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Gone are the Rosencrantz and Guildenstern, "minor characters made big," moments from the first game. From the onset you are placed in control of your own "family." These hired guns each carry a special trait that they excel in: lockpicking, muscle, medic, bombs, or arson. Expanding your "business" by taking over rival rackets, yields performance bonuses for your crew (extra ammo, brass knuckles, etc.); and you'll be allowed to bring more "made men" into your family, as well as upgrade their traits and weapons throughout the game. This doesn't mean you have to micromanage every mission, though; you can sit back and dispatch your soldiers into the world -- they're capable of taking over rival businesses on their own. But as well as Godfather II works to give you control of your family, it fails to create a living, believable world. Each city's denizens, and the "favors" they ask of you, abruptly shift the game's tone from rich and cinematic to unintentionally comedic.
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Still, the game does get a couple things right that other sandbox-esque titles should take notes on. The targeting system lets you easily lock onto enemies with the left trigger and shoot with the right -- a feature that's especially helpful in interior combat situations. The "made men" who accompany you are excellent shots in and out of a vehicle, and they do a great job of watching your back. Also, the interior designs of all the buildings you visit are varied enough that it doesn't feel like you're playing through the same warehouses time and time again.
Ultimately, Godfather II suffers from a lack of design foresight. Instead of delivering a movie-quality narrative, it presents a frustrating, accidentally comic world. In one pivotal cut-scene, your character even gets shot, point-blank, in the face, but no one offers any real explanation as to how you survive. And once you reach the game's half-way point, you lose a large number of the businesses and rackets you've built up -- artificially lengthening the game. Coming from such believable source material, Godfather II asks you to accept a too implausible experience.
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