Mafia: The Old Country – Part 3-1
In case you forgot that organized criminals are shitty people, it’s time to be a jackbooted thug and do some good old-fashioned union busting.
Streamed at https://www.twitch.tv/newdarkcloud
Andre at https://www.twitch.tv/goodoleandre
It’s funny watching Andre and I spend several minutes discussing which beads we should use, when the actual honest truth in that none of them realistically matter. It is doubtful that any of them would provide a significant enough bonus to make a meaningful impact during gameplay. In a game that is otherwise so streamlined in the service of its narrative, it is strange to include the rosary as a means to equip passive buffs onto Enzo.
Back when Twitter was still a place worth posting at, Campster/Errant Signal made a point about these types of bonuses in shooters. Assuming, for example, that a bullet does 10 damage baseline, and a bonus provides a 10% increase, that means the damage is going up by a single point per shot, from 10 to 11. If the enemy has 25 hit points, then it will still take 3 shots to kill them regardless of whether or not the player has equipped the damage bonus.
They exist to give the player the illusion of fiddly mechanics and character customization, when the honest to god truth is that they don’t even remotely matter. Here in Mafia, we don’t have the raw numbers, but I would not be surprised if the beads provided similar percentage increases and decreases.
All the same, here I am fiddling with it anyway, if for no other reason than because it’s fun to do.
No Comments