After nearly a decade, the Mafia series is finally returning, this Time with a fresh cinematic action-adventure experience.
A New Direction for Mafia
When Hangar 13 announced that the next Mafia game would lean toward a more linear, story-driven design, many fans were unsure what to expect. For years, the series has carried the image of an open-world crime saga, so the idea of scaling that back raised eyebrows. In reality, the new entry strikes a middle ground. There is technically an open world—you can roam on foot, horseback, or by car—but it isn't a sprawling playground filled with activities. Instead, it feels more like a backdrop —a space to admire the scenery, hunt down collectibles, and occasionally transition between story beats. It's not far removed from the series' past structure, but this Time the world feels more compact, quiet, and intimate.
The story opens in the mines, where we meet Enzo, the game's protagonist. His life is one of grueling shifts under harsh conditions, with supervisors who care little for worker safety. Early on, Enzo and his closest friend are ordered into a dangerous shaft to search for missing miners. What follows is chaos: a collapsing mountain, a gas leak, and a frantic fight for survival. In the middle of the disaster, Enzo finds a way out—a turning point that changes everything.
After he escapes, he meets the Torrisi family. They are a powerful group who give him something he never had: a second chance. The story then shifts to the sunny vineyards of Sicily, where he begins a new life, torn between loyalty, ambitious goals, and the fate that awaits him.
A Slow Start in the Old Country
The opening hours of Mafia: The Old Country drag on like one of the longest tutorials I've ever sat through. There's nothing inherently wrong with the predictable introduction—after all, players are used to slow beginnings—but the way it unfolds makes it clear that those early hours are less about storytelling and more about walking you through mechanics, step by step.
Instead of weaving gameplay naturally into the narrative, the design breaks everything down into small, separate missions, which quickly makes the pacing feel sluggish. And when the tempo finally picks up, it falls back on some of the genre's most predictable beats—like the inevitable "you have to win this race" mission.
When the Action Finally Shines
Thankfully, once the game leans into its stealth and combat sequences, things start to fall into place. The AI may not impress—enemies often march straight into the open like they've never heard of cover—but the firefights are still satisfying thanks to a solid mix of weapons and responsive shooting mechanics.
The cover-based gunfights are smooth, and the stealth parts, while simple, are still engaging. Sneaking past guards, watching their movements, and timing a quiet takedown gives a pleasant feeling of tension. The game also adds in big, cinematic action scenes to make things more exciting. Even though these bigger moments aren't new or special, they do a good job of breaking up the slower parts and keeping the action fresh.
The result is gameplay that's familiar, occasionally stylish, and often fun—but not particularly memorable.
Combat at Its Best
Since the action sequences are easily the highlight of Mafia: The Old Country, they're worth a closer look. Enzo moves fluidly from one piece of cover to the next, slipping behind walls and barriers with ease. He can carry two firearms at once, which allows for flexibility in firefights, and picking up bandages mid-combat becomes essential to staying alive when bullets start flying.
The controls feel sharp and responsive, giving every weapon a satisfying weight and feel. Gunfire packs a punch, and the damage feedback makes each skirmish feel impactful. Although the encounters share a similar structure, I never grew tired of them. Clearing out an area before pushing the story forward remained consistently enjoyable, and these moments provided the adrenaline rush that the slower parts of the game lacked.
Exploration and Atmosphere
The controls remain responsive whether you're on foot, riding horseback, or behind the wheel of a car—which is essential, given how much Time is spent traveling. For the most part, the mechanics feel well designed, though frustratingly unintelligent enemies sometimes break the illusion. Even the frequent knife fights are handled surprisingly well thanks to solid controls, but once again, it's the pure action sequences where the game shines brightest.
The open world itself is a pleasure to move through. Think of it as a more compact, modernized version of Red Dead Redemption 2's landscapes. Mission design, on the other hand, feels closer to Uncharted—engaging and entertaining in the moment, but ultimately repetitive and formulaic. Across the 10- to 12-hour playtime, the pacing alternates between bursts of excitement and long stretches of predictability.
Still, what the game lacks in originality, it makes up for in atmosphere. The Italian setting is simply gorgeous, with breathtaking views, detailed architecture, and richly crafted environments. The map may be sparse and primarily designed as a corridor for travel, but the artistry in the scenery makes it worth slowing down to take in. From vineyards and villages to city streets bustling with people during key moments, the world captures a strong sense of place. Tiny details—fruit stalls, flowers, horses, classic cars—are all rendered with care, and the attention to realism is striking.
The atmosphere is elevated even further by excellent music and some standout voice acting from the large ensemble cast. Technically, it may not be the most groundbreaking production, but it still manages to impress in many ways. Performance is smooth with stable frame rates, although I encountered several crashes during gameplay on the PC version I tested.
Storytelling and Structure
Mafia: The Old Country often gets stuck in a rigid design that it never breaks away from. The missions are easy to predict, and major fights with important bad guys almost always end in another knife fight. After a while, these fights no longer feel like a big moment; they seem like the same thing happening again.
On a positive note, the switch from gameplay to cutscenes is very smooth. However, you spend too much Time watching long conversations about what to do, being loyal, and the importance of honor.
The game's pace becomes awkward when the story slows down for extended periods of horseback riding. Since the open world isn't very dynamic, these sections feel like boring filler rather than a genuine adventure. The game tries to be a cinematic action experience, but it doesn't commit to being a straightforward, linear game or a truly open-world one. Instead, it's stuck in the middle—too limited to feel big and too flat to feel tightly planned.
This problem is evident when compared to other similar games. Uncharted keeps things exciting with constant changes in locations and big action scenes, making each level memorable. Tomb Raider utilizes carefully planned events and diverse environments to create a fast-paced, cinematic experience. In contrast, Mafia: The Old Country reuses the same types of environments, featuring similar-looking buildings and backgrounds that blend. Even when you go inside, the scenery doesn't change enough to keep the experience fresh.
If Hangar 13 had focused more on a cinematic design—by adding more scripted scenes, varied environments, and creative missions—the game could have felt much more dynamic. As it is, the repetition and slow pace stop it from being as good as it could have been.
Tone and Narrative Weaknesses
I can appreciate the ambition to create something more grounded and "homey." Moving the series away from America and its bustling cityscapes into the calm of the Italian countryside is a bold shift—but it also strips away much of the energy the franchise is known for. Without high-speed chases, crowded streets, or the tension of urban chaos, the pacing too often feels lethargic. If the countryside had been part of a broader mix of environments, its tranquility could have provided balance. Instead, it becomes the sole flavor on offer and overstays its welcome.
Compounding this issue is the lack of compelling characters or motivations. The narrative rarely rises above the level of a routine crime drama, more like a generic action film than a gripping mob story. Missions quickly fall into a repetitive cycle of ride there, drive here, shoot them, stroll through another area—a loop that drags, even with the occasional Time skips meant to freshen up the story. Sadly, those skips don't bring fundamental changes in gameplay or tone, missing a golden opportunity to vary the experience and keep players engaged.
Closing Thoughts
Although Mafia: The Old Country isn't a bad game, it struggles to make a lasting impression. Almost everything it offers has been done countless times before—both in this series and in others—and usually to a higher standard. I had my share of fun during the playthrough, but aside from the beautiful landscapes, very little left a lasting impression. The best moments are entertaining, and the game is accessible and easy to play, which may be appealing to those seeking something light and straightforward.
Overall, it's a decent action game that plays things too safe. It's clear the creators wanted to mix a set story with an open world, but the result feels stuck in the middle.
I would have preferred a more focused experience. For a reasonably short game, it really needed more variety, a faster pace, and bolder design choices to make it truly memorable, not just "decent."