![]() ![]() Harms: We look to that stuff for inspiration. How much of that mob history is drawn from life? GamesBeat: I was going to ask about that. It was one of the first cities in America to have a Mafia organization, pretty much right after the Civil War. We gravitated toward New Orleans, or our version of New Orleans, because it has a very long history of Italian organized crime. While we were doing that, we started thinking about our gifted anti-hero and where to set the game. It’s a very dramatic year, in a good sense. You have the black power salute at the Olympics in Mexico City. You have parts of the Civil Rights Act still being passed. King, the assassination of Bobby Kennedy after the California primary, when he probably would have won the nomination. ![]() Looking at the ‘60s, we quickly gravitated toward 1968 specifically, because it was a very tumultuous year in history. We also knew we probably wanted to set it in the ‘60s, because I think Mafia II ends around 1952. We knew we wanted to move the series forward in time. That helps inform who the characters are. The second game is post-war America, Vito returning from the war. One of the important ones we settled on was this notion that we take a gifted anti-hero and put them in a specific time and place in American history. One of the first things we did was look at the first two games and identify what we call pillars, the things that were important about them. I’ve been in the industry about 12 years. ![]() Hangar 13 was founded specifically to develop Mafia III. GamesBeat: Can you tell me about your approach to this project, how you got started? Did you work on the earlier games in the series?īill Harms: No, I didn’t. ![]()
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