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Sitting atop a throne built from the remains of countless imitators
and wannabes, The Godfather (most notably in movie form) encompasses
what many of us consider to be 'the mafia'. With a star-studded
cast, filled with the likes of Marlon Brando, James Caan and Al
Pacino, as well as original author Mario Puzo's and director Francis
Ford Coppola's phenomenal script, the characters and their lines
have transcended their original context, cementing themselves forever
into America's pop culture. The soft spoken leader Vito Corleone,
the Don of New York, and his legendary line "I'll make him an offer
he can't refuse" alone has been replicated in everything from children's
cartoons to video games and movies, so much so that he has become
the stereotypical mafia boss [Like in the Simpsons episode Homie
the Clown, when the Don admits, "I'm just an old Italian stereotype!"
Ed.]
Despite
the celebrated status that the Godfather movie trilogy holds, its
status as a videogame has strangely been kept dormant, with its
only appearance coming in the early Nineties in the form of a shoddy
arcade-style game developed by U.S. Gold. Looking to add to their
already large movie license repertoire, Electronic Arts pounced
and acquired the rights to the Godfather franchise from Paramount
Pictures (much to the supposed ire of Coppola). Initially released
for the current generation of consoles, a warm reception there led
to the enhanced Xbox 360 port. With a slew of additions - new missions,
new graphics, new features and new A.I. - this Godfather, while
still carrying the same unattended to wounds of its first release,
packs a bit more brass in the pants. Is it $60 worth of additional
brass? Well, that depends on how deep you bought into "the Family"
the first time around.
Based
almost entirely within the time span of the first movie, Electronic
Arts' The Godfather puts you in the shoes of an up-and-coming player
in the Corleone family business, who is seeking revenge on the Brazini
family for killing his father. After you create your character,
using a limited version of the Tiger
Woods create-a-character system dubbed 'Mob-Face', you are placed
into New York circa 1945. Using a sandbox style progression, you
move through the game at any pace you desire, pursuing the two story
arcs or any of the countless side quests in any order you see fit.
Freedom is the name of the game here, but with the help of excellent
pacing and quest placement, as well as the ability to view your
current objectives with the press of a button, you'll never feel
the anxiety of undisclosed or unspecified possibilities. With a
gameplay area spanning countless miles and five neighbourhoods,
always being knowing what you can do at any given time is a necessity.
The
main story, unravelled throughout the game, can be broken into two
arcs. The main arc is a retelling of the events in the movie through
the eyes of your created character. Starting with the opening scene
of the movie - the wedding of the Don's daughter, Connie - the majority
of important moments from the movie are represented in some form
or another. But instead of simply rehashing those moments, EA has
reworked these scenes to include your character. Surprisingly, the
movie lends itself perfectly to this, and while your character's
role is almost always the (most times previously unseen) support,
it still works as an interesting catalysis. An example of this is
that instead of simply assuming that the undertaker's request for
revenge at the beginning of the movie is taken care of, your character
is brought into the Corleone fold by Luca Brasi to assist in caring
out the favor. Another example can be seen a little later in the
game; your character, along with Fredo Corleone, drive the gunned
down Don Corleone to the hospital; when assassins come to kill the
injured Don at the hospital, your character helps Michael Corleone
protect his father. From Paulie's murder to planting the gun that
Michael uses in his assassination plan to snuffing out the mob leaders,
there is no major scene that happens in New York City that is missing,
making this a real treat for fans of the movie.
The
second arc is exclusive to the game and revolves around your created
character, whose father was gunned down right in front of his eyes
by the Brazini family when he was only a child. Don Corleone, who
was in the area, told the distraught child that his time for revenge
was not now, but would come in the future - a promise the Don would
not forget. After finally being brought into the Corleone fold,
you make your way up the family ladder, gaining respect within the
family from your deeds and actions. This second arc is very small
in comparison to the main arc, encompassing very little playing
time. It doesn't hurt your character though, as being the main focus
of both arcs gives him all the exposure he needs. The supporting
cast of the second arc suffer greatly from this lack of attention,
however. When Death takes away many of these characters, it is hard
to push forth a reaction of any kind. It's just like, "well, I guess
that sets up my next mission."
Normally
I would worry about story spoilers when writing about a game's story,
but The Godfather is different. If you have never seen the movie
then do not do yourself the injustice of playing the game
without that experience. Even if it has been a few years since your
last viewing, I would still recommend watching it beforehand; there
is very little in the way of character and story development here
that can stand on its own without the movie, and no amount of poor
quality video clips from the movie can change that. EA may have
gone to great lengths to attempt to capture the essence of the movie
by securing the faces - which are mapped on with haunting detail
- and voices for the majority of the cast, and by hiring Mark Winegardner
(author of the novels The Godfather Returns and The Godfather's
Revenge) to help with story editing and insight, as well as
sending a team on a supposed week long visit to Coppola's personal
winery to study his wealth of material, but there is still the feeling
of something missing - and that missing element is humanity. EA
have completely failed to capture the emotion, humanity and soul
of Puzo and Coppola's opus. Characters move and react like wooden
puppets, their eyes constantly looking off in odd directions. The
dialogue is generally solid, though at times uninspired, but when
the voices don't always line up with mouth movements (I have read
through an entire subtitled exchange, with mouth movement, before
voices have even been cued up, on multiple occasions). Cut scenes
lack the artistic touch that a director of Coppola's caliber brings,
generally consisting of the bare minimum of angles, pans and editing,
tearing the heart out of pivotal scenes. It feels too often that
the game is simply about human characters, who have bodies and brains
but no real humanity or depth, who spend their lives talking and
killing - a complain that Coppola himself made after playing an
early build of the game.
What
this game dearly needs is a huge dose of humanity. One way this
could have been addressed would have been asking the character to
interact with the world in a non-violent way at times. There are
really no moments like that, where you aren't off to engage in illegal
activities - and don't give me the excuse that 'mundane' life details
don't make for interesting gameplay - classics such as Bully
and Elder
Scrolls IV: Oblivion have proven that statement to be nothing
short of false. Another way would have been the addition of at least
a couple prominent female characters. The main women from the movie
- Connie, Sandra and Carmella Corleone, and Kay Adams - are all
absent except for the small, stereotypical old lady cameo that Carmella's
character makes. The addition of Francis "Frankie" Malone, someone
your character falls for, is simply to push forth a plan for revenge
when she is later murdered after little build up.
I
understand that EA may have been hesitant to take anything more
than minor liberties with the original material, n respectable attitude
to have, but it feels almost as if they let that overtake their
judgment. The story and script are solid enough, at the very least
providing the necessary amount of entertainment, even if they can't
stand without the source material - but more attention to character
development and storytelling and less on simply using cut scenes
to set up missions would have created a game with a stronger lasting
impression. There is also mishandling of two of the biggest points
of the movie - Michael's 'trip' to Italy and Don Corleone's death
- both of which are essentially treated as "mum's the word." This
may sound overly harsh, but we aren't talking about some summer
blockbuster that will quickly fade into far recesses of our memories;
we are talking about The Godfather, widely considered as one of
the greatest movies in cinematic history. At the minimum you need
to bring whatever it is that sits above your 'A' game, but what
we have here lands somewhere between the C+ to B- range.
Despite
the flaws in the storytelling, the gameplay is still solid enough
that they do not detract too much from the experience. As this is
a sandbox game, the expected third person view and basic run-and-gun
components are, on the surface, at work here; your standard Grand
Theft Auto controls superimposed into the Godfather world. EA
could have very easily stopped right there and would have still
had a decent, albeit drab, game on their hands, but this is not
the case, as fresh and innovative takes on combat, side quests and
open world interactivity allow this game to rise above the ranks
of mediocrity.
The
combat is near impossible to explain in one simple sentence, as
many different aspects have been combined. Before going into details
though, the very important factor of the enemy A.I. must be addressed,
as the enemies here are some of the most realistic reacting foes
ever to grace a sandbox game, never slouching off at any point.
There were plenty of times I got cocky and approached a mission
or side quest with a guns blazing approach, only to meet a swift
demise. Enemies always take cover behind whatever they can, sticking
their guns out just enough to fire off a few shots in your direction.
If you take the defensive too much then they will come after you
- and they have no problem shooting you right in the back! By the
time you reach the end of the game you're expected to be a master
of the combat system - and I wouldn't have it any other way. There's
even the ability to recruit other mafia members to join you on your
battle in an attempt to ease the difficulty. As you can begin to
tell, this isn't your typical combat system and while it can be
daunting at first, as the learning curve is fairly high for the
first couple hours, the combination of experience and the newly
created training videos makes for a rewarding transition.
Hand-to-hand
combat is dealt with not by a single button, but by the right analog
stick, much like EA's Fight
Night Round 3. Holding down the right trigger when close to
an enemy initiates a grapple - a key to the entire combat system.
Sure, you could just pump wildly on the right stick, but you'd leave
yourself wide open for counterattacks and a swift defeat. If, for
example, you throw a couple of punches, grab your opponent by the
collar, hand out a couple blows to the face followed by a head butt,
slam him into the wall and then break his neck, chances are
you'll come out on top and unscathed. That is just one possible
combo outcome, as the fighting (which includes melee weapons such
as bats and lead pipes) and execution system gives you plenty of
choices for tackling each situation with gameplay that rewards skill
and patience over bravado and one hit kills.
The
same is true for gunfights, as running into situations gung ho will
turn you into food for the worms before you can 'rigatoni'. Let's
start with your choice of weapons, which are basically torn straight
off the screen - shotguns, snub-nose pistols, Tommy guns, revolvers
and more - are at your disposable and fully upgradeable. Cover is
your best friend - you'll be dead in a matter of seconds without
it. You can not only hide behind boxes, cars and people, but you
can also stick to a wall, Solid
Snake style, and shoot from around the corner with the help
of either auto or manual aim. Auto aim, initiated by holding the
left trigger, has your character locking on to the nearest target.
By letting go and pressing the button again, you can switch between
nearby targets, although this simple concept proves to be a lesson
in poor execution. With middle to long range gun fights you should
see little problem, but in close combat you generally end up trying
repeatedly to target an enemy right in front of you, and instead
target everyone else. Don't even bother trying to fire without the
lock-in - it has the same effect as firing straight into the air.
To
try and compensate for this, there is a second aiming technique
at your disposal; by hitting the left bumper, you bring up a crosshair
for manual aiming. This can be quite useful, as there are plenty
of times where you will be taking cover and need to make a perfect
shot to pick off an enemy doing the same. Or, maybe you want to
disable an enemy by shooting out his kneecaps, causing him to fall
to the floor, momentarily dazing him long enough for you to close
in for a really gruesome kill. Whether you kill from far away or
up close, the shooting and execution system work brilliantly in
giving you a multitude of patience-inducing killing tools. In a
very odd occurrence, there were times I couldn't get the manual
aim crosshair to come up, no matter how many times I pressed the
left bumper. After some trial and error, I could still not pin down
a reason for this, but I have no idea why an important offensive
device would not work 100% of the time. To be honest, even these
descriptions shed only a minute amount of light on the subject of
this combat system; there is a lot left unmentioned, as part of
the fun of the controls is to discover new moves, executions and
strategies. Though not without flaws or complaints, this is still
one of the soundest control schemes in the genre.
What
would all these awesome combat skills be good for if you weren't
given plenty of fun ways to use them? This is where The Godfather
really begins to shine and show you that it is undeserving of the
'GTA clone' tag. Along with money, the other 'point' system in the
game is the Respect meter. Just about everything you do in the game
dishes out Respect points, including finishing missions, beating
up a mugger, killing members of rival families, collecting film
reels and more. Once your meter reaches a certain value, you will
gain a level and a skill point to be used to buff up your character.
The RPG-lite formula works well here, giving you another reason
to pursue the tasks asked of you - and that's just the tip of the
iceberg. Another way you can gain Respect points, as well as money,
is through extorting local businesses for protection money, taking
over rackets and rival families' warehouses. The former two use
the Black Hand system, a way to pressure business owners and racketeers
to give into you. This can be done ten different ways, ranging from
simply punching them until they give in, to busting up their merchandise
or roughing up their customers. Each owner/racketeer has a meter
that represents their health and it reacts differently to the Black
Hand system. One storeowner may respond to the fist, while another
may need you to throw one of their customers through a window before
they listen to reason. As you gain Respect levels, the less persuading
you will need to do. With plenty of buildings to take over (that's
buildings, not businesses and rackets), simply extorting the entire
town should take ten hours or more alone!
Taking
over warehouses is a little less technical, but no less fun. Used
as shipping hubs for the families, warehouses are vital parts of
each business and their destruction can severely damage profits.
There are two ways this can be done. Firstly you can steal their
moving trucks, which can be seen around town transporting illegal
goods. If you see a truck you want to jack, you need to ram it with
a car or shoot at it enough to cause the driver to stop the truck
and the guards to come out. If you can kill the guards and Black
Hand your way to the driver's keys, you can steal the truck. Now
you just need to take it back to one of the Corleone's hubs and
you can cash in on the goods. Don't expect the original owners to
let you off the hook once you take possession of their goods though
- you will be hunted down relentlessly until you drop off the truck,
making that task a fight against time.
If
you want to approach the problem at its source, you can mount a
full attack on the warehouse itself - one of the biggest thrills
in the entire game. Consider these as one man against the world
battles to the death. Each warehouses is a fort, guarded inside
and out by the best men the owning family has to offer. Do not even
bother to confront one without enlisting the help of one of your
fellow family members - the enemies bring their top game here. This
visceral, heart-thumping action, as you duck behind a crate while
being fired upon from all angles, brings the fire fight home in
a way very rarely seen in a mafia game. Once you plant a bomb to
blow the place to bits and run out, action-movie style, that accelerated
heartbeat will let you know you are alive!
One
of the major changes between the Xbox 360 version and the versions
to come before was in the presentation. Going back into the game,
EA updated much of the graphics, adding and enhancing where they
could. This turns out to be a very mixed blessing. There are plenty
of impressive details exclusive to this build to observe, including
the hauntingly accurate faces of every character based on a real
person, the ever-changing weather system and new lighting effects.
Shooting a flaming garbage can and watching the fire soar in the
air, flickering with vibrancy, before landing on any nearby people
and igniting them instantly is a cheap, visceral, feeling I couldn't
get enough of. But for every new detail, there seems to be an element
left in limbo. Your character's face has nothing in common with
the majority of the people he interacts with, appearing as if he
is from the wrong game altogether - a very jarring effect that you
never really get used to. The textures used to create the environments
have been cleaned up, but many still lack the detail and clarity
expected in a Xbox 360 game, taking a very distinct "we weren't
built for you, we came from another system" stance. That adds another
injury to the buildings you can explore, which are already suffering
for the rehashing of the same few layouts, even with some of them
seeing layout changes for this version; there are just far too many
déjà vu moments. Slowdown hits at times, especially when driving
around, giving off a jagged feeling of movement as the game skips
frames - thankfully this is rarely seen during non-vehicular combat.
If
there is one realm where the quality of this game takes a non-EA
quality change it is in the audio department. And no, I don't mean
the aforementioned voice acting, which isn't the best you'll ever
hear, but is still very good, especially considering that many of
the voice actors either had to return to characters they haven't
voiced in over fifteen years or were impersonators. I am talking
about the music. You'll mostly hear the themes present in the movie,
which have been faithfully reproduced here. During the cut scenes,
they are implemented without a problem, cuing up at the right volume
and times. During the rest of the game though, the music never seems
to know what to do with itself. "Should we cue the music in now
- okay… wait, cut it, too early, okay, go now… damn, we missed the
mark and came in too late. Who wants to ditch work and catch a movie
- everyone? Awesome." As you can tell, if the music even
makes an appearance, it will most likely miss the obvious cue. I
don't know if this a problem linked directly to this version or
if it plagued all versions, but I wouldn't expect this type of obvious
flaw from a company like EA.
When
it comes to lasting appeal, sandbox games generally take the cake
with the sheer amount of things to do and items to track down. Outside
of the lengthy main story, which clocks in around twenty to thirty
hours, you will find more than enough reasons to extend your stay
in The Godfather to well over the forty or even fifty hour mark.
There are a plethora of side quests, favors and hits to take up
and, thankfully, only one hidden item set to collect. There's a
leaderboard for all players, tracking their game scores and ranking
them accordingly. But when they sell certain decisive factors on
the leaderboard, such as cash, through Xbox Live, I have to wonder
just how good the top player really is.
The
Godfather, despite a list of shortcomings, have proven to be fully
capable of overcoming them to become a critical success, both with
the press and gamers (the PS2
version just became a Greatest Hits title). As the game continues
to move up the system ladder, each with its own host of changes
and improvements, a new problem is developing - fans will never
have a definitive edition. This version is the best currently on
the market, but will the upcoming PS3 and Wii versions top it? That
is yet to be seen. Unless either of those two options intrigues
you, and you aren't already the proud owner of an earlier version,
let this game make you an offer you can't refuse (how can anyone
write a Godfather review without using that line?!) especially if
you are tired of the sandbox genre, because The Godfather just might
surprise you.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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