Tag Archives: Mafia II

Dead Rising 2 should not have returned from the grave

Dead Rising 2 game final thoughts

There are some games I loathe from the very beginning, but a terrible, masochistic part of my brain keeps me playing, as I have to see them through to the end, hopeful that there is maybe still some aspect or single element I haven’t seen yet that can be called enjoyable or mildly so and see the whole experience retrofitted just a wee bit. Here, let me name a few: Shin Megami Tensei: Devil Summoner Overclocked, Mafia II, and Game of Thrones: The Game. They all have their problems, but I kept playing them save for Cyanide’s take on Westeros, blind with false hope. Well, I think we can also now officially add Dead Rising 2 to this selective category.

In Dead Rising 2, you play as Chuck Greene, a former motocross champion now housing it up in the fictional casino town of Fortune City, Nevada. He is an active member of Terror Is Reality, a controversial game show where contestants kill zombies for money and fame. Chuck only does this because he needs the prize money to buy Zombrex, which is a daily medication that magically suppresses the zombification process, for his bitten daughter Katey. However, while backstage after the show, Terror Is Reality’s supply of disposable zombies is released, creating havoc and panic and bringing everything good to a shambling halt. Chuck is able to rescue his daughter and reach an emergency shelter, but has to keep her supplied with Zombrex until the military arrives in three days.

That’s the story setup, and from there you can explore Fortune City at, more or less, your leisure. So long as you don’t suffer too many zombie bites, of course. Main missions and side missions are constantly available, but some won’t begin until a specific time and others only last so long before you lose out on whatever prize they offer. Basically, you have to choose what you can do in the time that you have, and I found myself, after restarting the story twice due to boss fight difficulties, skipping all the side missions and just grinding out PP from zombies near the safehouse until a main story mission began. By the end of the game, I had only killed five Psychopaths and rescued 12 survivors, which is just a drop in the bucket for both of those optional endeavors. I only fought a Psychopath or saved someone if the description mentioned Zombrex. When not killing zombies, you can also look around for items to make combo weapons and mixed drinks to further help you kill zombies later, which is both fun and frustrating, especially when some items are terribly huge and have to be carried all the way back to a maintenance room, which is across a sea of biters. I stuck with a few staples over the course of the game, namely spiked baseball bat, the Defiler, and whatever it is called when you mix MMA gloves and a box of nails.

Other than smacking a zombie in the face with a spiked baseball bat or running over a horde of them with a mobile trash bin, I did not enjoy much of anything that Dead Rising 2 had to offer. Chuck purposely moves slow and clunky, especially if you try to jump and then keep moving. His speed increases and additional melee moves are unlocked as you level up, but it’s a slow and seemingly random process, as by level 26 I still was missing a lot of abilities that would have made running around more convenient and a bit easier. You can only save at bathrooms, which are not surprisingly everywhere you turn, so I found myself constantly losing a lot of progress if Chuck accidentally bought the farm. Can’t set waypoints on the map. Weapons break after some time, and I understand why that has to be, but man do I not enjoy it, especially after it took so long to find the right pieces and construct it. Wearing goofy clothes is okay and thankfully completely cosmetic, and I do appreciate that Chuck has them still on in all cutscenes, but Dead Rising 2 is a very goofy game with batshit crazy side quests and zany survivor-saving missions, but then also a main storyline that really does want to be taken dead serious, with its twists and turns and real-life drama of a child potentially being turned into a monster and a man being wrongly framed. It’s all very conflicting.

That previously mentioned masochistic part of my brain wants to load up my last Dead Rising 2 save, which is right before what I thought was the final boss fight, and see if I can get the other ending, but I know it won’t enhance my experience any more. Hmm. In fact, after reading a bit about it, seems like quite a bother, and for what, a silly Achievement. Meh, no thanks. However, I’m pretty close to crossing the 5,000 mark for killed zombies, so maybe I’ll put on a favorite podcast and go out swinging.

Remember to be a conscientious driver in Mafia II

It’s a nice afternoon. The sky is blue and clear of clouds, the radio is rocking a head-bopping tune of ol’, and Empire Bay is doing its post-WWII thing. Vito Scalleta and his best friend Joey Barbaro are out for a relaxing drive through the suburbs. Well, relaxing for them. In truth, they are heading to a house, and when they get there, they find a man outside watering his grass with a hose, looking all non-threatening. As quiet as can be, the two of them sneak up behind the man, toss out a cliche saying like, “Blah-blah-blah sends his regards!” and then shoot the life out of him.

The dynamic duo speeds away from the pursuing cops, and as they do, Vito runs a red light–at 70 or 80 mph, mind you. Joe, in all seriousness, berates him for this: “Did you not see that light was red?”

Sadly, Vito doesn’t come back with, “Did you not see we just obliterated a man’s body with bullets and now need to get away so we don’t get locked up or shot to death ourselves by the blue meanies and don’t really have time to obey traffic laws?” Instead, Joe’s line hung in the air, awkward and out-of-place, a piece of dialogue added to the game to instill realism, but working completely against that when context is not considered.

Also, this is going to be my last post about Mafia II. I swears it.

Open-world games thrive on minutiae. From idle chatter to signs in store windows to people carrying umbrellas when it starts to rain, it’s the little things that make the big thing whole. This is probably unfair, but I’m going to compare Mafia II to L.A. Noire, mostly because I view the games as quite similar, but far from each other’s levels. For most of the time, you go on missions with a partner in Mafia II, meaning you always have someone to talk to in the car. Conversely, someone’s always there to comment about your lackluster driving skills. This was the same way things went down in L.A. Noire, but when Cole Phelps would get yelled at for running a red light or hitting another car, it was never because it was Cole being an idiot. It had to do with reminding us that Cole was a man of the law and should set good standards for those watching from the sidewalks; it was there to remind us that we were occasionally driving someone else’s car, and he didn’t like to see it get dinged and danged up. It made sense there and then.

In Mafia II, you are a horrible human being. You kill for money, and that is all you see before your Italian face each and every new day you wake up. And so it just sounds bizarre to hear fellow murderers getting all up at arms over misconduct on the road. Especially during missions where you are trying to chase down another car. Of course you are going to run red lights then. That’s how you chase something, Joe. You can’t do both, commit murder and be a safe driver. This was just one of the more jarring moments in the game, coupled with the fact that the law will shoot first and ask questions later. Imagine a world where if you ran a red light you were popped in the face at close range by a trio of officers. Seems understandable, right?

Okay, that’s it for Mafia II. I’m out.

2012 Game Review Haiku, #18 – Mafia II

Driving along in
My automobile, this game
Is far from genteel

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

The monotony of Mafia II

There are a couple of new(ish) videogames out for the Xbox 720 360 that have my interest, but after spending $60 on Game of Thrones: The Game and not even wanting to play it any further than the opening chapters due to “dog stealth” fatigue…I’m thinking I need to hold back for just a tiny bit. Finish some titles I have instead of just buying more, more, and more. For those curious, the games I’m mulling about right now are The Witcher 2: Assassins of Kings (probably what I want the Game of Thrones muck to actually be) and Dragon’s Dogma. Yup, RPGs. What a shocker.

So, Mafia II. It’s a game I waited a long time to receive as it was being passed around by the First Hour gangers, and then when I got it, I played for a little bit before being severely turned off by the main character’s lack of conscience and unwavering drive to make money, no matter who ended up in the woodchipper. I stopped playing during the mission where you had to sneak inside a building and steal some gas stamps; I failed it a few times due to being spotted and wanted the Achievement that rewarded players for going unnoticed, but then I forgot about the whole thing for many months. Until last week, that is. Go me:


The Professional (10G): Obtain the ration stamps without raising the alarm.

Boom. Well…silent boom. And so, completing this mission helped fuel me forward, as the game moves at a rather quick pace. Not an exciting or fun pace, mind you, but a pace that a man running a marathon would appreciate. Though I did almost give up on the whole thing once Vito Scalleta got to prison and you had to do so many fights, which are probably the worst parts of the game. Especially when it just seems like you press the dodge button, and then you don’t dodge the hit. Frustrating and clunky to be sure. I hope there’s less fighting to come though I know there’s an Achievement for knocking out 30 dudes this way. Might not be worth the grind…

Tara enjoys watching me play Mafia II. Guess it reminds her of L.A. Noire, and I can see that in certain spots. It is, of course, nowhere as amazing, but there is some overlap. However, there are times I can’t get over the extremely monotonous activities this game makes you do as a player, such as handing out boxes of cigarettes, scrubbing toilets and floors, and using squeegees to clean windows. Like, those are the things you do between more back-and-forth driving and more hide-and-seek shooting. Oh, and filling up your gas tank. Cause I don’t get to do that enough in real life. Anyways, when these fireworks-inducing moments happen, I like to exclaim, “Videogames! 2012!”

Other than chapter-related Achievements, here’s two more that I earned with my supreme driving and shooting skills:


The Enforcer (10G): Kill 50 enemies.


Get Rich or Die Flyin’ (10G): Get all wheels of your car into the air for at least 20 meters and then touch the ground again.

Right now, I’m in the middle of Chapter 10, helping my less-than-stellar friend Joe clean up a little accident. According to the list of Achievements…there are 14 or 15 chapters total, which means I’m close to the end. That’s surprising, but I’m okay with that. I just want to complete Mafia II and be done with its utter blandness. The only thing I’ll miss is putting the speed limiter on and driving around the city to some truly great tunes. Oh well. Guess that’s what Grooveshark is for these days.

Cole Phelps is L.A.’s public menace #1

Causing a ruckus in open-world games like Grand Theft Auto III or Red Faction: Guerrilla was always  fun, but short-lived. You can only go so long destroying things and being a jerk before somebody takes notice. Heck, creeping over the speed limit in Mafia/Mafia II is enough to get the sirens singing, and then the law’s on your tail, switching your biggest concern from running down mailboxes and street-lamps to running from the cops. Usually, that scenario ends with a horrific crash and reload, wherein you lose some money and respawn at the local hospital or police station. Ah, the price one pays for spoliation.

Well, since L.A. Noire‘s Cole Phelps is the law, he can do whatever he wants, nice or not, as evident below:


Public Menace (30G): Rack up $47,000 in penalties during a single story case.

The thorn in this Achievement’s side is that there’s no way to openly track how much damage in penalties one is amassing during a case. You only get these statistics at the end of a case, but I assumed that totaling a lot of cars and driving on the sidewalk for long stretches of time would be the best way to racking up fines. After an hour of this mayhem, I went ahead and finished up the case–“The Black Caesar” for the curious, which was a bad choice as it’s a pretty lengthy affair–and waited eagerly for the statistics screen to pop up. I was confident I had done enough damages, and I was right. Way too right. Ended up going overboard: $68,000 in car penalties alone, with another $8,000 or so for messing up the sidewalks so badly.

But man, crashing cars in L.A. Noire is fun…and funny, especially when you hear the things citizens say to Cole’s constant obsession with ramming them head on. “These people!” is probably my favorite of the bunch. Another nice aspect to being reckless in the 1940s is that the cars don’t blow up and Cole doesn’t go flying through the windshield with every crash. Guess that tech hasn’t been invented yet.

Now that Cole and I’ve gotten this out of our system, we can go back to being goody two shoes, in hopes of replaying all the cases and earning five-star ratings. Well, not all of them. I did great on some, but others I totally funked up, accusing the wrong dudes of crimes they didn’t commit. My bad. Also curious about some of the DLC cases; Tara was certainly excited to learn that there were more cases yet to play, but I just don’t know if they are worth the space credits or not. We’ll see how bored I get after finishing up Deus Ex: Human Revolution and waiting for The Elder Scrolls V: Skyrim to land…

Achievements of the Week – The Welcome Home Edition

Oh look, another week at Grinding Down coming to a close. These things just sort of creep on me. Like creepy creepers. Like your hairy uncle that drinks too much at family gatherings. Um…

Right, moving on. Did I play more Deus Ex: Human Revolution and scour China for all of its secrets? Nope. Did I continue on with Mafia II to sneak into some government building and steal gas stamps? Nope. Did I get back into Bastion after going silent on the game for many, many weeks? Nope. Did I play the latest DLC for Fallout: New Vegas? You bet your sweet buttocks I did. And that’s basically all I played. Still dealing with a lot of stress and lack of time/energy. Hopefully, after the next few weeks, that will all be in the past. Hopefully.

From Fallout: New Vegas…


Condemned to Repeat It (20G): Decided the fate of all the Divide Dwellers


Hometown Hero (30G): Completed Lonesome Road.

So far, until more FAQs come out and the wikia is expanded, there are two ways that I know of for dealing with Ulysses, the final boss of Lonesome Road. And they are…

::SPOILERS SPOILERS SPOILERS::

You can talk your way through it, first needing a speech skill check of 90, and then who knows what else after that. Or you can kill him. But to do so, you must first deal with a swarm of medical eyebots that are constantly healing him and constantly respawning, as well as a seemingly endlessly attack from marked men. Chances are you have ED-E with you, but he goes down very fast. Trying to take on Ulysess, two to three eyebots, and at least two marked men at once eats up a lot of stimpaks. There are machines that will stop the eyebots from spawning, but you need a 100 in either Repair or Science to do so. Guess which three skills my character Kapture neglected to focus on during this playthrough? Speech, Science, and Repair.

Basically, I was screwed, and this became even more evident after failing the fight over ten times and trying every tactic in the book. Actually, there was one final tactic left: I changed the difficulty from Normal to Very Easy. Sigh. Not ideal, but it worked; I used Pew Pew to weaken Ulysses farther than ever before and then turned him to ash with a well-timed V.A.T.S. headshot.

After that, there’s some choices involving a nuke, which, even though I clearly labeled this section as spoilery, I will not go into. Maybe another post. They’re pretty interesting, and from what I can tell, actually have a lasting effect when returning to the Mojave Wasteland.

But yeah, between Ulysses and Deus Ex: Human Revolution‘s Barrett, I’m not having a great time with boss battles lately. Why can’t we all just eat cake and talk about how great The Beatles are and then end the night with songs around the campfire? I mean, really.

That’s it from me. How did y’all do this week? I’m guessing many of y’all played Gears of War 3 since that was the big name to drop recently. Let everyone know what Achievements you unlocked in the comments below!

Achievements of the Week – The Back to Business Edition

I missed doing Achievements of the Week last week. Tara and I were on the road for most of that Friday, heading down to Maryland for SPX 2011. Totally worth it, and I’m sorry if I had you on the edge of your seat waiting for an update that never came. That means this edition is covering two weeks’ time. Don’t worry. I didn’t unlock a ton, just a handful in Deus Ex: Human Revolution and Mafia II. But now that we finally got the Internet set up at Grimmauld Place, it means I’m back in business, ready to officially track Achievements as they pop. You may cheer if you want. I can’t hear you from the other side of your screen.

Okay, here we go!

From Mafia II…

I’ve unlocked seven Achievements so far, but I’ll only showcase a few here. Story-based ones like “completed Chapter One” are kind of uninteresting. Don’t even try to argue otherwise.


Back to Business (10G): Do your first job for Mike Bruski.

This involved stealing a car and bringing it back in good condition. I definitely did the first half of that equation, but can’t confidently say that the car looked good when I pulled it into his yard. Those street signs just come out of nowhere, I swear it.


He Who Pays the Barber (10G): Improve the dockworkers’ haircuts.

The Achievement text is a bit misleading. Vito did not actually take out a pair of scissors, clippers, and a comb, doing wonders to these workers’ hair and bringing about all new styles and trends, like the Rachel. He simply beat up those that did not want to chip in for the “get a haircut” fund, and that was that. However, a haircut minigame would’ve been more fun as the hand-to-hand combat in Mafia II leaves a lot to be desired.


Collector’s Item (10G): Find at least one collectible in the game.

Porn. I found a porno mag. Oh my. What is this, Shadow Hearts: Covenant?

From Deus Ex: Human Revolution…


The Bull (25G): You defeated Lawrence Barrett, elite member of a secret mercenary hit squad.

Already wrote about this doozy earlier today: click, click, click.


Yes Boss (15G): You had an argument with your boss, David Sarif, and won.

I love these secret Achievements in Deus Ex: Human Revolution; they remind of the dialogue-centered ones in L.A. Noire and are all so more rewarding when they pop because I did not even expect them. I was just roleplaying Jensen to my style, being honest and ethical, taking his boss to task for something I can’t go into yet for spoiler reasons, and there ya go.


Sentimental Value (10G): You kept Megan’s bracelet for yourself. Apparently, letting go really is the hardest part.

I actually meant to give this back to Megan’s mother at the end of the sidequest, but hit the wrong button. Oops. Also…muhahaha!

That’s it, folks. Have a great weekend gaming, and we’ll see what new Achievements pop up for next week. Hopefully some from the last story-based DLC for Fallout: New Vegas, Lonesome Road. Need more Fallout: New Vegas, now and for forever…

Tell me what you’ve unlocked recently in the comments below!

Mafia II is all about the money

I understand the concept of money as a motivator. It’s what fuels a majority of life, from food to gas to bills to pleasure. You can buy everything but love with it, if songs are to be trusted. But for me, within the context of videogames, it’s not enough to warrant doing horrible, atrocious acts of violence. I mean, it’s not like real money is being printed out of the Xbox 360’s disc tray; this is digital money to purchase digital things, and while I don’t mind doing miscellaneous tasks like writing fake blog posts or trimming Tara‘s bush in The Sims Social for some Simoleons, stealing cars and murdering those in wrong place at the wrong time for, um, $300 is not what I’d call justifiable. Unfortunately, all Mafia II has as a motivator is money.

Vito Scalleta is a war hero–that’s according to his childhood friend Joe, a crook and crooked man that eventually gets our young leading lad mixed up with the mafia. It starts out innocently enough, with Vito returning from World War II to snow and Christmas songs and the bad news that his sister and mother are still trying to pay off his father’s debt. Vito immediately wants to help, which shows off his good quality, but he’s willing to simply murder men trying to stop him from carjacking their ride, which shows off his videogamey quality.

I’ve only completed chapters one, two, and three so far, having started chapter four at this point. Vito is now tasked with sneaking into an office building and stealing gas stamps, and he’ll be rewarded better if he goes undetected. My kind of mission actually despite all my latest stealth failings with Deus Ex: Human Revolution. However, those first two chapters did not leave me excited about how Vito will grow as a character; basically, at this point, I’m writing him off as yet another Niko; oh hey, look at that, their names are similar too.

In chapter three, after meeting with the man that Vito’s father owes a ton of money, Vito was given the job to move some crates on to the back of a truck. For $10, which, I dunno, in the late 1940s, could probably get you a lot of thingies. Bread, milk, a porno mag. You go up to the crates, press X to pick one up, walk it over to the truck, press X to put it down, and repeat the process all over again. Mundane, but that’s how a lot of grunt work is, and while there were probably something like 4o to 50 crates, I was willing to carry them all back and forth because a job is a job, and I’ve always done whatever job I’ve been given. Vito, however, was not having it, complaining with each crate until he simply refused to carry any more; I was given the false decision to leave when he’d had enough, and with nothing else to do, I had to play into the role of Vito, who was not interested in doing what he dubbed “slave labor” for a measly $10. For shame, man. However, beating the crap out of warehouse employees not willing to chip in for a mandatory haircut collection is more wholesome work, mostly because it pays better. Sigh…

Fantastic tunes on the radio though. More games need this much Dean Martin love. And there’s a great attention to detail here, with the city looking very much alive, just like L.A. Noire. But at least that game had a likable main character, one with a soul, as flawed as it became. Here, with have Vito, who will do anything it takes to make money. Again, these sorts of people do exist, but they aren’t fun to roleplay as there is only one path to follow. Heed the words of Benjamin Franklin: “Money has never made man happy, nor will it, there is nothing in its nature to produce happiness. The more of it one has the more one wants.”