The Biggest Pokémon Card Crashers And Climbers This Week – July 14

Scarlet and Violet base set prices have been anything but steady lately, with some Illustration Rares climbing fast while SIRs cool off just as quickly. I’ve been tracking a handful of cards that stood out this month, with some pulling in surprising gains and others dropping harder than expected. Here’s a quick look at which Pokémon TCG cards are crashing and climbing ahead of the final Scarlet and Violet sets release in Black Bolt and White Flare.

Pokémon TCG Crashers

I’ve been keeping an eye on Scarlet and Violet base set prices lately, and the Psychic-type Illustration Rares seem to be the ones pulling ahead. Ralts 211/198 has been quietly climbing. It’s sitting around $38.99 now, which is up about 28% this month. For a Basic card with simple art and a single Psyshot attack, that’s not something I saw coming. Same goes for Kirlia 212/198. It’s up to $27.99, mirroring Ralts’s percentage jump. That evolution line seems to be gaining popularity as a set, more than just individual play value.

Speaking of evolutions, Gardevoir ex 245/198 is definitely riding that same wave. It’s hit $54.99 recently, up from $41.19 just a month back. I don’t play Gardevoir myself, but the Psychic Embrace ability keeps showing up in deck lists, so the price hike makes sense when you look at both collector and competitive demand feeding into each other. Miraidon ex 244/198 and Koraidon ex 247/198 are seeing their own upticks, both sitting around $23.99 now. Not massive jumps compared to Gardevoir, but steady enough to notice if you’ve been following these since launch. Miraidon especially, thanks to that Tandem Unit ability, looks like it’s still holding value in Lightning-heavy builds.

Pokémon TCG Climbers

On the other end of things, some cards are definitely cooling off. Fidough 213/198 took a 15% hit, now hovering around $13.74. Cute card, but it doesn’t exactly have a standout ability or attack, so this feels more like a natural correction. Armarouge 203/198 dipped too, though only about 11%. I could see it regaining some ground later if Fire decks make a comeback, but for now, it’s sliding. Pachirisu 208/198’s price drop caught my attention more, which is currently down 19%. I feel like that’s tied to Lightning deck meta shifting around; its no-Paralysis ability isn’t moving the needle price-wise anymore.

Dondozo 207/198 and Starly 221/198 both saw the sharpest drops, each now at $9.99. Dondozo lost 30% this month, and Starly even more at 37%. I never really saw much hype for either of these beyond early Scarlet and Violet excitement, so the fall-off doesn’t surprise me. It feels like folks are figuring out what’s actually playable or collectible long-term.

Pokémon TCG Mega Evolution Preorders

This is it, the beggining of a new expansion for Pokémon TCG. Best Buy have gone live with their preorder allocation for Mega Evolutions today, which mean Target and Walmart won’t be far behind. Here’s all the links you need and good luck trainers!

Pokémon TCG Price Updates

I can’t believe I’m writing this, but Amazon has quite a bit of sealed Pokémon TCG product for under market value. Whilst that unfortunately means it’s still way above MSRP, some of these sets are at the best prices they’ve been in the last month.

Last Weeks Crashers and Climbers

As newer Pokémon TCG sets grab the spotlight, Paradox Rift is seeing its high-rarity SIR ex cards drop in value while several Illustration Rares quietly climb due to shifting collector interest and low inventory. Cards like Altaria ex, Gholdengo ex, and Steelix have dropped between 16% and 25%, while Illustration Rares including Morpeko, Plusle, Minun, Groudon, and Iron Valiant ex are climbing fast, with Morpeko leading at a 43% increase. This mirrors earlier trends where less flashy cards gain traction as availability tightens.

Christian Wait is a contributing freelancer for IGN covering everything collectable and deals. Christian has over 7 years of experience in the Gaming and Tech industry with bylines at Mashable and Pocket-Tactics. Christian also makes hand-painted collectibles for Saber Miniatures. Christian is also the author of “Pokemon Ultimate Unofficial Gaming Guide by GamesWarrior”. Find Christian on X @ChrisReggieWait.

Woot Is Having a Post-Prime Day Sale on Puzzles and Board Games

Amazon’s Prime Day sale this year was pretty good overall for casual board game and puzzle enthusiasts. There were discounts on quite a few popular games and many popular jigsaw puzzle brands had all-time low prices. But if you happened to have miss all of those deals, Woot is currently having a small sale of its own that gives you a second chance at savings.

There aren’t a ton of options in this sale, but there are enough to make it noteworthy. Some of the best deals available here are on 3D puzzles and some lesser known board games, so I’d suggest checking those out first. The popular LEGO board game that was on sale during Prime Day was also included, but has already sold out.

Puzzles and Board Games on Sale Today

Woot has a landing page for all of the discounts currently offered in its sale, and I recommend you just peruse it yourself to see if there’s anything of interest to you. Like I mentioned above, there aren’t that many things available in this sale. The board game side of the discounts are especially lacking in some of our favorite options, but there are still some family games worth picking up in here. The overall best deals are on 3D puzzle builds that are collaborations with popular franchises like Lord of the Rings, Harry Potter, Marvel, and Star Wars. These types of puzzles are excellent LEGO alternatives that were already fairly affordable before getting extra discounted here.

What is Woot?

If you aren’t familiar with Woot, the easiest way to learn more about it is through the about page on its website. In a nutshell, Woot is a daily deals site that was founded back in 2004 and later purchased by Amazon. They offer deals on just about everything that many other retailers don’t often have. The products themselves are always high-quality and backed by Amazon, so it’s legit. Prime members even get free standard shipping on anything they buy on Woot, so you don’t need to worry about hitting a minimum price or total shipping costs if you already have Prime.

Open world wuxia RPG Where Winds Meet is having a city-sized playtest this month

You might remember Where Winds Meet as the open world Wuxia RPG that mixes scenes of exquisite calligraphy with scenes of hooligan sword masters subjecting blameless bears to sonic bombardment, paralysing whole gangs of chimney sweeps with chained Blink attacks, and getting chased by angry geese.

If you don’t, you can watch the below trailer or read Ed Thorn’s (RPS in peace) preview from 2023, in which he commented “I’m both excited to see more and a tad worried it could end up being a disjointed, overstretched mash”. Then you can consider signing up to the game’s next playtest, which runs from July 25th to July 30th.

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Irem Collection Vol. 3 brings 3 Upgraded Retro Shoot ’em Ups to Xbox

Irem Collection Vol. 3 brings 3 Upgraded Retro Shoot ’em Ups to Xbox

Irem vol 3 key art

Irem Collection Volume 3 featuring a fantastical trio of upgraded arcade shoot ’em ups is available digitally!

The latest venture between ININ, Tozai Games, and Irem is a collection of classic shooters from the late 80s and early 90s.

The collection includes the 1987 coin-op classic Mr. Heli, a defining title in the cute ’em up genre with multidirectional scrolling. Also featured is 1992’s Mystic Riders, a charming shooter with dodge-rolls and boomerang attacks. Rounding it out is Dragon Breed, a fantasy take on classic titles like R-Type, starring a massive fire-breathing dragon. Once overlooked, these standout shooters are now hailed as hidden gems.

Each has its own unique style and flavor, showcasing just how diverse shooters could be during this Golden Age of arcades. Like all shooters of this era, these games present a considerable challenge. After all, they were designed to steal your cash one quarter at a time and are therefore by no means easy.

Irem vol 3 screenshot

So, to support players who didn’t grow up battling through the unforgiving arcades of the 80s and 90s, these games now include a range of added gameplay options. Let’s explore how the designers have refreshed them for today’s generation.    

A range of customization options has been included to make playing these classic joystick-and-button arcade games more intuitive and user-friendly on modern consoles. You can fully remap the controls to suit your preferences—assign the fire button to any button on your joypad, making the controls feel natural and responsive for your playstyle. This flexibility ensures that the gameplay feels smooth and approachable, whether you’re a longtime arcade enthusiast or a newbie.

There are several other gameplay adjustments available, too . You can tailor the experience by adjusting the number of lives you begin with. This makes it possible for you try out at challenging sections or extend your play sessions. Difficulty levels can also be adjusted, allowing the games to be made more forgiving or more challenging. There’s even an autofire feature, which can be turned on to help you avoid wearing out your thumb during prolonged battles—especially useful in these fast-paced shoot-’em-ups where constant firing is essential. Altogether, these enhancements help preserve the feel of the original arcade titles while making them more enjoyable for today’s players.

Irem vol 3 screenshot

In addition, quick save/load and rewind options make the gameplay a little more accessible. If you’ve never played these games, you will certainly need these options– please believe that!

Expect ambushes around every corner, and boss battles that absolutely take no prisoners!

Irem vol 3 screenshot

The designers have gone the extra mile to enhance the visual and competitive experience for modern players. A selection of display filters is included. These upgrade the appearance of the original graphics to better suit your needs. They range from various CRT-style effects that recreate the look of classic arcade monitors to multiple color palettes that can subtly or dramatically alter the game’s aesthetic. Whether you’re after authenticity or a fresh visual twist, there’s a setting to match your taste.

On the competitive side, worldwide leaderboards have been added, giving you the chance to see how your high scores stack up against players from around the globe. Whether you’re aiming for the top spot or just looking to improve your personal best, the leaderboards add a new layer of fun and challenge, encouraging you to hone your skills and keep coming back for more.

Don’t miss these hidden arcade treasures, Irem Collection Volume 3, available on Xbox One, Series X|S! Also, don’t forget that previous collections: Volume 1 and Volume 2 are also digitally available on the same Xbox consoles!

Irem Collection Volume 3

ININ Games


5

$24.99

ININ is back with Volume 3 of the IREM Collection, delivering a trio of fantastical shoot ’em ups! This time, it´s magic, machines, and mayhem.

Mr. Heli (Battle Chopper)
Meet Mr. Heli, the quirky, legged chopper with a whole lot of firepower! Debuting in Japanese arcades in 1987, this multidirectional “cute ‘em up” shooter lets you pilot through inventive stages filled with puzzle-like maps, hidden paths, and massive bosses. Mine crystals, earn cash, and upgrade your arsenal to keep those rotor blades spinning!

Mystic Riders
Magic meets mayhem in Mystic Riders, the 1992 fantasy shooter where you ride broomsticks and battle giant sky turtles, flaming demons, and other mythical creatures. Use your broom as a boomerang to block projectiles, dodge-roll past dangerous hazards, and blast through vibrant worlds. Don’t go it alone – team up in local co-op as Mark the wizard or Zeal the witch for an enchanted ride through arcade history.

Dragon Breed
Finally, from brooms to dragons – the 1989 arcade gem Dragon Breed throws you into a biomechanical nightmare! Ride into battle on the mighty dragon Bahamoot who can shield you from danger and scorch everything in your path. Think R-Type meets fantasy apocalypse – with wings.

Features:
– Three high-fantasy and sci-fi horizontal shoot ‘em ups from IREM.
– Included Versions:
– Mr. Heli/Battle Chopper: Arcade (English/Japanese), PC Engine (Japanese)
– Mystic Riders: Arcade (English/Japanese)
– Dragon Breed: Arcade (English/Japanese)
– Optional controller enhancements, including rapid-fire button assignment and customizable control layouts.
– Quick save/load and built-in rewind to keep the action flowing.
– Display filters to recreate that original arcade look and feel.
– Worldwide leaderboards to show off your high-score dominance.
– Local 2-player co-op in Mystic Riders for magical tag-team action.
– Packed with bizarre enemies, massive bosses, and legendary gameplay.

Experience the magic, machines, and mayhem of IREM’s arcade brilliance – all in one explosive collection!

The post Irem Collection Vol. 3 brings 3 Upgraded Retro Shoot ’em Ups to Xbox appeared first on Xbox Wire.

ZeniMax Union Responds to Microsoft Canceling Unannounced MMO: ‘A Future Has Been Stolen From Us’

Following a wave of mass layoffs that impacted an estimated 9,100 employees at Microsoft, many of whom were in its Xbox gaming division, the union of employees at Xbox subsidiary ZeniMax have responded with a statement explaining the current employment status of its members.

Today, ZeniMax Online Studios United (ZOSU), which represents employees on both The Elder Scrolls Online and the cancelled unannounced MMO, issued a lengthy statement addressing the layoffs and project cancellations. Critically, ZOSU confirmed that as of today, its members are all still employed by Microsoft and receiving pay and benefits, though this is likely not to be the case forever.

Per the statement, worker representatives of the union are currently bargaining with the company over how the workers will move forward following the shuttering of the MMO. While the union acknowledges that layoffs may be in the future for some members, “as a result of our organizing, we are able to ensure that those impacted will be able to depart with dignity.”

ZOSU was formed just last December, consisting at the time of its organizing of 461 employees across ZeniMax Online Studios. This number included web developers, designers, engineers, and graphic artists at ZeniMax Online Studios working on The Elder Scrolls Online and the unannounced MMO. While ZOSU still has yet to reach a contract agreement with Microsoft, its sibling union ZeniMax Workers United, which represents ZeniMax QA workers, reached an agreement at the end of May.

ZOSU’s statement is published in full below:

Earlier this month, Microsoft indefinitely shelved an unannounced MMORPG at ZeniMax Online Studios, a shock to the 222 ZOSU-CWA developers working on the project. It has been heartening and validating to see our game mentioned in the press and by players that would have loved to see the results of our work.

Undoubtedly, a future has been stolen from many of us and our community will never experience an amazing game. However, despite discussions regarding the status of our employment, the fact is: we have not yet been laid off.

While we understand that for most of us something like a layoff is inevitable, last December both the teams behind The Elder Scrolls Online (ESO) and the unannounced project voted overwhelmingly to form a union and establish ZeniMax Online Studios United-CWA (ZOSU-CWA). Worker-volunteers elected to represent the interests of our union are currently bargaining with Microsoft for the benefit of our impacted teammates.

While Microsoft and ZOSU-CWA bargain over how we move forward following the project closure, the developers behind the unannounced project remain employees of ZeniMax Online Studios with full pay and benefits.

On July 2nd, our lives were upended without prior notice or communication from Microsoft leadership and without clear understanding about the status of our employment. In light of this, our union came together with urgency, gathering and distributing information and resources to our affected members.

Where Microsoft has failed to support the talented craftspeople who have generated billions in revenue, our union has stepped up to provide clarity and support.

It is true that a layoff may be in the future for some of our members. However, as a result of our organizing, we are able to ensure that those impacted will be able to depart with dignity.

More importantly, the work of ZOSU-CWA will continue so that our remaining teammates — the stalwart developers of ESO — can follow in the footsteps of our colleagues across other departments and studios at Microsoft, including our union siblings at ZeniMax Workers United (ZWU-CWA). We look forward to other units who will soon ratify fair contracts that will guarantee the rights we all deserve.

The impact of the massive Microsoft layoffs earlier this month on Xbox specifically was wide, and remains not fully understood. We’ve since learned that Everwild and Perfect Dark are no longer being developed, and The Initiative has shut down.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

AMD’s Ryzen Prime Day deals are somehow still live, here’s the top discounts at Amazon

Amazon Prime Day might be over, but some of the best Ryzen CPU deals are still live right now. There’s still time to snag big discounts. We’re seeing up to 39% off, which is rare for these processors. No Prime membership? No problem. Amazon’s free 30-day Prime trial still applies, so there’s really no excuse to miss these while they’re hot.

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Nintendo Is ‘Aware Performance May Drop Slightly’ In Donkey Kong Bananza But Says The Team Prioritized ‘Fun and Playability’ During Development

The director of the upcoming Donkey Kong Bananza has acknowledged some “performance” issues, while saying the team prioritized “fun and playability” during development.

In an interview with La Vanguardia, director Kazuya Takahashi responded to performance issues noticed by a journalist whilst previewing the game.

“There are several factors to consider,” Takahashi said when asked about the issues. “First, we intentionally used effects like hit-stop and slow motion to emphasize impacts. Second, because we use voxel technology, there are times when there are major changes and destruction in the environment.

“We’re aware that performance may drop slightly at these times,” Takahashi added. “However, as [the journalist says], overall the game is smooth, and at points where large-scale changes occur, we prioritized fun and playability.”

“I think Bananza is on track to be one of the most gorgeous Nintendo games I’ve seen,” we wrote in IGN’s Donkey Kong Bananza preview. “It really does take advantage of Switch 2’s hardware – the environments are beautiful and DK’s animations are wonderfully expressive, and I left feeling like the next generation of first-party Nintendo games had truly arrived.”

Donkey Kong Bananza is out later this week on July 17 for $69.99 exclusively on the Nintendo Switch 2. If you’re looking to stay spoiler-free, now may be a good time to mute words on social media, as Donkey Kong Bananza spoilers are being spread online after early copies of the game have turned up in the hands of several fans.

For more, we have a selection of stories in which we spoke to the development team about a number of topics related to Bananza, including how the game was first conceived and the necessity of releasing on the Nintendo Switch 2. You can read our entire interview in full right here.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Ancient Aliens vs Predator game briefly resurrected by Steam player thirst for Six Packs

Deep beneath the smog of a plausibly denied planetoid, there lurks a space hulk full of dessicated hand monsters, shorn dreadlocks and long-emptied Pulse Rifles. The vessel mostly lies silent, but every so often, an ancient server deep within the core crackles awake, beaming an ominous signal far out into the void, and the chitinous corridors come alive with flamethrowers and squelchy stabbing noises and oh, so much screaming. Also, the coveted chirping of Steam achievements.

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Mafia: The Old Country – Exclusive Hands-On Preview | IGN First

Before I sat down to play about three hours of Mafia: The Old Country, Hangar 13 president Nick Baynes repeatedly mentioned his team’s desire for players to finish this prequel’s story. And so with that goal in mind, the latest Mafia game turns back the clock both chronologically – it’s set in the early 1900s in Sicily – and in game design as well. Mafia 3, though very good, went full open-world, and the developers seemed to feel similarly about it in hindsight as players did: it just didn’t fit Mafia well. The first two Mafias were gorgeous, narrative-driven, linear games set against the backdrop of a stunning and highly detailed world that, while explorable, really only existed as a beautiful backdrop for your main mission, rather than trying to keep you busy with menial tasks and sidequests. In fact, Baynes seemed to suggest that the positive reception to 2020’s remake of the first game (Mafia: Definitive Edition) served as something of an inspiration to and north star for this fourth entry in the mainline series.

I’m pleased to report that after playing through Chapters 3, 4, and 5 of The Old Country, the development team has seemingly succeeded in returning Mafia to its gameplay roots. This is, like Mafia 1 and 2, a story-first, not-open-world action-adventure. And interestingly, your primary, upgradeable weapon isn’t a gun – though they are certainly here – but rather, your knife. Stealth is fully supported, and even better, it’s only going to be $50 at launch, or as I like to call it, the Reverse Randy Pitchford price tag.

That Old Familiar Feeling

When I first picked up the controller – playing on a high-end PC, which is where the footage you’re seeing in the video at the top of this page and directly above came from – it’s the early 1900s and late-teenager Enzo Favara has recently escaped the sulfur mines he spent his childhood laboring in and started to become his own free man while working in the vineyard of Don Torrisi, a Sicilian mafioso who protects the people and property of the region from the thieving bandits that lurk in the hills – in exchange for monthly protection payments, of course. I really like how The Old Country tries to depict Enzo’s progression from a very innocent kid into a bound-by-blood, fully vetted member of the Torrisi outfit who’s got the green light to do anything he thinks needs to be done for the good of the family. We see this play out in Chapter 3, where Enzo’s first taste of life outside the vineyard with the Torrisis comes when he’s brought along on a series of collections by Luca, the Don’s right hand man, and Cesare, another made member of the family.

Luca and Cesare are essentially the mafioso version of an angel and devil on your shoulders.

Luca and Cesare are essentially the mafioso version of an angel and devil on your shoulders, where Luca preaches patience and using violence only as a last resort, while Cesare is more of a “shoot first and ask questions later” kind of guy. For example, on our first collection stop, we visited Marco, an olive farmer. Marco always pays on time, but on this occasion, he’s late. Luca gives me an unloaded gun to be used only as an intimidation tactic to get Marco to pay up, but Cesare told me, “An extra pair of hands helps jog their memory” about the late payment. Side note: I think I saw more fruit in three hours of playing Mafia: The Old Country than I’ve seen in any game ever. We might need a new Game Awards category for this. Ultimately, no bullets were fired nor punches thrown, and I got the Don’s money from Marco’s safe after finding the combination nearby. I appreciate that Hangar 13 put thought into Enzo’s journey into the Torrisi crime family here and didn’t just instantly let you become a murdering psychopath.

Things escalated slightly on our second stop, though, after we rode our horses across the Sicilian countryside to the farm of Mr. Bangalino, whose workers, led by a man named Manuele, are on strike. “We can’t have strikes around here, Manuele,” Luca told the not-working men. “You and your friends need to get back to work. This is bad for business.”

By the way, I can’t emphasize enough how much I enjoyed staring at the countryside while riding to each destination on this mission. Mafia: The Old Country ditches the proprietary engine it’s used in all three previous Mafia games and moves to Unreal Engine 5 for this installment. To be fair, the previous engine was no slouch; Mafia 2 in particular was a strikingly good-looking game at the time it came out, and Unreal maintains the series’ reputation for delivering lovely locations. The perfect blue skybox and pillowy clouds that set atop the rolling green hills and farmlands did a great job of establishing The Old Country’s Sicilian setting. I can’t wait to see more of this world in the rest of the campaign.

Anyway, Manuele pulled a knife, introducing me to what is, as I mentioned earlier, perhaps the weapon that Mafia: The Old Country puts the most importance on. You can unlock and earn new knives, and each has unique modifying properties, giving you a reason beyond the cosmetic appearance of each blade to choose a specific one that suits your combat preferences. You’ve got a lot of moves in a knife fight: thrusts, slashes, parries, and dodges (like in the Batman: Arkham games, heavy attacks can’t be parried and must instead be dodged).

And there was still one final collection errand to run in Chapter 3, and as you may have guessed by now, the cannoli hit the fan on this one. A visit to a farmer named Fichera sees him yell at us, in a reversal, because his new water pump was stolen by bandits and the protection he pays Don Torrisi handsomely for didn’t protect his valuable property. It’s finally here that the patient Luca tells Enzo that he’s got free reign to put live ammo in his gun and not be afraid to pull the trigger, as these lawless bandits were effectively putting their hands in the Don’s pocket by stealing from Fichera. This leads to a hunt up the hillside through two separate bandit camps before we finally squared off with – and shot many bullets into – the dozen or so wayward thieves that stood between us and the water pump they stole. The familiar third-person cover-based shooting gameplay will be instantly recognizable not just to Mafia series regulars but also anyone who’s played a good third-person action game in the past decade. The Old Country isn’t breaking the mold here, but the gameplay systems are comfortable, effective, and fun. Less comfortable – at least for me – was the cutscene that followed the death of the last of the bandits, when Cesare cuts off the finger of one of the bandits, takes his gold ring as a bonus payment for his troubles, and tosses the detached digit into the well.

Forbidden Love

With all of your onboarding completed in Chapter 3, the next section of Mafia: The Old Country saw one massive mission play out, involving the Don’s daughter Isabella, who Enzo clearly has reciprocated feelings for, and Gennaro, the son of Baron Fontanella, who’s arguably an even bigger fish in the Sicilian mafioso sea than Don Torrisi is. Gennaro wants to show off his fancy new car – and he also wants to woo Isabella – so he sets up a picnic date in the nearby ruins. It starts with Enzo having to babysit the gathering and ends with a kidnapping, a car chase involving you on a horse, a trail of bodies left in Enzo’s wake, a stabbed double-crossing business partner, a happy Don Torrisi, and an even-more-smitten-with-Enzo Isabella.

It started quietly, with Gennaro driving Cesare in his car to the ruins, and Isabella insisting on riding there on horseback alongside Enzo. Yes, you’ll be able to choose and ride your own horse in Mafia: The Old Country, with each steed even having its own personality and characteristics. Based on what I played, it didn’t necessarily seem like your choice of horse would materially affect gameplay, but it was a welcome way to add a bit of life and meaning to the narrative nevertheless.

A pit stop en route showed off the camera you can take pictures of scenic spots with; unfortunately it was the only opportunity I had to use it in the three hours I played, but hopefully you get to use it semi-regularly over the course of the campaign. You’re also introduced to the driving mechanics of The Old Country after you rendezvous with Cesare and Isabella in the form of a low-stakes race around the ruins – perhaps a nod to one of Mafia 1’s most infamous missions.

There was no bringing a knife (let alone stealth chokeouts) to a gunfight here…

But while Cesare and Enzo are messing around with Gennaro’s car during his date with Isabella, bandits – I won’t spoil their identity here – swooped in with guns blazing and kidnapped them both. They were really only after Gennaro, and having to take Isabella as well proved to be…well, as you can imagine it ended up severely complicating things for the kidnappers. I got to wield a shotgun in this segment and found that it packed a satisfying punch. There was no bringing a knife (let alone stealth chokeouts) to a gunfight here; I brought Enzo in with an itchy trigger finger.

After the aforementioned chase, I was able to run down their wagon – and gun down plenty of the kidnapping cadre – and rescue Isabella, who rewarded Enzo with a kiss (don’t tell the Don!). But while Cesare brought Isabella back home, Enzo still had to get Gennaro back, because returning without either one would leave Enzo equally dead from either father. It’s this section that allowed me to really unleash my inner Sam Fisher, as it was set up for stealth rather nicely in an open area, letting me pick my path and remain undetected. If you give me a stealth option in a game I am going to take it nine times out of ten, and Mafia: The Old Country was no different. The developers told me that they don’t expect most players to make it through the entire area – which was admittedly quite large and stocked with a ton of bad guys – without alerting anyone. I took this as a personal challenge, and while I held out for quite a while, eventually I did get spotted and had to start shooting.

But while you are in The Old Country’s stealth segments, basic Splinter Cell rules are in effect. You crouch to make less noise, throw coins (or picked-up objects like bottles) to distract bad guys, and can either knife them quickly or try to strangle them unconscious, which triggers a button-mashing QTE you’ve got to be quick about, lest they slip out of your grasp. There are even conveniently placed empty containers around that you can hide the bodies in so that they’re not discovered. The Old Country doesn’t break any new ground here, but in my experience, it does familiar stealth gameplay reasonably well. I do appreciate that there are upgradeable bead slots on your rosary that affect gameplay, like one that dampens the sound of your footsteps.

And I appreciated those dampened footsteps until I reached the last man standing for the kidnappers: Messina, whose real story you’ll learn when you play the game yourself. Enzo challenged him to a knife fight, which Messina accepted by dropping his gun and engaging Enzo on his terms. I was having trouble timing my parries just right in the ensuing battle, but I kept enough blood in Enzo’s body for him to emerge as the victor in the fight. (Side note: I died a couple of times during my three hours while playing on Normal, but there are multiple difficulty levels to choose from if you want to ratchet things up or down.) And after returning to the vineyard, Don Torrisi, after hearing of Isabella’s kidnapping, tells Enzo he wants Messina alive. Whoops. Um, yeah, about that…But ultimately, I did good, the boss said. And Isabella made her feelings quite clear with the smile on her face directed at Enzo.

Home Invasion

Chapter 5 – the final one I got to play – let me again flex my stealth muscles by tasking me with infiltrating the home of the man ultimately responsible for calling for the Gennaro (and by collateral damage, Isabella) kidnapping and dragging him out of his house and back to my boss. Or, put another way, to kidnap the kidnapper. This mission could truly have been pulled straight from a Splinter Cell game, as I had my choice of ways up the hillside to the large villa at the top. I kept it quiet, stabbing my way through the human obstacles in front of me before eventually getting into the house and to my target.

I wouldn’t be so lucky on the way out, though, as by the time I walked out with my target in tow, everyone still left standing knew what was going on, and I had to shoot my way out. As to what happened to that man I brought to the Don? Well, you’ll find out.

The Old Country, the New Anticipation

I left my extended hands-on session with Mafia: The Old Country with very few concerns. In roughly three hours I played three chapters, but how many chapters are there? Whatever the number is, it didn’t feel like a story that was going to be wrapped up in a tidy six hours. I don’t know how long The Old Country ultimately is, but when factoring in the studio president’s comment about wanting everyone to see the end credits roll – as well as the $50 price tag – it’s safe to presume that this won’t be a 40- or even 30-hour game. But for my money, that’s fine. I’m a dad with a job; I’m good with Mafia: The Old Country being a game I can get through in a weekend or two.

And more importantly, I’m now quite confident I’m going to have a lot of fun playing through this one, however long it lasts. The gameplay mechanics are all solid if familiar, with enjoyable stealth, shooting, knife combat, and driving. And perhaps the most important ingredient in a Mafia game – the story – had me engaged and eager to see where it was going to go. It’ll be good to get back to a Mafia 1 and 2 vibe again. It’s been a long time.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.