The
Mafia series is renowned for compelling storytelling and
three-dimensional characters, but have you ever stopped to think about
how important its city settings have been to making it so believable?
“The city is a character in its own right," says Haden Blackman,
studio head at Hangar 13 and creative director on Mafia III. “That was
certainly established in Mafia II that Empire Bay is a character in its
own right, so we wanted to bring that forward [in Mafia III]... [it] was
really important to us.”
ADVERTISEMENT
x
It wasn’t just the case for Mafia II, either. In the original Mafia,
the 1930s city of Lost Heaven was a combination of San Francisco and
Chicago. Lost Heaven facilitated the rags-to-riches tale of Tommy Angelo
during the Great Depression, which helped to position the protagonist
as a sympathetic character, creating a compelling context for why he
might want to join the Italian Mob.
For Mafia II, 1950s Empire Bay represented a mashup of Boston,
Detroit, New York City, Los Angeles and Chicago. Vito Scaletta,
protagonist of Mafia II, is a thief-turned-soldier, who returns from
World War II and has a con-man-to-made-man rise through the ranks of the
Italian Mob during a heavily romanticised golden era of organised crime
families.
For Lost Heaven and Empire Bay, the respective time periods of Mafia
and its sequel were crucial in pushing the character of each city, both
intrinsically linked to the real-world history of the United States of
America at the time as well as the plight of the protagonists. This
meshing of history and fiction in the Mafia series is what Blackman
refers to as “historical pulp fiction.”
“It’s set in a real time in our world, essentially, so you reference
real-world events but you’re telling your own story, and it’s still
fiction, so you’re dealing with the salacious side of things,” he tells
me.
Mafia and Mafia II featured Italian-American protagonists who were
able to capitalise on their ethnicity by becoming part of the so-called
family. In Mafia III, Lincoln Clay is a biracial orphan of
African-American descent living in a fictionalised Southern United
States city called New Bordeaux, which is based on 1968 New Orleans.
There’s a lot that’s changed between Mafia II’s 1950 setting and the
social upheaval surrounding the real-world history behind Mafia III’s
New Bordeaux. The Big Easy looks incredible.
“There are a lot of changes,” says Bill Harms, lead writer on Mafia
III. “If you go from what the world was in the ’50s to 1968, like, just
that era of social upheaval, legal upheaval, the civil rights act,
things like that. This is the very first inklings of [other] criminal
elements [that] were going to change [the landscape]. In the ’40s, it
was World War II, and then later on it was the Korean War, [then the]
Vietnam [War]. 1968 is when all of those guys started coming home [from
Vietnam] and going, ‘You know what? Maybe everything you’re seeing on
the news isn’t jiving with what we saw,’ and that’s when you really
started seeing protests and things like that.
“I wouldn’t say it’s the polar opposite, but it is significantly
different for how society viewed a variety of things from war to rights
for African-Americans, rights for women, and even the music. You hear
Paint It Black from The [Rolling] Stones, that is a song of the ’60s, or
what I consider one of the best songs ever written, Fortunate Son. That
song would not have been written in 1952. In the ’60s, that song
perfectly encapsulates what is going on in a lot of ways.”
Music is another big part of the Mafia franchise, and the rise of
R&B, hard rock and psychedelic tunes during Mafia III’s time period
helps to emphasise the darker shades of grey the game is exploring. The
soundtrack also acts as a sometimes contrasting musical backdrop to the
brutal violence that the player partakes in during particular
action-heavy missions. Much like how Stanley Kubrick forever changed the
mental imagery that accompanies once-innocent classic ‘Singin’ in the
Rain’, Mafia III’s often subdued combat soundtrack provides a
black-comedy contrast to the on-screen brutality. The sun's in my heart and I'm ready for love.
This kind of violence in gameplay is actually part and parcel with
the time period in which Mafia III is set. “We wanted to show it is a
violent time period,” says Blackman. “It’s a time period marked by one
of the most destructive wars in our history, and it’s marked by
high-profile assassinations and riots and conflict at home and abroad.
Even in film and television, things were getting more violent in popular
fiction. You’re only a handful of years away from things like Texas
Chainsaw Massacre; all of that is building. We put all of that into the
hopper, mentally and creatively, and let that come out.”
The ’60s was also a crucial time for the Italian Mob, as this was the
time period when organised crime families started to rise from other
cultures. “We know that by the late 1960s, the Italian Mafia was not
only being challenged by the government and the public, but also other
criminal groups,” says Blackman. “Setting the game in 1968 allows us to
explore that part of the Mob’s history and recapture the term ‘Mafia’ to
mean more than just the Italian Mob.”
For Mafia III, this challenge to the Italian Mob comes most notably
from protagonist Lincoln Clay. As an orphan, his search for a different
kind of family has gone through multiple crucibles: from state orphanage
to crime family; from crime family to the fraternity of soldiery in the
Vietnam War; then from war to a pursuit for bloody justice after the
Italian Mob attacks his adoptive family. To aid in his vengeance, Clay’s
flanked by three lieutenants – Vito Scaletta (yes, that Vito), Thomas
Burke and Cassandra – who squabble in sibling-like fashion when it comes
time for the player to divvy up a newly won hideout or a freshly
conquered district.
From what I played, the implication is that favouring one or two of
your lieutenants over another could lead to dire endgame consequences
from within your organisation. Harms told me that neglected lieutenants
will remember what you promised versus what you delivered and that will
“play out”. As for threats outside of Clay’s new blood-drenched crime
family, these stem from obvious places, such as rival gang members, to
the less obvious historically confronting realities of being a person of
African-American appearance living in the Southern United States.
“The behaviour of pedestrians and NPCs – certainly not everywhere
throughout the game, but in large sections of it – there are places
where if Lincoln looks out of place and seems out of place, people will
react to that,” says Blackman. “There are places you can go that just
being there is an offence and will elicit a police response. We aren’t
so naïve to think that a single game could cure racism, but if we can
get the player to think, ‘Why am I being treated differently here than
in other parts of town?’ then I think we’ve done something worthwhile.” It was a tense time in American history.
It’s a landmark gameplay mechanic for the franchise, whereby the
player will be treated as hostile just because of the colour of Clay’s
skin. As a gameplay mechanic, it extends beyond the usual suspicious
treatment that comes when a player enters a clearly flagged
out-of-bounds area. As a narrative tool, it creates a powerful empathy
between player and protagonist, bringing into question the notion of
police and even civilian innocence when racist beliefs result in
negative treatment, even when the player may not be doing anything
illegal at the time.
As it stands, the first two Mafia games provided believable contexts
for why the respective protagonists would want to join, then ultimately
betray, the Italian Mob. For Mafia III, Hangar 13’s creation of a bloody
tale of vengeance makes that context, initially, a bit more elusive,
but ultimately delivers the goods by making Lincoln Clay the kind of
underdog protagonist who is quite literally facing adversaries at almost
every turn. By setting the game during a time of social upheaval with a
protagonist who’s treated as a second-class citizen in a fictionalised
take on New Orleans, Mafia III is positioned to create a play space
that’s simultaneously hostile and engaging. And that, really, is the
ideal location for a bloody revenge story.
No comments:
Post a Comment