>>FULL REVIEW
The easiest mistake to make with Mafia: The Old Country is expecting Sicily to become another giant open-world playground.
It isn't that game and it is much better off for it.
Hangar 13 takes the series back to early-1900s Sicily and tells the story of Enzo Favara as he is pulled into the Torrisi crime family. The setting immediately gives The Old Country an identity beyond simply making another American gangster story. Dusty roads, vineyards, stone villages and old estates replace the familiar city streets, and the amount of detail put into Sicily is easily one of the strongest parts of the game.
The story is also where most of the effort went. Enzo's rise through the family is deliberately paced and much more interested in characters than giving you fifty icons to clear off a map. Performances are strong enough to sell scenes that would otherwise feel familiar, because this is still a Mafia story full of loyalty, violence, family expectations and people discovering that organized crime is not a particularly healthy retirement plan.
The downside is that the gameplay between those scenes never reaches the same level.
Gunfights use competent third-person cover shooting but rarely become anything special. Weapons have enough weight to feel satisfying and combat works perfectly well for moving the story forward, yet there is not much depth underneath it. Stealth is even simpler. Most situations make the intended route fairly obvious and enemy behavior does not turn sneaking through an area into anything especially tense.
That is probably going to determine whether someone sees The Old Country as refreshingly focused or disappointingly limited.
I actually think there is value in a game knowing what it wants to be. You can finish this without donating the next three months of your life to it. There is no desperate attempt to turn every hillside into an activity. The more open sections exist largely to give Sicily room to breathe rather than becoming a checklist.
Anyone hoping Mafia would compete directly with GTA is probably going to wonder why such a beautiful environment is not more interactive. Anyone tired of bloated open worlds may appreciate finally being allowed to just play through a story.
The newly released Man of Honor expansion is also why this review matters again right now. It adds two additional story chapters centered around Ennio Salieri along with new areas, weapons and Free Ride content. It is not some enormous second campaign that transforms the base game, but it gives players another reason to return and expands a part of Mafia history longtime fans already know becomes important later.
That still does not fix the basic limitation of The Old Country: the storytelling is operating at a higher level than the actual game mechanics.
At the right price, I do not think that has to be a dealbreaker. If somebody tells me they want a mob story with excellent atmosphere, good performances and a campaign they can realistically finish over a few nights, this is an easy game to point toward.
If they tell me they want deep stealth, complicated combat or an open-world crime sandbox, I would send them somewhere else.
Mafia: The Old Country earns a 7.8 because the parts it does well are very easy to appreciate. It just never quite turns its beautiful version of Sicily into an equally interesting game to play.
WHO THIS IS FOR
Players who want a focused cinematic crime story and would rather have ten strong hours than another enormous map filled with chores.
SKIP IT IF
You expect GTA-style freedom or deep shooting systems or dozens of hours of open-world activities.