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You are able to walk up, down, left, and right, to navigate your way through the small world that makes up the game. The game is played through the main character, who has woken up in the 2D World somehow. Suddenly, a familiar sensation rushes to your head.you are falling." Gameplay about a dream? But.where are you now? Has it really been 7 years since you entered that strange dimension? Once again you feel perceptions warp and twistas time and space bend before your very eyes. You reason that it must have all been a dream. is this limbo? You feel weightless, bodiless, drifting gently through the ether. The last thing you can remember is falling asleep in your castle, ruler of the 2-Dimensional world. "It seems like eons ago - that afternoon in which you lazily drifted off, awakening only to become aware of your new existence in an unfamiliar dimension. 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I ended up adding the pre-existing manuscripts to my Jutoh project, and then I had to go in and reformat everything. I improved the formatting I should have kept each novel’s layout, fonts, and styles the same. Over the decade I wrote the stories, I learned more about book design. Sometimes you make ill-advised decisions, but you must trust yourself in the end. I have read up on book design considerations and understand that readers want to have that quick visual approval that the genre is correct and the author understands conventions. I have an art background and strong opinions on visual impact. I kept looking for designers that matched my style and ended up going with a minimalistic design that felt like a better fit. My stories aren’t swashbuckling romance stories, and the buxom women and muscled males with thunder in the background and large neon text didn’t seem right. I thought I would ask someone on Fiverr to create new covers for the entire series so it would look more like a fantasy book series, but when I looked at the art of typical fantasy series, I had second thoughts. The imagery wasn’t cohesive the fonts were different, and the books didn’t look like they belonged together. When I looked at the collection of covers a decade later, I realized it didn’t look like a series. As each book came out, I created cover designs specific to each story. It took me ten years to write and finish the series. This strategy also helps marketing and publicity – releasing each book close to the others builds momentum. This allowed me the time to make changes throughout the series for consistency. I waited to release the last three books and did so within a month of one other. After publishing the first two stories of my series, it occurred to me it might have been wise to withhold publication and release the series all at once so I could change characters’ backstories or names if it made sense for later stories. Like most new writers, I stumbled along and changed my mind about story arcs, improving my writing skills as I went. Your first book is probably the most important story of the collection, but if you are a new author, it will not be as well-written as the later books. However, combat didn't feel like the focus of this game, as most of my time spent playing revolved around driving from place to place. Plus, enemies were able to hit me through cover sometimes, which was dumb. I like 3rd person shooters a lot so I enjoyed the combat, though it did feel a bit awkward and slippery. Vito and Joe were cool characters and got some nice development. Most of the story is solid and I felt engaged enough to want to see how everything panned out. Also there's no free roam like in the first game, if you want to explore the world you have to choose a chapter and ignore the story mission.ħ0% PCThis game is decent. It worked in Mafia 1 back in 2002, but not in 2010. The linear structure of the game makes it feel like it's an action game which has an "open" world, not the other way around. It's really sad to see this great looking and feeling world go to waste, it's extremely underutilised, there are almost no activities: you can shop, rob shops, steal cars to sell them. I'm baffled how they managed to make a 10+ hour game out of this. It doesn't feel like you're in a family, you're basically a gun for hire (even after you become a made man, it doesn't matter). It's basically "you're working for this guy, now for this guy, then the other guy". I just finished the game, and honestly, I can't even remember most of it. The story is the weakest part of the game, in my opinion. The chemistry between him and Vito works and it's good. I guess, he's the main reason why the game is so well remembered today. Vito itself is an extremely shallow character, his motivations are: 1) help his family (his mother dies in the first third and you never hear from his sister after "helping" her, so this story line is basically non-existent) and 2) money (which he doesn't really spend and neither can you because you lose it like three times anyway). Afterwards, the story goes downhill with repetitive missions and lame characters and the "ending" is just the icing on the cake. I also had quite a few technical issues (crashes to desktop, stuttering framerate, etc), but perhaps those are solved by playing the remaster so I didn't take those into account in my review.ħ0% PlayStation 3 It starts incredibly strong with amazing atmosphere and premise, but it gets really boring once Vito gets in jail (oh, boy, the devs were really proud of this fighting mechanic). This game feels like it wanted to be a linear game, but had to incorporate an open world because those were (and still are) popular. People like to complain about how bad Mafia 3 is, but at least that game knew it was an open-world game through and through and to me it's more enjoyable for it. It's a confused game and very much a product of its time. No real side-missions, collectibles are mostly tied to a specific chapter, you cannot even continue playing after the main game, continue just puts you at the last checkpoint before the credits. There's barely anything to do outside of the main story. They made an open-world with a pretty good city, weather, day-night cycles and put the most linear game they could make in it. No skill, just waiting, a bit like the shooting as well. Then there is the boxing, which is basically holding dodge until they attack then throwing a counter attack. Which of course is followed by waiting 20 seconds for your health to regenerate behind a wall. The enemies are expert marksmen who can hit you while both you and they are running and sometimes a single bullet puts you almost at death's door. The shooting is the most mediocre early 2010s cover-based fare, you take potshots at enemies that are too far away for the crappy guns they give you. The story is okay, it's nothing special, but the cutscenes and voice-acting are mostly done well, except for side-characters who only turn up during a mission or two, for those it sounds like they had the janitor do his best mob-guy impression. My conservative estimate of the percentage of playtime spent driving is 50%. A typical mission consists of picking up the phone, driving over to Joe, drive over to some other location, maybe shoot or beat someone up, drive back to a bar, drive Joe home, drive yourself home. Graphically it's still fine (I played the "classic" version), but gameplay-wise it's a chore. 60% PCI can't remember the reception at the time, but it sure hasn't aged well. 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