Mafia: The Old Country
Before the gang, before the city — the old country that made them.
The game serves as an origin story for the world the first Mafia established, exploring the social and political conditions that pushed a generation of young Italians toward organized crime and transatlantic migration. It broadens the franchise's scope by placing a significant portion of its open world on Italian soil before the journey to New York.
- Developer
- Hangar 13
- Publisher
- 2K
- Genre
- Open-world action-adventure
- Protagonist
- Enzo Levi
- Release year
- 2025
Lore & Background
The war has drained its young men into the trenches, and the local power structures have hollowed out. Enzo Levi, a restless young man with no inheritance and no trade, finds himself drawn into the orbit of a small, tight-knit group of villagers who control the black market and the roads. What begins as survival — smuggling goods, protecting neighbors, settling debts — hardens into something more permanent as the war drags on and the village's moral economy collapses. The emigration to America is not a single dramatic crossing but a slow, grinding process: paperwork, ship manifests, the long wait in holding pens, the disorientation of a port that smells of coal and salt. For Enzo and his companions, the journey is both escape and initiation. The structures they built in San Casciano — loyalty, hierarchy, the understanding that violence is a language — travel with them into the new world, where they will become the foundations of the organizations the 1930s player will later encounter. The game's world treats the Italian countryside with the same density of detail the franchise gave to Empire Bay: the cobbled lanes, the church bells, the smell of bread ovens and gunpowder, the way a village watches a stranger with open suspicion. The Old Country is not a backdrop; it is a character with its own pressures, its own small cruelties, and its own version of the code that will later be called the mafia.
In Their Own Story
The road out of San Casciano is gravel and mud, and Enzo walks it with a leather satchel that holds three things: a letter of introduction he does not fully understand, a knife his mother pressed into his hand at the village gate, and a photograph of a man he has never met. Behind him, the church bell rings for the dead. Ahead, the coast is a grey smear in the fog, and somewhere beyond it, a ship is waiting to take him to a country where his name will mean something different. He does not know yet that the code he learned in the back rooms of the village tavern — the code of silence, of obligation, of the hand that feeds you and the hand that cuts you — will follow him across the ocean and into a city of steel and smoke. He only knows that staying means dying in a trench for a king he has never seen, and leaving means becoming someone he cannot yet name.
Reader's Guide
Hangar 13 has spoken about Mafia: The Old Country as a deliberate return to the franchise's roots — not the 1930s American city, but the soil from which the gangland grew. The studio chose to tell the story backward in time, placing the player in a pre-war Italian village before the emigration, in order to show the human conditions that produced the organizations the first Mafia game depicted. The shift to Unreal Engine 5 marked a technical leap for the team, allowing them to build the dense, sun-drenched village of San Casciano with a level of environmental detail and lighting that the earlier entries could not achieve. The open world is structured around a journey: the Italian portion is a contained, almost pastoral space that gradually opens into the coastal and maritime sequences, before the world expands into the American port city. The narrative design leans heavily on the emigration experience as a structural device. Rather than a single mission, the crossing and its aftermath are woven into the world's progression, with the player's access to new areas and characters gated by the slow, bureaucratic reality of leaving one country and entering another. In the broader landscape of narrative open-world games, Mafia: The Old Country occupies a distinct niche. It is not a sandbox in the grandest sense; its world is a story that happens to be explorable. The franchise's identity has always been cinematic linearity dressed in open-world clothing, and The Old Country doubles down on that: a linear emotional arc — village, war, departure, arrival — given spatial freedom so the player can breathe, wander, and discover the texture of a world that is, for many players, entirely new.
Did You Know?
- The title 'The Old Country' (la vecchia patria) is the term Italian emigrants historically used to refer to Italy itself, distinguishing the homeland from the new world they were building in America.
- The game's Italian village setting is a significant departure for the franchise, which had previously been set almost entirely in American cities (Empire Bay, New Bordeaux, New Austin).
- Enzo Levi's emigration journey is structured as a multi-stage process — village life, wartime disruption, the crossing, and arrival — rather than a single cutscene, making the transition a core gameplay and narrative pil
- Mafia: The Old Country is the first mainline Mafia title to be built on Unreal Engine 5, a shift from the proprietary and earlier engine technology used in prior entries.
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