way more time in that recreation and benefit from the surroundings than it was in earlier Mafias. So sure, undoubtedly the suggestions from the gamers was the motive force.

Alex Cox: We have fairly a fractured viewers really now. Every of the Mafia video games is considerably completely different to the others. There’s perhaps a constant core by means of the center of narrative-driven motion journey, however every iteration of the sport has introduced in a brand new tranche of gamers to our viewers base. And really there are a large quantity, perhaps a extra silent variety of gamers that like Mafia 3, like that sort of, to illustrate, Ubisoft model territory management model open-world that we targeted on in that recreation. And it was fairly profitable for them, significantly when it comes to offering numerous gameplay hours. Every little thing that Roman simply talked about, that did land effectively with a large proportion of gamers. And really of all the video games that we have shipped, Mafia 3 has reached essentially the most gamers by far. It was the largest Mafia recreation that we ever did when it comes to its scope, its scale, finances, its advertising, all the things, and was profitable relative to all of these components.

And it was, I feel, a response to Mafia 2 by and huge. Definitely due to the place video games had been on the time, pushing extra open-world was seen as the way in which to make the sport higher and extra profitable, actually by all people. There was a widespread perception that this may succeed.

IGN: Individuals do evaluate Mafia to GTA, rightly and wrongly. You see movies evaluating the 2 video games on a regular basis. Has the comparability to GTA turn into part of the Mafia franchise, no matter whether or not you’ve gone extra open world or linear? Is {that a} factor that has factored into any pondering round what you do? Or is it simply a type of issues that occurs on-line and is not actually reflective of the truth of the viewers that you’ve got constructed for the franchise?

Nick Baynes: I feel that genuinely on the studio, we have got our personal path. It genuinely by no means ever comes up in dialog as a touchpoint or steering our technique or something like that. I feel clearly there’s loads of tales about that recreation on the market proper now as a result of one thing’s popping out later this yr! However yeah, genuinely, I feel it is an web factor. It isn’t one thing the studio seems at. So I feel I am afraid there’s not a wealthy vein of solutions to offer you for that.

Mafia: Definitive Version

IGN: The Previous Nation went again on that open-world funding once more to a extra targeted, linear recreation. It’s been out for a yr now. How do you’re feeling about it, and what improvement challenges did you face?

Nick Baynes: Round 2018 is after I and Brighton enters the scene, so I am the brand new boy of eight years in comparison with these guys. However I feel it might be remiss, I feel, to go straight to The Previous Nation with out acknowledging the significance of Mafia: Definitive Version as effectively. As a result of I feel that for those who have a look at Hangar 13 as a studio, it had gone off in a barely completely different course across the time the Brighton studio began. We had been engaged on one other recreation, however the Brighton studio was rising. We needed to ship one thing as a result of the sport we’re engaged on finally did not ship, however it was fairly a big, formidable recreation. So we needed to ship one thing as a studio. We needed to seek out one thing to assist develop Brighton and construct the groups and the way all of us labored collectively.

And we felt that it was an acceptable time to construct on the Mafia 3 engine and do a remake of Mafia 1, which I feel really was most likely one of many first wave of the trendy remakes. I feel now clearly there’s loads of floor up remakes which can be made, however I feel once we had been doing Mafia: Definitive Version, we had been actually one of many first ones I feel got here out of that. And that was fascinating as a result of firstly, it created this actually nice working relationship and crew construction between the UK workplace and Czech, which is the place the Mafia video games are made just about solely nowadays. It additionally confirmed us really the quantity of affection that got here again for that recreation when it comes to simply the story focus, the tough measurement of it when it comes to scope. And so when the studio did undergo a number of extra adjustments a few years later and we had been what we needed to do with the franchise, it felt prefer it was an excellent time to — you talked earlier in regards to the by means of line — to return to that nearly to what made Mafia nice within the first place. Very tight, targeted, genuine narrative tales that basically immersed the participant. And for us, we had been going into a brand new engine. We had been going again to the origin of Mafia. It was very a lot a case of let’s ship a traditional Mafia story after which develop it from there.

And by develop it from there, what I imply can also be the extra content material we labored on during the last yr when it comes to, while you add within the DLC and the additional free experience content material and the open-world content material that you would be able to entry there, abruptly it looks like a a lot deeper bundle. That was simply so as to add that context in the midst of the soar from Mafia 3 to The Previous Nation.

Mafia: Definitive Version Screenshots

Alex Cox: And I do assume there’s an fascinating a part of the story there as a result of, coming again to what you had been saying earlier on in regards to the response to Mafia 2, effectively the response to Mafia 3 can also be what’s triggered this subsequent half. So the response to Mafia 3 was questionable, in fact, we have seen that within the evaluations. And so the sport that Nick alluded to was a response to that. It was a special recreation. It was a really completely different style, however it was one thing that struggled to seek out its path internally. And over the course of a number of years was nonetheless in improvement once we determined to return to Mafia and do what was successfully a aspect undertaking on the time.

However really, because it turned out, that different undertaking by no means actually discovered its path. However what did discover its path was really going again to the roots of Mafia and rediscovering one thing that, as Nick stated, related all people within the studio. We knew what we had been making. It was really a recreation that by and huge all people within the studio needed to make. It was taking part in to our strengths. We had been studying loads of classes there when it comes to attempting to do a recreation in a special style with mechanics and expertise that we do not know easy methods to do. It is way more difficult than perhaps folks anticipated. And discovering a protected haven again in Mafia was nice for us.

However then as we did the sport — and that was really very profitable as effectively — and so when the opposite undertaking faltered in the long run and did end in some studio reorganization, we discovered a brand new north star when it comes to designing again round Mafia. But additionally the rules that made the unique Mafia and the remake profitable — and it did do fairly effectively critically and it did effectively commercially — was that linear storytelling mode. It nonetheless had its viewers. The gamers of all the earlier Mafia video games got here again to it they usually loved taking part in it.

And in order that set the scene actually for The Previous Nation, as a result of whereas The Previous Nation did not improve when it comes to scope or technical ambition, below the hood it was as a result of really we discarded the Mafia 3 engine and we moved to Unreal. And so, whereas on the display the sport seems smaller and extra targeted, really loads of improvement effort went into rebuilding the engine utterly. In order that’s one thing that gamers do not see in fact on the display. And we had been attempting so far as attainable to make it really feel, look, and play like a next-gen Mafia title. However that sort of below the hood funding in having to principally rebuild the entire engine below the hood is what that recreation was partly about strategically along with transferring the franchise ahead in a brand new manner.

Mafia: The Previous Nation

Nick Baynes: A few instances throughout this dialog we have talked about perhaps Mafia 2 not fairly assembly gamers’ expectations, or Mafia 3 perhaps moving into a manner that some folks favored, however different folks felt it had stumbled in sure areas. I feel that the franchise all through from the very, very starting, the truth that we have had such robust characters, such compelling tales and folks fall in love with the worlds, I feel that is why all of our video games, the viewers, the love for the video games grows over time. And I feel it is like, even when there was the odd mismatched expectation at launch, you go on Reddit now and also you see folks debating which one’s their favourite Mafia recreation, and you may very often get 4 completely different solutions. There is a measurement e-book group that may say Mafia 3 is the perfect Mafia recreation. And a sizeable group will say Mafia 2 is the perfect match recreation.

The explanation why it does stick to folks and why it does develop over time is that individuals do love these tales they usually do love the characters. And that was actually one of many issues we needed to do with The Previous Nation. In truth, it was a really huge factor for us initially: the significance of discovering a protagonist that gamers are going to actually embrace and need to reside with them and play the sport of their sneakers. And we actually noticed that with Enzo. I feel Alex and the crew did an excellent job with all of the characters in The Previous Nation. The forged of characters might be the strongest we have had when it comes to variety of robust characters that individuals have actually fallen in love with. It is about taking part in to our strengths and ensuring we’re capturing all of the substances of what actually is the essence of Mafia.

Roman Hladík: It is fascinating to see the reactions from the gamers. As a result of nowadays persons are taking part in virtually countless video games with countless grind, they actually appreciated a shorter, extra intensive story. And clearly there are additionally individuals who need to keep inside the world we have constructed and revel in it somewhat bit extra. And for them, we launched the free experience and now the DLC. So I feel it is also in regards to the market creating someway. And the urge for food for large video games can also be restricted, they usually is perhaps lacking the opposite phase which we try to get to.

Alex Cox: Wanting again on the sport now, I feel there is a very heat response to these characters. And I feel that, Roman, you talked about earlier on Vito and Joe, Lincoln, that is the core of each profitable narrative journey recreation, is not it? In the end, it does boil right down to the story fundamentals, issues just like the characters are what actually sticks with gamers. And so they’ve turn into already within the final yr a part of the firmament of characters that the neighborhood refers to. And that advantage of being, to illustrate, a surviving franchise, a franchise that someway has survived all of those challenges and the adjustments available in the market, and we’re nonetheless capable of make Mafia video games now’s one thing we’re very grateful for.

Due to course we do have this huge neighborhood. You see different franchises which have been round for this type of time interval as effectively, they’ve constructed up such a giant neighborhood of gamers which have had nice recollections of taking part in them through the years that to a big extent they turn into somewhat bit self-sustaining, do not they? That is one thing that we have floor out over a protracted time period, and we’re very grateful for that, I feel, to have the ability to nonetheless be capable of make Mafia video games now.

Mafia: The Omertà Assortment

IGN: What are you able to inform me in regards to the Mafia: The Omertà Assortment?

Nick Baynes: It collects all the Definitive Editions alongside Mafia: The Previous Nation Definitive Version, which is the unique recreation plus the DLC and all of the open world content material that we have added when it comes to free experience. It is a new manner for gamers to choose up the entire franchise once more.

We’re additionally on the identical time bringing out a PS5 and Xbox replace to Mafia 1. Followers have been asking for 60 frames-per-second and some quality-of-life, issues like that. That’s free for all gamers.

We noticed loads of gamers come to Mafia for the primary time with The Previous Nation after which return and uncover different video games. So for those that have not dipped their toe into all the video games that got here earlier than The Previous County, it is a good alternative for them to choose it up at that time.

IGN: What’s subsequent when it comes to mainline releases and even remakes? You remade Mafia 1. I see followers on a regular basis asking for a remake of Mafia 2, but additionally do you naturally transfer on to a different Mafia sequel? Getting a way of the longer term for this franchise and the way you view it could be actually nice.

Nick Baynes: It has been fascinating over the course of this dialog to assume that this all began in 1998, and I solely received concerned eight years in the past. I genuinely really feel fairly humbled and honored by the truth that we have nonetheless received so many individuals who’ve been there from the beginning, or some individuals who joined alongside the way in which. So we have spent all this time engaged on this franchise, engaged on telling these superb tales. And we have clearly invested quite a bit in altering the engine and modernizing sure facets of the way in which we make video games with The Previous Nation. I am not going to offer you any particulars or speak about something particularly about what’s subsequent, however I’ll say that we’re very grateful that gamers perceived The Previous Nation so effectively, and it is given us the chance to proceed to cleared the path hopefully in telling these nice narrative tales and carry on doing what we’re doing. And in order that’s as a lot as you are going to get, I feel!

Wesley is Director, Information at IGN. Discover him on Twitter at @wyp100. You may attain Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.



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