Grand Theft Auto Walk Through Guide
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We hopped in our car and gave chase, but lost our mark on the freeway. On Joe’s advisement, we pulled off the freeway to find the nearest phone booth and report our situation to our mob boss. The nearest phone booth popped up on our minimap and we pulled off the highway into Empire Bay’s Chinatown district. We located the phone booth but found it to be occupied by a shady-looking character on the phone. We could’ve patiently waited our turn, but couldn’t resist the option to yank the fellow out. Unfortunately, he didn’t appreciate our behavior and we found ourselves in another fistfight. We nearly lost that one, but landed a lucky hit that left the man face down in a pool of blood. But as it turns out, he was a Chinatown gangster whose nearby gun-toting buddy was cautiously observing the fight, and took it personally when we beat his pal down. Already wounded, we were faced with the option to either fight or flee, but a couple of the mobster’s gunshots made the decision for us, and plus gave us a chance to experience the game’s autosave system, which, on the bright side, bumped us back to right before the car chase.
Our second date through, we found a completely empty phone booth and called in our situation to our unsympathetic boss. Apparently, the cigarettes were worth a few thousand dollars, and those greasers had to pay, so we were directed to torch the rival gang’s watering gap, thereupon hunt them down and slap them around a little–no guns and no casualties, since our boss had been in the papers decent recently. We drove to an out-of-the-way part of town to find a roadside speakeasy where a group of heavies were already waiting to help us with the first part of our job. We hopped out on foot and were given a Tommy gun to shoot up the joint, tearing up the fragile wooden framework and shattering all the windows in loud, satisfying fashion while sending shards of glass everywhere courtesy of Mafia’s II’s implementation of PhysX physics. After shooting the place up, we next snagged some Molotov cocktails from the trunk of a nearby ally’s car and lobbed a few into the already-devastated diner until the whole place went up in a spectacular fiery explosion. The first part of our job completed, we hopped in our car to go hunting for greasers at the rival gang’s hangout.
After a quick drive down the road, we and our mob buddies broke into the gangsters’ hideout, swinging baseball bats and ready to rumble until the greasers pulled out their guns and started firing. With all bets off, we pulled out our own guns and started one of the game’s more intense gun battles. As we’ve mentioned in our previous coverage of the game, Mafia II’s shooting gameplay isn’t like the usual auto-aim-then-press-fire system you’ve come to expect from open-world games like Grand Theft Auto. Instead, 2K’s production team assures us that the development has taken lessons from popular third-person shooters like Gears of War 2 and Uncharted 2, and where appropriate, makes smart use of cover.
In that specific gun battle, cover was absolutely crucial. Our rivals had apparently holed up in an abandoned railway station–an open-air lot littered with abandoned freight and derelict sidecars. Though Joe and the rest of our mob compatriots were providing covering fire, it was absolutely crucial for us to gap up behind cover or risk becoming Swiss cheese. Luckily, Mafia II’s cover system seems elegant and easy adequate to use. You can take cover behind any solid object by pressing the action button, and from there, you can either peek out from cover to take potshots, seamlessly transition to the next nearest cover, or simply disengage from cover and come running out.




