
After Lincoln Clay's surrogate family, the black mob, is betrayed and killed by the Italian Mafia, Lincoln builds a new family and blazes a path of revenge through the Mafioso responsible.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Hours played at review time, across 626 reviews with recorded playtime.
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Themes across 623 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
This has been really fun, aside from the bugs and game breaking bugs, could not play "faster baby" dlc in 2026 as an idea, i really enjoyed the game!
This game is a chore game. Very repetitive missions, you'll get bored after few hours.
讨厌黑人和育碧,不喜欢黑人来我们国家,他们没有基本的道德观,艾滋率也高,我也讨厌他们。育碧现在变得这么拉完全是它自己作得,大搞LGBT多元化,甚至刺客信条也搞出个黑人武士主角,法法基本被lgbt占领了。游戏方面,这就是个罐头,画面不错得,但完全没有故事性,不断清据点,占领得地盘全要分给小弟,后面我想和小弟开战都不行,总体来说不怎么样,通关后索然无味
Mafia III had all the ingredients to become the definitive Mafia game. A larger open world, a more ambitious story, deeper themes tackling race and organized crime in the late 1960s, and a fresh protagonist all pointed toward something special. Unfortunately, technical issues that remain unresolved nearly a decade after launch, a repetitive gameplay loop, and the removal of several features from the previous games prevent it from reaching its full potential. The story is easily the game's strongest aspect. You play as Lincoln Clay, a Vietnam War veteran who returns home to New Bordeaux in 1968, hoping to settle his affairs before heading west to California. Those plans are cut short when the city's most powerful crime family betrays him and murders the people closest to him, setting Lincoln on a brutal path of revenge. It's a compelling premise, and the narrative remains engaging throughout thanks to its excellent performances, documentary-style presentation, and memorable cast of characters. The problem is everything the game asks you to do between those story missions. Unlike the tightly paced campaigns of Mafia and Mafia II, Mafia III adopts a structure that feels heavily inspired by open-world games like Far Cry. Before advancing the story, you're repeatedly required to weaken criminal rackets by completing the same handful of objectives over and over again. It quickly becomes a cycle of clearing out enemies, destroying property, interrogating informants, and repeating the process in a different district. It feels like content for the sake of content, and it hurts the pacing of what is otherwise a well-written revenge story. Thankfully, the moment-to-moment gameplay remains enjoyable. Gunfights are satisfying, melee combat is brutal, and driving feels responsive enough to make traveling across New Bordeaux enjoyable. None of these mechanics reinvent the wheel, but they're polished enough to carry the experience through its weaker moments. New Bordeaux itself is easily the largest and most ambitious city the series has featured. Its recreation of the American South during the late 1960s is full of personality, and the soundtrack does an incredible job of bringing the era to life. Unfortunately, it's also the most technically unstable world in the trilogy. Mafia III is one of the buggiest games I've ever played. Weather effects frequently malfunction, AI behavior can become erratic, lighting glitches out every in-game morning, and it's not uncommon to see cars spawning halfway into the road, creating traffic jams for no apparent reason. I found myself reloading checkpoints more often than I would have liked just to work around various issues. It's frustrating because many of these bugs were already present when the game launched, and even after all these years, a surprising number remain. And yet, despite all of its flaws, there's still a genuinely great game buried underneath the technical problems and repetitive design. Every now and then, Mafia III reminds you of the ambitious experience it could have been. Its story, setting, soundtrack, and characters are strong enough to carry you through the rough patches, even if they can't completely overcome them. Mafia III isn't a bad game—it's a frustrating one. It's a game full of fantastic ideas that never quite come together as well as they should have. If you're willing to tolerate the bugs and repetitive mission structure, there's still a memorable crime story waiting for you in New Bordeaux. Just be prepared to overlook a lot of rough edges to experience it.
Normalde bu kadar uzun yazılar yazmam ancak bu oyun bu yazıları yazmama sebep oldu. Nedendir bilinmez ne hikaye ne de oynanış yönünden oyundan zevk alabildim. Üst üste 3 Mafia oyununu da oynadığımdan dolayı olabilir bilemiyorum. Ancak bu oyun şakasına bile iyi oyun diyeceğiniz bir oyun değil. Bu oyunu sadece bitirmek için bu kadar saatimi verdim. Oynarken acı çektim. İlk 2 oyuna hakaret niteliğinde bir oyun. Hangar 13 ne akla hizmet böyle bir oyun piyasaya sürmüş onu da anlamakta güçlük çekiyorum. Sen zaten hikayenle öne çıkan bir oyun serisisin. Gidip de birde açık dünya yapıyorsun. Bizim sizden istediğimiz kaliteli stabilize bir 70'ler 80'ler mafia hikayesi oynayabilmek deneyimlemek. Bu oyunu oynayacak arkadaşlarınıza kesinlikle bu oyunun kapak resmini bile göstermeyin. Eğer arkadaşınızı seviyorsanız. Sevmiyorsanız gösterin acı çeksin.
[h1]Mafia III: Definitive Edition – A Review of Ambition, Repetition, and Redemption[/h1] This review is a bit different, as I’ll be splitting it into two main parts: first, a look at the [u]base game[/u], and second, a breakdown of the three major story expansions included in this Definitive Edition. There are also smaller DLCs (weapon and outfit packs), but the real meat of this edition comes from the expansions. [hr][/hr] [h2]The Base Game[/h2] [h3]Gameplay: The Good, The Bad, and The Repetitive[/h3] Let’s start with the core gameplay loop. Mafia III is an open-world game with linear main missions, but that description oversimplifies it. The game has what I call "main" missions that feature proper set-pieces and cutscenes, moving the story forward. However, to unlock these, you must complete other missions that are essentially just keys to the next big moment. The structure works like this: to get to a district's boss, you first have to take out their underlings. To do that, you need to disrupt their businesses through small, repetitive mini-missions like sabotage or assassination. [list] [*][i]Sabotage a racket[/i] [*][i]Kill the underlings[/i] [*][i]Kill the boss[/i] [*][i]Repeat[/i] [/list] This loop becomes incredibly monotonous after taking down the second boss. It’s a rinse-and-repeat cycle that can feel like a chore. You also have to manage your underbosses, who give you unique rewards (new weapons, better health, equipment) and have their own side missions. It's easy to keep them happy, making their potential betrayal more of a choice than a consequence. The open world of New Bordeaux is a genuine highlight—it’s a beautiful, atmospheric city. But it’s also surprisingly non-interactive. You can’t buy clothes, get a haircut, or interact with most shops. Even car customization is limited to your own vehicles. It feels like a massive waste of potential, especially with all the small details that make the world feel alive. [h3]Combat: The Punisher Fantasy[/h3] Combat is divided into stealth and full assault, and both feel fantastic. The gunplay is weighty and satisfying, making you feel like a brutal force of nature. The downside is that the AI can be incredibly dumb, easily losing you in a chase or struggling with pathfinding. [h3]Story & Setting: Living with Racism[/h3] The story is genuinely amazing, despite the repetitive gameplay. It’s a revenge tale about losing everything and fighting to get it back, and the voice acting is top-notch, letting you feel every ounce of emotion from the characters. The game’s most powerful element is its focus on racism in post-Vietnam America. The design, the dialogue, the way NPCs react to you—stores rejecting you, people hurling slurs—it makes you live the experience. It’s arguably the best portrayal of racism in a game I’ve ever played because it’s woven into the very fabric of the world, not just told in a cutscene. The story is told through a documentary-style framing device, which is a unique and effective narrative tool. However, it weakens the ending, which feels rushed and underdeveloped. There are standout moments, like the mission involving the KKK, which is brilliantly acted and staged. The radio also plays a part in the storytelling; one of the bosses is a radio host who becomes more unhinged as you get closer to him. [h3]Design & Music[/h3] New Bordeaux (inspired by New Orleans) is visually stunning, from the colorful buildings to the eerie bayou. The main character is a towering, beast-like figure, which perfectly sells his portrayal as an unstoppable force. The car selection is also great, continuing the Mafia tradition of stylish rides. The music selection is nice, though it can get repetitive with only three radio stations. [hr][/hr] [h2]The Expansions[/h2] Now, for the three major story DLCs included in the Definitive Edition. They all add new weapons, outfits, and cars, but more importantly, they bring unique stories and gameplay mechanics to the table. [h3]1. Faster, Baby![/h3] This expansion focuses on a racist town and has you helping a Black Panther-inspired group gather evidence to take down a corrupt sheriff. [list] [*][b]Gameplay Focus:[/b] [i]Driving. It adds demolition derby and other vehicle-based missions[/i] [*][b]Verdict:[/b] It’s genuinely fun to just drive around causing mayhem. The story adds more depth to the main character. [/list] [h3]2. Stones Unturned[/h3] A CIA-spy thriller where you help a friend find a lost nuke. [list] [*][b]Gameplay Focus:[/b] [i]A new side mission where you become a bounty hunter, capturing targets alive.[/i] [*][b]Verdict:[/b] The story is a blast, letting you team up with one of the game's best characters. The final section feels like a tropical island shootout. However, the expansion's attempt at a "US bad, what's the difference?" moral message falls flat. [/list] [h3]3. Sign of the Times[/h3] You work with a priest friend to investigate and take down a cult. [list] [*][b]Gameplay Focus:[/b] [i]Adds a side mission to rebuild your family's burned-down bar.[/i] [*][b]Verdict:[/b] The cult storyline and its horror elements are well-written, but the attempt to add a rushed, humanizing beat to the protagonist feels out of place. The bar rebuilding mission is a genuine highlight, adding real emotional weight. [/list] [hr][/hr] [h2]Technical Issues & Final Verdict[/h2] The game still has its share of technical problems. I experienced: [list] [*]Streaming issues where meshes wouldn't load or lighting would clip through walls. [*]Areas that are either way too dark or way too bright. [*]A game-breaking bug where some missions are marked on the map but there’s nothing to do. Reloading supposedly fixes it, but that didn’t work for me. Luckily, it only affected side missions. [/list] [h3]Final Thoughts[/h3] Mafia III: Definitive Edition is a game of stark contrasts. It has a powerful, emotionally resonant story and a fantastic setting, but it's bogged down by repetitive gameplay and technical issues. The expansions add welcome variety and some genuinely great moments, making this the best way to experience the game. If you can stomach the grind, there’s a masterpiece buried underneath it all.
Mafia 3 is a game of incredible highs and frustrating lows. The story is easily the best part of the experience. Lincoln Clay is a phenomenal protagonist, and the game's unique, 1960s documentary-style storytelling is gripping from start to finish. Combined with a flawless licensed soundtrack, the atmosphere of New Bordeaux is unmatched. However, the actual gameplay structure kills its momentum. Unlike the linear, narrative-focused style of the first two games, Mafia 3 forces you into a highly repetitive open-world grind. To progress the story, you are stuck repeatedly clearing out the same enemy rackets, interrogating informants, and taking over territories over and over again. The combat and gunplay feel punchy and the stealth mechanics are satisfying, but doing the exact same mission loop for 30 hours grows stale. It is also plagued by weird lighting glitches and sub-par enemy AI. If you can look past the heavy padding and repetitive grind, the narrative makes it worth picking up on a deep sale. Buy it for the story, just prepare for the filler.
目前游玩下来,暂时还没遇上会影响游戏的bug。 之前第一代跟第二代,都是一口气通关的,节奏流畅爽快。印象中,也就只有一个赛车关卡会让我觉得难受。 但现在第三代,才玩了几个小时,就有点不对劲了。 之前一直看别人吐槽据点这个东西,因为我以前玩过一两个育碧罐头,所以以为是路边的东西,清不清无所谓。 没想到的是,这玩意竟然是直接塞在主线剧情任务里面的。 接个剧情任务以后,要东奔西跑好几个地方,清怪、破坏据点东西。一两次也就算了,但我现在做的主线,接连都是这个套路…… 不过我属于是喜欢玩线性游戏,而且不追求成就,不清支线,不收集道具的那类佛性玩家,所以才会讨厌这种模式。 但如果对这方面不排斥的话,游戏性还是可以的。 不出意外的话,我也还是会坚持玩通关。 ---------------------------------------------------------------------------------------- 游戏通关了,但怎么说呢?满分十分,只能给5分,勉强及格之作吧。 从三四个小时开始,就已经初见端倪。 这游戏的玩法,果然一个套路,就是来来回回清据点。 最恶心的是,清完据点回去交差,还要被告知打据点Boss,就再跑回去据点打据点Boss…… 是有看到不少人说,游戏剧情不错。但怎么说呢?也就中规中矩吧。 不过就算剧情非常好也没用,来来回回清据点,就像是强迫我用大量时间刷垃圾关卡,然后把游戏剧情当做关卡奖励,清完就给我放一段的感觉。 到中后期,我都不耐烦看剧情在讲什么东西了。 当初玩第一代跟第二代的时候,真的就像在看电影一样。这种带点剧情的线性游戏,简直不要太吸引我,每个章节流程都合情合理,就好像真在演绎主角的人生一样。 也是靠前两部的情怀,最后才坚持把游戏玩通关…… 如果各位没有特别大的情怀,其实还是推荐直接看通关视频,这样对第三代还能留下个不错的印象,泪目……
There are games that I think are objectively better designed, games with more polish, more variety, or fewer technical flaws. Yet none of them have ever meant as much to me as Mafia III. It's my favourite game ever made because no other game has pulled me into its world, its story, and its characters quite the way it has. From the opening moments, Mafia III tells a gripping tale of betrayal, revenge, and identity. Rather than relying on cheap twists or spectacle, it builds an emotional journey that feels deeply personal. Every major story beat carries weight, and the documentary-style presentation gives the narrative a unique sense of authenticity. It's a crime story with genuine heart, exploring themes of family, loyalty, racism, and justice without losing sight of its entertaining revenge-driven premise. The writing is one of the game's greatest strengths. The dialogue feels natural, memorable, and consistently engaging. Conversations between characters never feel like filler—they reveal personality, deepen relationships, and make the world of New Bordeaux feel alive. Whether it's tense confrontations, quiet reflections, or moments of dark humour, the script is delivered with confidence and backed by outstanding voice performances. At the centre of it all is Lincoln Clay, who I genuinely believe is one of the greatest protagonists in gaming. He's a man shaped by trauma and war, yet beneath his intimidating exterior lies an unwavering sense of loyalty and justice. Lincoln isn't a wisecracking action hero or an emotionless killing machine. He's intelligent, disciplined, compassionate toward those he trusts, and utterly relentless when pushed. Watching him dismantle the Marcano crime family piece by piece is immensely satisfying because every victory feels earned. His calm determination, moral complexity, and commanding presence make him an unforgettable character, and one I never tire of revisiting. The supporting cast is equally impressive. Every lieutenant, ally, and antagonist has a distinct personality and believable motivations. Characters like Father James, Donovan, Vito, Cassandra, Burke, and Sal Marcano all leave a lasting impression, creating a cast that feels rich and multidimensional. Few games make me care about both the heroes and the villains to the extent that Mafia III does. New Bordeaux is one of my favourite open worlds in gaming. Rather than simply being a huge map filled with icons, it feels like a believable city with its own culture, atmosphere, and history. Each district has its own identity, from the affluent neighbourhoods to the swamps and industrial areas. The soundtrack perfectly complements the late-1960s setting, filling every drive with classic songs that make simply travelling across the city enjoyable. Combined with the period-accurate vehicles, architecture, and social tensions of the era, the world feels immersive in a way that few open-world games achieve. The gameplay is often criticised for becoming repetitive, and I think that's a fair observation. Many missions follow a similar structure of weakening rackets before confronting higher-ranking enemies. However, I find the core gameplay loop so enjoyable that the repetition rarely diminishes my experience. The gunplay is weighty, stealth is satisfying, driving feels responsive, and every encounter gives enough freedom to approach objectives in different ways. Even after many hours, clearing enemy compounds and expanding Lincoln's criminal empire remains consistently engaging. Of course, Mafia III isn't a perfect game. It launched with technical issues, and its mission structure could certainly have benefited from greater variety. But perfection has never been what makes a game memorable to me. What matters is how a game makes me feel, and Mafia III delivers an emotional, cinematic experience unlike any other. Its exceptional storytelling, outstanding dialogue, unforgettable characters, incredible soundtrack, immersive open world, and compelling gameplay combine to create an experience that stays with me long after the credits roll. For all its flaws, Mafia III remains the game I return to more than any other. It's the game that resonated with me the most, the one whose characters I still think about years later, and the one that set the standard for what I want from a narrative-driven open-world experience. It isn't just my favourite entry in the Mafia series—it's my favourite game ever made.
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Languages: English*, French*, Italian*, German*, Spanish - Spain*, Polish, Portuguese - Brazil, Czech, Russian, Japanese, Simplified Chinese, Traditional Chinese +1 more
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