Considering it’s been nearly 10 years since a main installment in the Mafia franchise, what were your core goals when developing Mafia: The Old Country?
Alex Cox, Game Director: With Mafia: The Old Country, we introduced a brand-new story and setting that lets players feel like they are playing through a classic mob movie. At the same time, we featured grounded and high-stakes stealth and gunplay mechanics that enhance the criminal narrative in the game.
What drove the decision to move away from an open world style and towards a more linear, story-focused experience?
Cox: We took a lot of inspiration from the structure of Mafia: Definitive Edition and Mafia II and how those games resonated with players. With Mafia: The Old Country, we want to deliver the kind of narrative experience that feels distinctly Mafia, and creating a more linear, story-focused game was how we could best accomplish that.
What made the concept of creating a prequel set in Sicily so appealing?
Cox: Going back to 1900s Sicily allowed us to create a game in a beautiful, unique environment for the series while telling a story grounded in the brutal origins of organized crime with a compelling new cast of characters.
Players can traverse the environment in multiple ways, including horseback and authentic turn-of-the-century automobiles. How did you iterate on the game’s movement mechanics to make them feel just right?
Cox: The cars players drive and the horses they ride are part of what we wanted to make feel authentic and true to the time of the game’s story. We did our research into what kinds of cars Enzo and others would be driving in 1900s Sicily and designed our driving and riding mechanics to make traveling by car or horse feel fun while also providing a strong sense of time and place.
Players have a variety of options when it comes to combat. Were there any particular tools in UE5 that helped you refine these experiences?
Cox: We want the combat to immerse players in the world of Mafia: The Old Country, whether that is through stealth or gunplay and knife combat. Early in the project we took advantage of the ability to prototype quickly in UE5 to help experiment with different gameplay mechanics, like our new Knife Dueling mode as an example.