Pursuit over and we needed another vehicle, as we found ourselves pretty far away from our original set of wheels. Luckily for us a clothes shop happened to be nearby, which allows Vito to lose his wanted status. As we run we jump a fence and hide behind some boxes, with the cops typically running past unknowingly. A mug-shot of Vito appeared in the top right of the screen which indicates how Vito is now wanted by the police. The presenter of the demo decided to leg it, which immediately saw us sprinting down an alleyway. This situation presents the player with three options: show a gun license (if one is available), attempt to bribe the cop or just run off. Unfortunately this move got the attention of a passing police officer. Upon exiting the building we were confronted by some muggers, who were soon fleeing the scene once we brandished our gun. We accepted this mission offer and proceeded on to talk to Giuseppe, who gave us the papers, a pistol, Molotov cocktails and a lock pick. This is an example of how the optional side missions are neatly entwined into the players exploration, which can provide extra enjoyment should the player want it, which they almost certainly will. Once we make it to Giuseppe's place we run into a chap called Steve, who offers Vito a cash reward should we choose to help him by trashing cars belonging to a rival dealer, whilst avoiding killing anybody of course. The sun began to sink behind the buildings, but it was explained how instead of a opting for a realistic day and night cycle, the developers want to fix the mood and setting in missions to attain optimal atmosphere. It still very much attains the general feel of the original Mafia, but its looks so much more slick, detailed and varied. Driving around I was flattered by the immersion Empire Bay hits you with. After successfully winning the fight, and receiving a warm invite from the hooker, we continued on with our journey. ![]() This street fight looked gritty and brutal, but it showed a promising system which is hopefully more than just button bashing. Melee combat involves a simple system of light attack, heavy attack and evade. This situation could be ignored by the player, but as this is the perfect opportunity to show the hand-to-hand combat, Vito gets out of the car. ![]() As Vito drives out of the garage we see one of the prostitutes from earlier getting a hard time from an unreasonable lad. We then seamlessly moved outside and headed towards Vito's garage to choose a car, of which there are fifty real-life inspired models. These indoor locations are incredibly comprehensive and authentic, with lots going on around you - in this case other people were going about their daily business, causing a racket in the process. The day starts, naturally, by getting dressed, so here we were shown how Vito can visit the wardrobe and the player pick an attire of their choosing.Īs the presenter walks Vito down the stairwell and out of the apartment, we begin to see and feel the immersive level of detail and atmosphere. It's not long before the phone rings and Vito is summoned into action by a fellow named Giuseppe, who asks Vito to pick up some illicit papers. The scene opens with Vito in an apartment with another gangster, Joe, along with a couple of prostitutes for good company. This demo at GamesCom was set during the 1950's when Vito is firmly established as a Mafioso. The main story follows Vito, lead protagonist of Mafia II, in his rise from street punk to mafia affiliate in the fictional city of Empire Bay during the years of the 1940's and 50's.
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