Mafia III Was Part of a Daring but Short-Lived Moment in Mainstream Games

Mafia: The Old Country returns the franchise to its roots and trims the excesses that made Mafia III sometimes frustrating. I’m hoping to put some time into it soon. But Mafia III still feels like a part of a daring moment in big budget games, where sharp political explorations felt more possible. It is part of a wave of games like Watch Dogs 2 and Assassin’s Creed: Origins which, despite their flaws, were serious attempts to engage with class and race.
Mafia’s influences are principally the usual suspects. The sepia hue of The Old Country pulls directly on the Godfather Part II. The criminal glamour of Mafia and Mafia II is centered on a noir mood. While Mafia III feels just as entrenched in those influences, it also pulls on the boundary-pushing cinema of the 1970s. Its premise, where a Black Vietnam vet uses his experiences as a CIA operative to destroy white power, is a direct pull from The Spook Who Sat By The Door—just swap the United States government for the Italian mob. The game has an obvious relationship to the Blaxploitation films of the same period. But it also, in a move I haven’t seen any other game duplicate, has a documentary format. It uses actual archival footage mixed with eerie approximations. It gives the game a ripped-from-the-headlines thrill and also grounds it in a real political moment.
But what makes Mafia III remarkable is its emotional force. Protagonist Lincoln Clay, voiced by actor Alex Hernandez, is a legitimately fascinating character, far from a mere player surrogate. The game takes its time before kicking off its revenge plot, letting you grow fond of Clay’s family and friends before hurting or killing them all. Even when it leverages typical revenge beats, it has a cathartic power unmatched by most games.
Mafia III’s principle weakness is its open world. There is no shortage of things to do, but most of them feel the same. There are only so many times you can blast away criminal gangs in anonymous warehouses before it feels stale. Furthermore, engaging with the open world mechanics is wound up with the main narrative. This is not optional tedium. The impulse to make the open world an essential part of the game’s design, rather than mere set dressing, is an admirable one. But Mafia III doesn’t have the variety to make it sing. The game still feels split between linear main missions and open world shenanigans. It’s just that you will be wrenched from the game’s best parts to wade through its worst.