Godfather II: An innovative but flawed game and a grave insult to a great film
When you're playing a video game based on a movie, you have to make comparisons. Not in the "Is one better than the other?" sense, of course, since they're fundamentally incomparable media.
But I do believe that a video game should be thematically and narratively consistent with the film on which it's based; it should extend (or at least retell) the movie's fiction in a way that naturally fits; and, most of all, it should be respectful of its source material. You know how when you go camping you're supposed to leave your campground cleaner than when you left it? I think that's a good idea for video games based on movies as well.
By that standard, "Godfather II" is an abysmal failure. To be sure, the film sets a high bar: It's one of the all-time greats of American cinema, dealing with family, loyalty, betrayal, morality, and, of course, the American Dream (kind of like "Grand Theft Auto IV," except better).
But the game? As I wrote in my recently posted review, it's pretty much all downhill from the start when the developers at EA Redwood Shores decide to try and follow the plot of the film while shoehorning in a new Corleone family don controlled by the player:
Achieving this requires an almost epic rewrite, however. At the beginning of the game, Michael decides to lay low for awhile and make the player’s character, Dominic, don (perhaps just as well, since EA doesn’t have the rights to Al Pacino’s voice or likeness). With the flashbacks to Robert DeNiro’s young Vito entirely erased, “Godfather II” works its way through some of the highlights of Michael’s story, such as the attempted murder of Frankie Pentangeli and Sen. Pat Geary’s rude awakening in a brothel, with Dominic awkwardly grafted onto events.
The plot increasingly strays from the movie, culminating in a ridiculous sequence where Dominic tries to single-handedly assassinate Fidel Castro and fight his way out of Havana. By that point, it’s clear EA isn’t paying homage to a great American film so much as abusing its legacy for a game that could and should stand on its own.
To EA, apparently, "The Godfather Part II" is not a great American film that deserves respect. It's a brand that can be slapped onto a half-finished mafia game.
"Godfather II's" flaws are many, and mostly of the type that scream the publisher simply ran out of interest (or marketing research) to fund it to completion: Sub-par graphics, repetitive missions, a nearly empty "open world" (there's literally nobody in the airport; apparently all 20 people who live in this version of New York City are afraid to fly).
But there's one key feature of the game that almost makes up for all those problems:
[T]he sequel adds what it calls the “Don’s View,” a three-dimensional map
on which Dominic can send Corleone goons to take over rackets or defend
their own from attacks. The “Don’s View” is a truly impressive
interface, allowing players to manage the family, call in favors and
scan sizable maps without ever feeling overwhelmed. It accomplishes
this not only through clear visuals and well-laid-out controls, but
also aural cues. Soft moans and the cocking of a pistol, for instance,
help to indicate whether one is looking at a business involved in adult
entertainment or gun running.
"The Don's View" should have been the core innovation behind a great mafia game. Instead, it's the only impressive feature in what's otherwise an interactive middle finger to Francis Ford Coppola and Mario Puzo.






















































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