The chronicles of Vito Scalletta, a young Italian immigrant who joins the Italian mafia, but soon gets in over his head when illegal drug dealing and deception take place.The chronicles of Vito Scalletta, a young Italian immigrant who joins the Italian mafia, but soon gets in over his head when illegal drug dealing and deception take place.The chronicles of Vito Scalletta, a young Italian immigrant who joins the Italian mafia, but soon gets in over his head when illegal drug dealing and deception take place.
- Awards
- 2 nominations
- Vito Scaletta
- (voice)
- …
- Joe Barbaro
- (voice)
- (as Bobby Costanzo)
- …
- Beat Cop
- (voice)
- …
- Corporal
- (voice)
- Williams
- (voice)
- Mamma
- (voice)
- Francesca
- (voice)
- Debt Collector
- (voice)
- …
- Cleaning Lady
- (voice)
- …
- Mike Bruski
- (voice)
- …
- Steve
- (voice)
- …
- O.P.A. Guard 1
- (voice)
- Brian O'Neill
- (voice)
- Luca Gurino
- (voice)
- (as Andre Sogliuzzo)
- …
- Alberto Clemente
- (voice)
- …
- Harry
- (voice)
- The Fat Man
- (voice)
Storyline
Did you know
- TriviaWhen you're sneaking around past goons, at one point you can hear two of them referring to inventing computer games:
- "I was watching cartoons on the television and I was thinking, it would be great it you could control the cartoon, make him run around, drive a car and even shoot a gun"
- "Just how would you do that then wise guy?"
- "I dunno, I supposed you'd have a box with buttons on it you'd have to push"
- GoofsWhen the radio reporter talks about the British bombing a Nazi factory, he states that the British anthem is "God Save the Queen", however God Save the Queen did not become the anthem until 1952 when Queen Elizabeth II was made Queen. In 1945 it still would have been "God Save the King" as her father, King George VI was still King.
- Quotes
Henry Tomasino: If I don't make it...
Joe Barbaro: Hey, hey, don't go saying that, pal. It's just a scratch. The doc will give you a few stitches and then we'll all go out and celebrate.
Henry Tomasino: No, really...
Joe Barbaro: Shhh... you shouldn't talk right now. Helps conserve your strength. I saw that in a movie once.
Henry Tomasino: Yeah? And what happened to the guy in the movie?
Joe Barbaro: He died.
- ConnectionsEdited into Mafia: Trilogy (2020)
- Soundtracks900 MILES
(uncredited)
Performed by Bill Grant
Written by Bill Grant, Bernie Baum and Florence Kaye
Courtesy of President Records Ltd.
Published by Joma Music Group, Inc. o/b/o Giant Baum Kaye Music LLC
I've cross-referenced facts one and two with Mafia II, and they're definitely right – a lot of killing and a lot of suits. Fact number three isn't. 'Wiseguys', with its implied streetsmarts and cunning, doesn't fit Mafia II's mobsters. It certainly doesn't fit the mid-level gangster the game asked me to tail early in its middle act, who didn't have the presence of mind to check his rearview mirror as he drove away from a literal hatchet job. Had that guy done so, he'd have seen Sicilian-born WWII veteran and new-boy mobster Vito Scaletta about 20 feet behind, dressed in a red and white cod- Hawaiian shirt, driving a hot pink corvette with 'BUMS12' proudly displayed on the numberplate. That guy was not very wise.
Wise up
The other guy was me, and I was trying to be too wise. As Mafia II's protagonist, my first attempt to trail the escaping mobster ended in failure after my original car choice – an inconspicuous '50s saloon – was outpaced with ease on the motorways. I only chose that car, snatched unattended with a bit of pavement minigame lockpicking, to satisfy the mission briefing, which said my mark would notice anything too obvious. Dutifully I wrested against the vehicle's slightly clunky era-specific handling to try and keep pace. But after my AI target had pranged his own vehicle six times against anything and everything in his path, I realised that such forwardthinking wiseguyishness wasn't entirely necessary on my part.
That Mafia II so effectively harpoons its illusion of real life, showing its characters to be machines acting out prescribed paths, is to its detriment. But the fact that I bought into it in the first place is the game's greatest strength.
It's not that Vito is a sympathetic character. Returning from a war he held no moral stake in – after a botched robbery, it was that or prison – he joins the local mafia, even though his mum told him not to. Naughty. From there on, he relies upon menace through the typical mafioso triple-threat: punching, shooting, and scary staring. Best buddy Joe occasionally dips a toe into 'comic relief' territory, but then ducks back into 'just a bit nasty' land, gets his pistol and shoots everyone in comic relief territory. Those poor clowns.
City of dreams
It was the city that drew me in. An amalgamation of New York's streets and Hollywood's hills, Empire Bay is as interactively sterile as all other 'open-world' game-cities, but it's been coated in a veneer of dreamy credibility. Each street and hallway has a feature – a man shouting at an open window; a woman pressing her ear to a door; the sound of an argument. It's easy to see these details written down in a design document, but it gives Empire Bay a genuine rhythm, a pulse that Liberty City lacks. Plus, it helps that it is – on hefty machines – stunning. Turn up in the city in winter, and the streets are caked in snow, with layered bands of crystalline white on the untrodden paths contrasting with slush on the roads. And the lights! Even as the game transitions out of the 1940s and into the '50s, Mafia II's waxy lighting remains consistently arresting, casting pools of gold and yellow on windscreens.
But there's no point to any of it. The city breathes and grows, changing as the missions span the years, but it never moves or cries out. The game is presented in chapters, and each chapter has you wake up in your home. Vito, I can inform you, is a man who sleeps in the same vest and pants for nine years. Before the poor, smelly bugger can even get dressed, he's hit with news and a job. The game forces you to drive to a location: once there, Vito either shoots some men, punches some men or drives to another location.
Incidental chaos
Unless you make your own fun, that is. I enjoyed people-watching in a city where every pedestrian and car driver has the situational awareness of a frightened rabbit. Drive near one of the AI humans on foot and their preset reactions kick in, launching them in a seemingly random direction. Sometimes, this would be toward safety; more regularly, they'd hurl themselves into speeding traffic.
Having a woman – a few moments earlier happily strolling down a sunny street – chuck herself in front of a nearby van is certainly a surprise. Having that van then swerve to try to avoid her and plough through another three pedestrians is brilliant. Having that van then be spotted by a police car, having those police open fire before getting squished by the panicky, blood-leaking van driver, is better than another cover- shooting 'kill 50 goons' story mission.
Mafia II is a mafia movie run once through a game grinder, and that's simultaneously the worst thing about the game and the compliment it was developed for. In telling a story as convincing as most Hollywood depictions of the Cosa Nostra, 2K Czech have accomplished exactly what they intended to: only at the end does the artifice topple slightly, piling one too many game-cliché mass-battles onto the pile. But detach the story from its very familiar housings, and we're not left with much: a bit of walking, a lot of driving and too much shooting. Each is good, but rarely superb.
Details
- Color