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A thoughtful look at Mafia The Old Country’s strengths and flaws is available now.

August 16, 2025 at 09:00 AM
blur What Are You Playing This Weekend? (16th August)

A weekend look at Mafia The Old Country weighs strong writing against pacing flaws and a tedious collectibles loop.

Mafia The Old Country Delivers Strong Characters and Flawed Pace

Recent impressions note that the player finishes the platinum trophy for Mafia The Old Country and finds a solid seven out of ten. The story has convincing writing and strong performances that help you care about the main character, even if the plot feels predictable. The ending, however, is rushed and would have benefited from extra chapters to flesh out the arc. The action and stealth are solid, and driving feels more natural than in Mafia 1.

The open world design and the hunt for collectibles slow the pace. Collectibles prove tedious, especially since many only appear when you are nearby and there is no marker to track progress. The game does offer a chapter replay and an explore mode, but the lack of markers and a useful tracker makes exploration feel like a chore. Overall, Mafia The Old Country is good to borderline great for players who want a focused story and solid gameplay, but pacing and UI quirks can drag it down over a weekend.

Key Takeaways

✔️
Strong writing anchors the game
✔️
Ending pacing undermines the narrative
✔️
Solid combat driving and stealth
✔️
Collectibles are tedious
✔️
Map and navigation lack helpful markers
✔️
Replay and explore modes exist but aren't fully rewarding
✔️
Weekend-friendly but not perfect for all players

"The ending rushes to wrap up the arc"

Pacing critique

"Great characters keep the story alive"

Character writing praise

Editorial take A balance between story and open world is hard to pull off. The game aims for a heartfelt narrative inside a large world and it succeeds in parts, which is why the ending feels rushed. This is a common pattern in open world titles that chase length while risking clarity of the tale.

Beyond the plot, the collectibles and map design show a broader design problem. Without clear incentives or a tracker, wandering loses purpose. If studios add better navigation tools and meaningful rewards, such games can offer both great stories and satisfying exploration.

Highlights

  • The ending rushes to wrap up the arc
  • Great characters keep the story alive
  • Collectibles should offer a real incentive to roam
  • A better map would turn exploration into a real choice

The next title could show how to balance depth and pace on a crowded map.

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