Management and passage by Mafia 2
- 28
- outubro
Continuations of eminent episodes that go through many years immediately fall into a risk group. To make an exact copy of the old hit, without bringing anything new to it, it is pointless – the games do not stand still, the genres evolve, and the absence of certain familiar elements is already considered a bad tone. And it’s a pity, because sometimes I really want everything to be just the same.
Shtil of change
Mafia II, as an elephant-writer from the Mikhalkov fable, seeks to please everyone-both the console and a computer scientist; And a lover of driving a car and a connoisseur of the plot; And to the one who prefers meticulously to explore the world, and a fan of fleeting militants. It is not surprising that the result was a few … chaotic.
Let's start with the main thing – actually shootings. In battle, we are moving from the box to the pillar, from the pillar to the barrel and, occasionally peering out, blowing enemies with well -aimed shots in the head. The process is delayed, and attempts to spit on everything and go through the level in full growth will interrupt the first enemy with a shotgun or, worse, “magnum”. Well, the mission will have to start again, because there is no traditional preservation here – only in rare control points.
The battles are beautifully directed, delighted with a variety of scenery; Sometimes there are even moments where you can tear off and shoot from a machine gun. But all the same, by the middle of the game, the main actions come down to the algorithm: jumped into the shelter – waited for the enemy to end the cartridges – he killed him and hid him back.
We will spend most of the game behind the wheel. But by no means in pursuit of shootouts (they are here, but very few) – no, we will just ride. From the point "House" to the point "bar". From the point "Bar" to the point "Milia". And from the "Brillnya" point – back to the "house" point, after which the mission will be considered completed.
Occasionally we will include a stopwatch so that they do not relax. Other active participants in the race, usually with machine guns and very evil, will not often appear at all – you need to get off with them. Another option is especially important persons, which are prescribed to catch up and catch. But both are not too trying, and problems can arise only because of the ubiquitous taxi drivers. They really love at a speed of sixty miles per hour to suddenly turn aside or rebuild in another row.
Hand -to -hand fights are closed by the three whales of the gameplay. It looks like this: sit out in the block until the enemy hit a couple of times and gets tired, then hold a response series. Repeat until the enemy ends. The situation, opponents, motives are changing, but the process itself remains the same.
In the intervals between basic classes, you will have to remake a lot of different things: to stuff cigarettes, sell the coupons for gasoline, wash windows, floor and pussuar … Yes, only all this is performed by one single key! We approach the object, click “E” and forty seconds watch how Vito selflessly drives a rag. And you can’t squeeze these scenes in any way, even with repeated passage.
Some doubts are the moral of the protagonist. Remember who the venerable Thomas Angelo was? A simple taxi driver, whom life did not just push, but brazenly shoved on a slippery path. But even melting over his ears in criminal cases, he managed to remain a man.
And what is Vito Skalletta? As a boy, his father moved him with the rest of his family from Sicily to Empire-Bay. There were no good work to the emigrants, his father humped for a penny in the port, then he began to drink, got into debt. And Vito began to hunt with inept robberies, on which he came across. Instead of prison, he preferred to go back to Sicily as part of the penal battalion of the American army. Having been injured, he sent to see his family, but so in America he remained – to help his parents. The usual story for that time.
And now our hero again enters the slippery path to accumulate money and pay off the debts of his father. Then it does not happen at all what it was worth expecting from a decent person. Vito continues to engage in crime. Himself, voluntarily. He robs, steals, kills, and with each chapter of his crime becomes worse and worse. For what? We will find out about the middle of the game. As he himself will say: “I dreamed of money, cars, women, respect, freedom …” Yeah, large -scale dreams, you will not say anything.
And at least with all this, Vito sometimes torments his conscience, worrying for him is not so easy. The plot is replete with stamps and easily counts on the chapter or two forward. And the only sincere attack of despair Vito demonstrated when the Irish competitors burned most of his “overwhelming labor” of property.
Spirits of the city
With all the roughnesses of the gameplay, the game clings seriously and for a long time. It is worth delving into it at least then to have time to study in detail the most important part of the game – the city. It is not very great, but worked out with such meticulousness, as if it was done for the museum. Walking along the streets, you can stare around, communicate with passers-by, finally drink a mug of beer and sit down with a hot dog … somewhere in the interval between the "Brillure" point and the point "House". Because there is no free time between the missions here at all, you have to look for it yourself. And to be very hoped that the next slaughter taxi driver will not drive the hero to death, throwing it back for three hours of playing time.
Perhaps that is why I want to run around the game again. And then more and more. To better consider the result of all this painstaking work of designers and imbued with the spirit of the city.
Note: At the start of the new game, all previous conservations are erased, but you can just copy them somewhere from the folder.
A separate conversation – about cars. They are drawn with such care and love that you involuntarily begin to treat your transport very carefully. This is not Grand Theft Auto, where to grab the first wheelbarrow and drive, knockeding down columns and without fitting into turns – the norm. Solid, heavy and sparkling cars are more likely to be unhurried, accurately driving. Even the theft of the car you like turns into a whole ritual. First, we painstakingly look for the model you like, carefully open the castle, go to the garage for tuning and finalizing, and only then imposingly roll for the mission, trying not to scratch the bumper. And when the taxi driver still enters our side, water him with a pair of queues from Thompson and with a sense of the fulfillment of the duty, we leave to repair. All the same, there is really nothing to spend money here, except for the plot and on the finish of cars.
By the way, keeping the car intact by no means easy, and not only because of other participants in the movement. The physics of car behavior on the road is frighteningly reliable and, moreover, "meteorological dependimal". In the rain or, more than that, the snow clutch with asphalt becomes just a nightmare, the slightest skid threatens a serious accident or departure from the highway.
Weather effects were a success to developers no worse than cars, especially at the highest settings. On a clear day, chrome discs are fun playing sunny bunnies. During the rain from under the wheels, splashes fly in all directions, and city lights are reflected in puddles. If you leave the car in a snowfall for a while on the street, a snowdrift will grow on her roof. But it is worth the car to start and accelerate a little, as the oncoming wind will turn it into a cloud of snow -white dust.
It is worth admiring the city itself – to consider advertising posters, evaluate the difference between day and nightlife. A very vivid impression leaves a change of eras-in the war years, Empire-Bay is a very gloomy place. But by the time Vito returned after a long absence there, the Rock and Roll era, short skirts and screaming cars. Posters, cars, signs, even clothes are changing. The city is completely transformed. It all starts first.
Light breeze
Without references to the first part, of course, could not do. Some tasks cause a persistent feeling of deja vu, almost repeating the events of the original "mafia". And this does not always benefit, because the plot is already unnecessarily predictable.
But there are more elegant references. Here, let's say, Tommy Angelo at one time unloaded a whole truck. Mafia II will also have to work as a loader, but already on the third box, Vito will get tired and begin to release caustic comments, and then he will completely send work to the damn grandmother.
Most of the emotions causes a task in the fourteenth chapter, but to tell what is happening there would be a crime. We will only say that if the Hero control at some point did not intercept the script, it would certainly remain unfulfilled.
• • •
Mafia II delays, despite many shortcomings. A lot of successful finds, fantastically beautiful decorations, but lacks the very smallness: an intelligent plot and a balanced gameplay.
Verdict: Carried away by trees, the developers in places forgot about the forest. The magnificent world is filled with the same tasks and monotonous shootings.
[[Break]]
Post -war arsenal
Weapons in the game of about one and a half dozen. For convenience, it can be divided into the following groups.
Fists. We will use them often and for a long time. The mouse buttons are responsible for the blows, for the block – the gap. Clicks with the left button – quick blows, the Right series is a couple of slow, but strong, overturning the enemy. In addition, in prison you will be taught counterattacks. To fulfill it, you need to press the attack key at the moment when your character evades a blow. In addition, you will see the achievements that will finish the battle if the enemy is already exhausted. To perform the series, click the left mouse button.
Pistols. The first weapon in the game, which, if desired, can be limited to. The damage is low, the rate of fire is also, but the accuracy is almost absolute. When it hits the head, he puts the enemy on the spot. In combination with the cover system, this allows you to forget about the existence of the rest of the weapon. First shoot those who have hidden poorly. Then wait until the enemy devastates the store and begins to recharge. Usually he does not hide at the same time, so feel free to use the situation.
All pistols are approximately the same in characteristics, so choose the one that the majority of enemies are armed – then collect cartridges from corpses. The only exception is Magnum with increased damage that has fun casting opponents when it hit.
Shotgun. One for the whole game and is completely useless. High damage in no way compensates the slow rate of shooting and a small distance of the lesion. Yes, you will probably kill one enemy. But the rest of you will kill you in a blink.
But the shotgun in the hands of the enemy should be afraid. One awkward movement, and you are a corpse.
Submissions pistols. The best weapon in the game. Good damage, high range and rate of fire, decent ammunition. And really not inherent in their accuracy. And all because there is no return on the weapon in the game. At all.
The best choice is the Automat of Thompson of the 1928 model. It differs in an enlarged clip (50 rounds versus 30) and the fact that you can carry not 120 rounds with you, but 200.
Rifles. Long -range, powerful and accurate weapons, practically inapplicable in the game. Simply because opponents rarely turn out in the distance, and nearby a submachine gun is better. They become relevant only at the end – it is very convenient to kill thick -skinned game bosses from them.
Throwing weapon. Grenades and cocktails of Molotov Roads and ineffective, but occasionally useful for smoking enemies from particularly hard -to -reach places. Grenades hurt the explosion of a large area and kill immediately, and cocktails drive enemies from shelters and do not allow to hide there again.
Fleet
In total, in the game, taking into account two DLC (Vegas Pack and Made Man Pack), forty cars. In the table below you will find them all.
You can steal the car in three ways. Vito simply jumps into the convertibles through the top. Usual can hack or break the side glass. The second is faster, the first aesthetic. To hack the castle, you need to play in a mini-game. Each castle has several (from one to five) reeds. With one button, raise the tongue until it is green, we fix the second. If you miss, it will fall, and at the same time drop the neighbor on the right.
The easiest way is to raise the tongue just above the green zone and release the button. He will slowly crawl down, and you will only have to fix it in time.
Note: Cutting locks in front of the police is dangerous for your wallet.
Table 1
Cars
Picture name (abbreviation DLC) Basic engine power (kW) maximum speed (km/h) mass (kg)
Bulletic carrier 68 100 2430
Ascot Bailey 98 198 856
Berkley Kingfisher 140 167 1957
Chaffeque XT (MMP) 56 151 1120
Cossack (MMP) 190 190 2400
Culver Empire 104 151 1750
Culver Empire Police Special 122 155 1750
Houston Wasp 119 160 1636
ISW 508 112 194 1315
Jefferson Futura (VP) 155 186 2475
Jefferson Provincial 96 146 1620
Lassiter Series 69 120 164 1873
Lassiter Series 75 Hollywood 140 170 2070
Potomac Indian 88 154 1676
Quicksilver Windsor 82 152 1620
Quicksilver Windsor Taxi 82 152 1620
Roller GL300 (VP) 158 239 1250
Shubert 38 63 132 1420
Shubert 38 Panel Truck 63 122 1801
Shubert 38 Taxi 63 132 1420
SHUBERT ARMORED VAN 112 111 4501
SHUBERT BEVERLY 121 163 1565
SHUBERT Frigate 112 168 1293
SHUBERT HeARSE 63 128 1631
SHUBERT Pickup 67 134 1620
SHUBERT SERIES AB 45 113 1170
SHUBERT SNOW PLOW 123 101 4600
Shubert Truck 123 101 4500
Shubert Truck Covered 123 101 4500
SHUBERT Truck Flated 123 101 4620
Smith Coupe 38 113 1090
Smith Custom 200 142 177 1500
Smith Custom 200 Police Special 170 190 1500
Smith Deluxe Station Wagon 61 107 1485
Smith Mainline 82 150 1500
Smith Thunderbolt 145 189 1352
Smith Truck 70 97 3280
Smith V8 63 127 1166
Walker Rocket 124 201 1920
Walter Coupe 47 97 942
Grassed story
The campaign in the game is simple, and it will not be its difficulties. There are only a few points that can cause difficulties.
Chapter 3. Before opening the safe, it is worth turning off the alarm in one of the basement rooms.
Chapter 11. To get to Leo on time, put in advance to the entrance to the bar good racing machine. And to save him, wait for Henry to go to the room. Quietly strangle the guards and run.
Chapter 14. At the end of this chapter, you will have to somehow make money without completing tasks. You can get them:
- Bringing the gas stations – quickly, efficiently and safely (the main thing is to shoot a refueling person immediately), but brings only about $ 50.
- Robbing clothing stores – we get about $ 150, but you can stumble on armed people and the police. Shoot everyone and steal a suit to cover traces.
- Dringing the stolen cars to the landfill and disposed of it there – simply and profitable, $ 400 with each. The right amount is thus gained literally in a couple of visits.
Note: Pay attention to the brand new machine next to the press. It can also be disposed of by receiving an additional $ 400.
- Broken arms stores – profitable, but risky. We go, kill the seller, steal about $ 600, weapon and quickly leave until too much the police ran.
Gather me!
Fans to put their nose in all corners can take up the search and collection of hidden objects. In Mafia II, they are presented by Playboy magazines and announcements about the search for especially dangerous criminals.
The location of all WANTED posters is indicated on the map. Only one trick is connected with their collection. To get to the point marked with red, you need to be by car, breaking through the fence on the freeway, flying into the roof, where you will pick it up. The speed should be about 80-90 miles per hour.
Now let's start collecting printed products.
Chapter 2
- The first magazine lies in Joe's apartment, on the table.
- The second is located on the bargain. He lies in a office room, across the road from the office and the press, on the shelf of the rack.
Chapter 3
- The magazine lies right at the exit from Derek's office to Angar. Apparently, Steve dropped him.
- In the house where Maria Angelo lives, the magazine is located between the nightstand and the wall right at the entrance.
- In the federal building, another magazine can be found next to the guard on duty on the ground floor, on the rack. And you are ready to kill for Playboy?
- Ibid, but already in the basement, in one of the utility rooms, the magazine is lying on the floor between the racks.
- And again the federal building. But already the second floor. The magazine lies on the windowsill in the Industrial Specialist office.
Chapter 4
- In the shopping center on the ground floor near the stairs leading to the roof, lies a whole box of magazines. One can be grabbed.
- Another lies right under the same staircase.
- The next will be found in a room on the roof, after Vito bakes two waves of police officers. Magazine on the floor, next to the rack.
- And finally, the latter in this chapter lies in the house (not an apartment) at Joe, below, next to the entrance to the basement.
Chapter 5
- The first magazine is waiting at the top of the house where Vito rents an apartment on the floor next to the door.
- The second is already in the building, which must be stormed – at the end of the first hall, in the office room opposite the stairs on the fourth below, next to the lockers.
- The third – on the top floor, on the right side of the room, next to the chairs.
Chapter 6
- The first printed publication is located in the prison courtyard, not far from the sleeping stand behind the rostrum (in the niche to the left of the electrical panel).
- The second is in the same yard, between the angle of the basketball court and the wall of the concrete house, which is next to the brick.
- After a fight in the laundry, you can pick up a magazine on one of the cars similar to a giant steel bread.
Chapter 7
- In the Henry store, on the floor, next to the stairs.
- In the house of Joe, on the top floor, in the corner, next to the door.
- In the new house of Vito, on the second floor, on the nightstand.
Chapter 8
- At the very beginning of the mission on the table in the kitchen.
- The plant has a one -story dilapidated warehouse, not far from the conservation point, on the left. In it, on one of the tanks lies a magazine.
- In front of a long narrow passage, from its left side (on the right is upstairs), next to the two tanks there is another.
- After a shootout, you should look into https://davincis-gold-casino.co.uk/ the local homeless. The magazine lies next to a pair of mattresses.
Chapter 9
- In a restaurant, on a bar, next to beer cranes.
- In the sewer, in one of the dead ends, in front of the grille and a bunch of trash.
- Already on a slaughterhouse, as soon as Vito climbs out the window, it is worth looking for between a pile of coal and a container.
- In the meat workshop, on the floor, at the wide drain grill, next to the table.
Chapter 10
- In the laundry hotel, on the table with one of the employees.
- After cleaning the conference hall, you should go down to the 16th floor. There is another issue next to the grate.
- Very close to the laboratory control panel, in the opposite corner of the fence from it.
- In the apartment of Vito, in the bathroom in the corner.
Chapter 11
- In the house at Leo in the bathroom on a wicker basket.
- In the same house, on the windowsill, in front of the door to the bedroom.
- In the house of Luigi at the feet of a rested man next to the closet.
- Next to the new Joe's bed in his apartment.
- In the Irish pub, in one of the procurements, under the box from the cola.
Chapter 12
- In the docks, to the right of the entrance, next to the truck.
- In the same docks, on the way to a meeting with the Chinese, in a small dead end on the left, between the garbage container and the wall, in the thicket.
- On the second floor, where the hero will fall after the shootout, on the floor next to the transformer.
Chapter 13
- In a restaurant, on a sofa, on the ground floor, at the end of the corridor.
- Ibid in one of the opium smokers.
- Not far from the drug dealer, in a room with a bunch of ammunition, on a green box.
Chapter 14
- After release at the very top in the corner.
- A pair of floors is lower, on the left on pallets in the corner, next to the shelves with bags.
- At the very end of the building, a glad with a covered with a canvas window, a wooden “fence” and a bunch of bricks nearby. On the floor.
Chapter 15
- Inside the building, after the murder of an arrow on the roof, if you go down the steps, there is a fence between the two small stairs upstairs. Next to her is another magazine.
- On the roof of the observatory, around the corner.
- Near the telescope, on the floor near the railing.
- Not far from the projector of the starry sky, on the floor.