Mafia: The Old Country — Review
Hangar 13 takes the franchise back to early-1900s Sicily. A focused, narrative-first prequel that quietly reinvigorates the series.

Mafia at its best has always been the open-world game that cared about story over sandbox. The Old Country leans into that harder than any entry since II — and the result is the first Mafia in fifteen years that feels like it actually knows what it wants to be.
What's Different This Time
A more deliberately structured world. Tighter mission design. Less open-world filler. A protagonist whose arc is the point of the game, not a frame for it. The Sicilian setting trades the genre's usual Manhattan-and-Detroit-style sprawl for something dense, hot, and grounded — and the game uses every inch of that contrast.
What Works
The setting. The pacing. The willingness to let scenes breathe rather than chase activity-icon density. The script is some of Hangar 13's strongest writing, and the supporting cast is built around real performances rather than mission-giver archetypes. The horse handles like it was designed by people who understand it doesn't drive like a car.
What Holds It Back
A few traversal pacing dips, mostly in the second act, where the game gets impatient with its own slower rhythm. Some combat encounters that feel obligated rather than designed — Mafia has never been a combat-first franchise and pretending otherwise hurts the back half.
Who It's For
Mafia II fans. Anyone wanting an open-world game that values story over scale. Anyone who has missed deliberate, character-driven crime drama in games — and is willing to play a Mafia game that occasionally puts the gun down.
The Verdict
The most coherent Mafia game since II, and the right structural reset for the franchise. Hangar 13 has remembered what the series is actually for — and it's been a long time.
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Hangar 13's organised-crime drama series — narrative-driven, period-perfect, and one of the few open-world franchises that puts story above sandbox.
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