I was reading this piece on the latest “Mafia: The Old Country” game, and I couldn’t help but get a bit nostalgic about Sicily in the 1900s. This game, with Enzo Favara caught up in all the mob stuff, seems like quite the wild ride. I mean, who doesn’t get tangled in something when you mix Sicily and mafia, right? The game promises all these juicy things—great story, exciting gameplay, and places that make you feel you’re really there. But hey, you ever think about what “offer you can’t refuse” really means? Anyway, Game Rant chatted with some big shots behind the game, and I have thoughts.
First up, Alex Cox and Steven Noake shared some behind-the-scenes tidbits. Research galore, it seems. They dug into Sicily’s history and stuff for accuracy, and also talked about making way for more mafia escapades. Sounds intense. Oh, and there’s some future franchise hints, but let’s not get ahead—just focus on the now, right?
So, picture old-timey Sicily. Game Rant wanted to know why Sicily was chosen for the setting. Was it, like, meant to be? Cox jumped in, saying they went full circle to mafia’s roots—makes sense, right? Everything we see about the mafia is the American version, but this takes us elsewhere—the dreamy, sunlit Sicily we’ve seen in classic films. Weirdly makes me want to rewatch The Godfather now. They kinda wanted a fresh start with this game, almost like hitting reset on the franchise.
Now, as for research, Noake was all about the early photography defining Sicily’s look. He noticed these old photos—talk about vintage vibes—and they painted a stark contrast. It’s like, how do these dirt-poor folks live amidst such gorgeous architecture? Limits your brain, doesn’t it? And during their journey, they even found themselves staying in this old farmhouse—props included! Almost felt like a direct portal into history, untouched and raw.
Cox spoke about three main perspectives: fantasy, academics, and real-life experiences. The mafia’s early history was obscure and secretive, not as recorded as their American counterparts. I like how they tied everything together, bouncing between books and actual places in Sicily. Oh, and Cosa Nostra—this book came up again and again. Imagine a single book driving so much of your creative process!
While real historical figures were left out to protect creative freedom, they stressed avoiding stereotypes by gathering authentic experiences from people living there. Kinda feels like crafting with integrity, right?
On gameplay, Cox noted they had to balance truth with fun. Historical accuracy? Check. Fun combat? Double-check. It’s not like you’d want total realism, I mean, a game where you file taxes for two hours? No thanks. They leaned into slower combat—way before the Tommy gun era. Knife fighting became this big gameplay element, almost an ode to Sicilian martial arts. Imagine, studio spitball sessions about knife fight mechanics. I mean, sign me up.
In terms of story, returning Mafia fans are in for delights. Characters, Easter eggs, interwoven tales from previous titles—it all sounds connected yet stands alone for newbies. Quite a juggling act to pull off, like a magician with plates.
What’s wild is, they even have this map of untapped time periods and events! From Las Vegas shows to the Cuban Missile Crisis, future Mafia games could go anywhere. I wondered, is there room for 1990s nostalgia? Music, fashion, all that grunge—ah, endless possibilities.
So, after soaking all this in, you realize what a vast playground gaming is for creators. There’s the past, simmering with stories untold, and in the present, games like Mafia: The Old Country are shaping how we experience virtual worlds. Or maybe it’s just my yearning to be part of that cinematic universe—wherever the next chapter leads. Maybe I’ll rewatch Goodfellas. Or not. Anyway, what’s the next game on your radar?