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Sunday, Nov 29, 2020

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That’s not how the mafia works.
Mafia III tries to deliver a strong cinematic narrative within a game, a double-edged sword in the industry of videogames. Very few have succeeded and Mafia III unfortunately is not the exception. What is more disappointing is that everything Mafia prequels stood for was gone in gameplay and story wise.
Game DesignThis game has a huge, gigantic, enormous

That’s not how the mafia works.
Mafia III tries to deliver a strong cinematic narrative within a game, a double-edged sword in the industry of videogames. Very few have succeeded and Mafia III unfortunately is not the exception. What is more disappointing is that everything Mafia prequels stood for was gone in gameplay and story wise.
Game Design
This game has a huge, gigantic, enormous problem with the design of the HUD. I mean critical and it gets to the point when you question if they are insulting your intelligence with text in the screen, unnecessary indicator signs (you have a GPU thing in the map why you would put pop up signs in the actual city) the mission objectives are all over the place; it really ruins the immersion that was built with the city. This is basic and mistakes like this shouldn’t happen in a triple A studios. There are no save files so you can play missions that you like (not that there are many enjoyable missions) and if you want to make different choices you must start from scratch.
Videogames 101
Although there are many technical and gameplay design issues I feel that it has already been said in numerous reviews both from users and specialized sites and are explained with great detail. Instead would like to confront a very serious problem that mafia III has and many heavy narrative driven games have: you are making a game and before start thinking in how you’re going to deliver this awesome story you must realize that the player will spend double of the time playing than watching a cinematic. The most beautiful narratives in this medium are created with the player. What a game designer must do to generate this is simple: guide, linearity, scripted events can’t be seen as a bad thing even if you pretend to create this free roaming city.
What does a Mafia story mean?
Long story short: means painful slow downward spiral where the price is not worth the sacrifice, where the stakes are always at its highest. Mafia III set this perfectly, the elements where there, even the hints of the non-linear structure story teased a great finale. Instead, every opportunity they had to give us a surprise was wasted. Lincoln never faced a challenge, I never felt was something at risk (not in the gameplay not in the story) Hangar13 portray an un-clever, boring and non-threating criminal world that is waiting to be dismantled (the retaliation thing was a good idea with a bad execution). There’s not even a struggle when you’re assigning districts and conflicts can be easily avoided. Betrayal, corruption, crisis, collateral damage where only mentioned but rarely affected the player. Cops where supposed to be a pain in the ass because of the period, and because they are in Marcano’s pocket, you could easily create and element of “resistance to expansion” where the cops could have been in charge of closing business and fighting associate warehouses. I’ve never seen such potential wasted so easily. That’s why I felt cinematics felt so out of phase.
Mafia: The City of Lost Heaven
What made Mafia became a potential franchise? Well practically all the things they erased in mafia III, some may say the story driven immersive cinematic, I would say many games before Mafia I had this signature (MGS, hitman, Final Fantasy) so no, it’s not the resemblance to a Hollywood movie but the details. Some may say useless I may say the soul of a good strong narrative IN GAME. Gun shells bouncing while you’re fighting an ambush, cursing in your seat because you are out of gas in the middle of the street while you need to go to a doctor, running a red light and stop the car cause the persecution is not worth the risk, pick locking a car and wait for the door to open, realizing that the face of the protagonist has a different mood in every mission, shooting a car in the gas tank knowing that it may not explode at all. That is a mafia game and I’m very sad that the franchise has come to this. I’m sure Hangar 13 gave all his love; I felt the effort in every inch. Probably the best character in the game was the city. But I also felt the pressure, the checklist that they needed to fill, the deadlines and the half delivered game.








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That’s not how the mafia works.
Mafia III tries to deliver a strong cinematic narrative within a