Mafia III postmortem: How Hangar 13 made the critical decisions in the epic game’s design

Mafia III is a great example of the glory and the pain of game development. The ambitious title took years to make, with the initial effort focused on crafting the right character, place, and historical context for the tale about the newest “gifted anti-hero” in the Mafia series.

When the game came out in October, players complained about bugs and problems with gameplay. But they loved the story about Lincoln Clay, a mixed-race Vietnam veteran who goes after the Italian mob in a fictional version of New Orleans in 1968, during the height of racial and war tensions in the United States. I played the game all the way through, and had mixed emotions about the execution. The story was powerful and unflinching in its depiction of racism in the Deep South, but it was hard to like many aspects of the gameplay. I caught up with the team’s leaders for a postmortem.

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Dean Takahashi

Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.