# Mafia (video game)

**Mafia** is a 2002 action-adventure video game developed by the Czech studio Illusion Softworks and published by Gathering of Developers, a subsidiary of [Take-Two Interactive](https://www.edgepedia.org/take-two-interactive), in which the player follows the rise and fall of competing crime families in a 1930s American underworld setting.<sup>[1](https://ir.take2games.com/static-files/23404eca-264e-467e-97e3-08b6e344da05)</sup> It shipped for PC in North America on August 29, 2002 and reached European stores on September 6, 2002.<sup>[1](https://ir.take2games.com/static-files/23404eca-264e-467e-97e3-08b6e344da05)</sup> The game follows taxi driver Thomas Angelo in the city of Lost Heaven, and it became known for a strong story and film-like atmosphere that reviewers considered unusual for games of the period.<sup>[2](https://gamefaqs.gamespot.com/pc/371671-mafia/reviews/70393)</sup><sup> • </sup><sup>[3](https://blog.playstation.com/2017/08/29/my-life-in-the-mafia-games-looking-back-on-the-series-15-year-history/)</sup>

| Key fact | Detail |
|---|---|
| Developer / publisher | Illusion Softworks (Czech Republic); Gathering of Developers, a Take-Two Interactive subsidiary<sup>[1](https://ir.take2games.com/static-files/23404eca-264e-467e-97e3-08b6e344da05)</sup> |
| Release | PC shipped August 29, 2002 (North America); September 6, 2002 (Europe); later ported to PS2 and Xbox<sup>[1](https://ir.take2games.com/static-files/23404eca-264e-467e-97e3-08b6e344da05)</sup><sup> • </sup><sup>[4](https://gamefaqs.gamespot.com/pc/371671-mafia/reviews/70393)</sup> |
| Setting | 1930s underworld, the city of Lost Heaven, with period vehicles and weapons<sup>[1](https://ir.take2games.com/static-files/23404eca-264e-467e-97e3-08b6e344da05)</sup> |
| Protagonist | Thomas Angelo, a taxi driver drawn into the Salieri crime family<sup>[2](https://gamefaqs.gamespot.com/pc/371671-mafia/reviews/70393)</sup><sup> • </sup><sup>[5](https://as.com/meristation/2020/09/24/analisis/1600959846_926566.html)</sup> |
| Development length | Almost five years, with the team growing to nearly 40 people<sup>[3](https://blog.playstation.com/2017/08/29/my-life-in-the-mafia-games-looking-back-on-the-series-15-year-history/)</sup> |
| Structure | A linear, mission-based story set in an open city used mainly for atmosphere<sup>[6](https://www.gamespot.com/reviews/mafia-review/1900-2879254/)</sup> |
| Remake | Mafia: Definitive Edition, by Hangar 13, released September 25, 2020 for PS4, Xbox One, and PC<sup>[5](https://as.com/meristation/2020/09/24/analisis/1600959846_926566.html)</sup> |

## Development

The project began small. According to Roman Hladik, the series' longtime studio manager and art director at 2K Czech, the initial team of five started developing a fantasy RPG, but after a gaming tradeshow they changed direction and set out to design the game they wanted to play themselves.<sup>[3](https://blog.playstation.com/2017/08/29/my-life-in-the-mafia-games-looking-back-on-the-series-15-year-history/)</sup> Their inspirations were classic gangster movies, and they tried to capture that atmosphere in a video game.<sup>[3](https://blog.playstation.com/2017/08/29/my-life-in-the-mafia-games-looking-back-on-the-series-15-year-history/)</sup>

**A late change of protagonist.** In the original concept the player was supposed to be a policeman. When Daniel Vávra took charge of the script, he flipped the roles, making the player a criminal instead, and the team committed to that plan.<sup>[3](https://blog.playstation.com/2017/08/29/my-life-in-the-mafia-games-looking-back-on-the-series-15-year-history/)</sup> Development took almost five years, and the team grew to nearly 40 people, a large size for the era.<sup>[3](https://blog.playstation.com/2017/08/29/my-life-in-the-mafia-games-looking-back-on-the-series-15-year-history/)</sup> A contemporary Computer Gaming World preview described the movies of the period and other depictions of La Cosa Nostra as the main inspiration behind the Czech developer's third-person action-adventure.<sup>[7](https://www.cgwmuseum.org/galleries/issues/cgw_210.pdf)</sup>

## Design and gameplay

Mafia combines third-person action with driving through a large city. A typical mission begins with one of the game's long in-engine cutscenes, after which the player is assigned weapons, chooses a car, and drives through the city to a destination.<sup>[6](https://www.gamespot.com/reviews/mafia-review/1900-2879254/)</sup> GameSpot's review by Erik Wolpaw observed that the seeming open-endedness of the gameworld exists to give atmosphere to an otherwise completely linear, mission-based game.<sup>[6](https://www.gamespot.com/reviews/mafia-review/1900-2879254/)</sup> This pattern, a narrative adventure with semi-free movement through the city and no side elements that divert from the script's pace, became a signature of the series in its later installments as well.<sup>[5](https://as.com/meristation/2020/09/24/analisis/1600959846_926566.html)</sup>

The cars were a particular point of praise. GameSpot noted that they authentically re-create the curviness of 1930s vehicle design.<sup>[6](https://www.gamespot.com/reviews/mafia-review/1900-2879254/)</sup> The Meristation review of the 2020 remake describes the same handling identity carried forward: heavy 1930s chassis on narrow tires that slide and lean into turns, with varied behavior between vehicles.<sup>[5](https://as.com/meristation/2020/09/24/analisis/1600959846_926566.html)</sup>

## Reception and ports

The PC version debuted in August 2002 to strong reviews, and GameSpot called it an outstanding [PC game](https://www.edgepedia.org/pc-game).<sup>[4](https://gamefaqs.gamespot.com/pc/371671-mafia/reviews/70393)</sup><sup> • </sup><sup>[6](https://www.gamespot.com/reviews/mafia-review/1900-2879254/)</sup> The console ports fared worse. Mafia was ported to [PlayStation 2](https://www.edgepedia.org/playstation-2) and Xbox simultaneously, and the Xbox version was described as looking like an early-generation PS2 game.<sup>[4](https://gamefaqs.gamespot.com/pc/371671-mafia/reviews/70393)</sup> GameSpot's PS2 review found that the game loses much of its impressive presentation in translation, with the driving sequences losing most of the atmosphere they had on PC.<sup>[8](https://www.gamespot.com/reviews/mafia-review/1900-6087086/)</sup> On [Steam](https://www.edgepedia.org/steam-service), where the game remains sold, 86 percent of 2,266 English user reviews are positive, a rating the store labels Very Positive.<sup>[9](https://store.steampowered.com/app/40990/Mafia)</sup>

## Legacy and sequels

The success of the first game led directly to a sequel. Daniel Vávra was already working on the second game's script shortly after the first shipped, and the team decided to develop [Mafia II](https://www.edgepedia.org/mafia-ii) on an internal engine created for another Illusion Softworks game, preparing for the coming console generation jump.<sup>[3](https://blog.playstation.com/2017/08/29/my-life-in-the-mafia-games-looking-back-on-the-series-15-year-history/)</sup> A GDC postmortem dates the story script's start to 2003 and the 2K acquisition of Illusion Softworks to 2008.<sup>[10](https://media.gdcvault.com/gdceurope2012/Presentations/jarek_kolar_track_mafia2postmortem.pdf)</sup> At the peak of Mafia II development the team had nearly 200 people at two studios in Prague and Brno, and the studio operated as 2K Czech; the game was released in 2010.<sup>[3](https://blog.playstation.com/2017/08/29/my-life-in-the-mafia-games-looking-back-on-the-series-15-year-history/)</sup><sup> • </sup><sup>[11](https://gdcvault.com/play/1016503/Mafia-II)</sup>

The series continued with [Mafia III](https://www.edgepedia.org/mafia-iii) (set in New Bordeaux) and, in 2020, [Mafia: Definitive Edition](https://www.edgepedia.org/mafia-definitive-edition), a full remake of the original by Hangar 13 that Meristation scored 9 out of 10 and described as a remake worthy of the legend, keeping the iconic story moments intact while reordering some scenes.<sup>[3](https://blog.playstation.com/2017/08/29/my-life-in-the-mafia-games-looking-back-on-the-series-15-year-history/)</sup><sup> • </sup><sup>[5](https://as.com/meristation/2020/09/24/analisis/1600959846_926566.html)</sup>

## References

1. [Take-Two Interactive Software, Inc. Ships Mafia for the PC (Business Wire, August 29, 2002)](https://ir.take2games.com/static-files/23404eca-264e-467e-97e3-08b6e344da05)
2. [Mafia Review for PC, GameFAQs](https://gamefaqs.gamespot.com/pc/371671-mafia/reviews/70393)
3. [My Life in the Mafia (Games): Looking Back on the Series' 15-year History, PlayStation.Blog (Roman Hladik, 2017)](https://blog.playstation.com/2017/08/29/my-life-in-the-mafia-games-looking-back-on-the-series-15-year-history/)
4. [Mafia Review, GameSpot (Erik Wolpaw, September 4, 2002)](https://www.gamespot.com/reviews/mafia-review/1900-2879254/)
5. [Mafia: Definitive Edition, análisis, Meristation (2020)](https://as.com/meristation/2020/09/24/analisis/1600959846_926566.html)
6. [Mafia Review, GameSpot (PC)](https://www.gamespot.com/reviews/mafia-review/1900-2879254/)
7. [Computer Gaming World Issue 210](https://www.cgwmuseum.org/galleries/issues/cgw_210.pdf)
8. [Mafia Review, GameSpot (PS2)](https://www.gamespot.com/reviews/mafia-review/1900-6087086/)
9. [Mafia on Steam](https://store.steampowered.com/app/40990/Mafia)
10. [GDC 2005: Mafia II Postmortem presentation (Jarek Kolář)](https://media.gdcvault.com/gdceurope2012/Presentations/jarek_kolar_track_mafia2postmortem.pdf)
11. [Mafia II Postmortem, GDC Vault](https://gdcvault.com/play/1016503/Mafia-II)

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*Topic: Encyclopedia › Sports, games, and recreation › Video games and digital play › Games and gameplay › Individual game titles › Individual PC and computer-platform game titles › Action-adventure titles*

*Initially written Sep 17, 2026 · Reviewed: Oct 21, 2026 · Edited: Oct 15, 2026; Oct 21, 2026 · Last review: Oct 21, 2026*

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License: Edgepedia Community License 1.0, https://www.edgepedia.org/edgepedia/license
