
Using almost exactly the same city map, every district has been revisited and upgraded, with more detail in everything from the trash on the street through to the architecture of the buildings themselves. Our art team created many beautiful period-authentic cars, mission environments, and character models, but they put special effort into the visual overhaul of Lost Heaven, the Chicago-like city where Mafia: Definitive Edition takes place. Ensuring that the remake shared that quality was at the top of our priority list. It’s also important to remember that Mafia was visually stunning when it was first released. In fact, I’d say we used every tool at our disposal to ensure that Mafia’s narrative still impresses in 2020. We’ve added new details through notes, newspapers, and radio commentary to better ground the story in its 1930s period setting. We’ve given key characters, such as Tommy’s love interest Sarah, more time on screen and expanded their backstories.
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The script has been given a full rewrite, every performance newly captured, and every cinematic reshot. The rags-to-riches tale of Tommy Angelo’s career in the Salieri crime family is just as compelling today as it was back when the original game first released, but we’ve given the whole narrative experience a makeover. At a time when high-quality narrative in games was a rarity, Mafia proved that games could tell mature stories to rival film and television. The core of every Mafia title is its story, and the first Mafia in particular set a new benchmark for cinematic storytelling. That involved not only modernizing the gameplay, but also understanding what made Mafia so special in the first place. But just as important was helping new players discover the game in the same way we did back when we first played it nearly 20 years ago. Of course, we wanted returning fans to find a familiar adventure, refreshed yet true to the spirit of the original. Our goal since the outset has been to celebrate Mafia by creating a new version that everyone can enjoy. For me personally, this project has been the culmination of more than a decade spent making Mafia games, as well as an awesome opportunity to revisit one of my all-time favorite games. Our newest developers (some of whom were in kindergarten when the first game launched) have learned about the heart and soul of the Mafia franchise.

For the veterans who worked on the original, it’s been a real nostalgia trip. Creating this game has been a fascinating journey for the team here at Hangar 13. That always sounded an intrigued concept but despite apparently sending $53 million on pre-production the game was cancelled anyway.After two and a half years of development, the time has come to share Mafia: Definitive Edition with the world. Kotaku describe Coename Volt (or ‘Code-named Volt’ as they have it) as a class-based co-op action game, although previous reports had characterised it as ‘Cthulhu meets Saints Row’. One was a spy game called Rhapsody, one a loot-based action role-playing game codenamed Mosaic, and the third is the previously reported Codename Volt.


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The game is being developed at series creators Hangar 13 (formerly Illusion Softworks), which seems to be undergoing some troubles at the moment, with the exit of studio head Haden Blackman and chief operating officer Matthew Urban.īlackman will apparently be replaced by Nick Baynes, who is currently studio head at Hangar 13’s UK offices in Brighton, which will supposedly lead development on the new Mafia game.Īccording to a report by Kotaku, Hangar 13 has recently experimented with three new IPs, all of which have now been shut down.
