Video Game / Mafia II

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The fate that awaits all in the Mafia.

During World War II, Vito Scaletta, a young poverty-stricken resident of Empire Bay (a Fictional Counterpart of New York City, with elements from San Francisco), is caught committing robbery and he chooses serving in the army during their invasion of Europe instead of going to jail. Vito is however wounded in service, and is sent home to Empire Bay for a month - but upon his arrival, he discovers that the things has taken a turn for the worse. His father has died and has left his family with a massive debt of $2000... money which the local loan shark is getting quite anxious to get back.

While Vito has been gone, his friend, the small-time criminal Joe Barbaro, has been busy getting connections within the local Clemente crime family. He is able use them to get Vito some forged discharge documents and foot in the mob's door, offering Vito a chance to pay off the family debt.

Mafia II is a 2010 video game, more of a Spiritual Successor to the original Mafia: The City of Lost Heaven than it is an actual sequel. While the two games appear to share the same universe, there is only one direct connection between them. A sequel, Mafia III, came out in 2016.

Tropes:

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     Tropes Present in the Main Story (Includes Joe's Adventures
  • Aborted Arc: One of those prostitutes that Joe brought along and who clearly showed she had hots for Vito, and was later saved by him when she accidentally bumped into some hothead's car upon leaving? She's never mentioned again and Vito, quite surprisingly, hasn't got in a relationship with any girl by the end of the game.
  • Absurdly Spacious Sewer: Downplayed during "Balls and Beans", when Vito must sneak into a slaughterhouse through a sewer. Although the sewer has ample room for him to walk through and allows him to enter undetected, the trip is unpleasant, as Vito is unable to avoid stepping in revolting sewage water and even has unmentionable sludge dumped on him halfway in. It goes without saying that Vito's presence is easily sensed, or rather smelt, after that.
  • All There in the Manual: The Family Album you get after beating the game provides a lot of the backstory to various secondary characters not explained otherwise.
  • Anachronism Stew: Playboy magazines appear throughout the game, which starts in 1945 and ends in 1951, when in Real Life Playboy's first issue was released in 1953.
    • The game also has a radio newsflash about polls showing Dwight Eisenhower and his running mate Richard Nixon easily winning the presidency in the 1952 election in September of 1951. Eisenhower didn't announce his candidacy until March of 1952 and even after announcing it faced a tough primary battle before getting the nomination.
    • Empire Bay has a SWAT Team, as seen in the DLC's "Joe's Adventures", both of them set in The Fifties, although the very first SWAT Team wasn't operational until 1968.
    • The Remington 870 Field Gun, a shotgun manufactured starting in 1950 can be seen used by the Empire Bay Police Department in 1943.
    • Several cars (such as the Shubert Beverly, Smith Custom 200 and Smith Thunderbolt) are based on, and have the design aesthetics of, cars from much later in the decade.
      • A similar, yet strange case exists with the Lassiter Series 69, a car with a late 40's/early 50's design which is made available in 1945. And while it's still in use by the fifties, it becomes increasingly rarer before being phased out entirely by the late game. They had the correct year, but for some reason put it in the wrong one, where it sticks out like a sore thumb.
      • With the right DLC installed, the player can drive concept cars from the latter half of the 1950's (the Jefferson Futura and Potomac Elysium, based on concepts from 1955 and 1956, respectively), even while in the 1940's part of the game.
  • Ascended Extra: Vito and Joe are the originally nameless hitmen who kill Tommy at the end of the first game.
  • Authority Equals Asskicking: Mostly averted with the gunfights, bullets will happily tear up bosses as easily as they do mooks. In the final fight Don Falcone can take about 3 or 4 times as much punishment as a standard Mook, but that still means he'll go down in less than a dozen shots.
  • Bag of Spilling: There are several points in the game where you end up losing all your money and guns. This is especially aggravating if you spent time selling stolen cars to grind up your cash reserves, although it does help emphasize the game's point that the criminal life isn't all it's cracked up to be.
  • Back Seats are Just for Show
  • Badass Bystander: While robbing a store there's the chance that one or more customers will pull handguns and fight Vito.
  • Being Evil Sucks: At the end of the game, it's clear that being a mafioso has done Vito more harm than good, such as his going to jail likely causing his mother's death, driving his own sister away due to to his now violent attitude, learning that some of the people he works for are the same ones that screwed his parents over, and virtually all his friends dying left and right.
  • Berserk Button: Mention Vito's father. Hurt Vito's sister. Mention money to Vito. Murder his colleagues. EVERYTHING.
  • Big Applesauce: Empire Bay.
  • Bolivian Army Ending: The ending of the game is ambiguous enough that it's unclear who exactly lives and dies. The game seems to imply that Joe dies but Vito lives, but it's also entirely possible that Joe and Vito would survive to take on the remnants of the Vinci family after already previously severely wounding the others. It's also entirely possible that the game has an outright downer ending where Joe and Vito have outlived their usefulness to the Vinci family, with the two of them being unceremoniously killed so the Vincis can rise to power due to no real opposition anymore. The sequel confirms that Vito and Joe survives, with the former exiled to New Bordeau and the latter serving as Leo's personal driver.
  • Brooklyn Rage
  • The Brute: O'Neill, the irish gangster. He's one of the toughest enemies in the game, when you beat him, he just gets back up again. It takes Vito slitting his throat with a shiv to finally bring him down.
  • But Thou Must!: In Chapter 3, you can try and earn an honest buck loading crates onto a truck at the shipyards, despite all the prompts to give up and enter a life of crime, but after the fifth box Vito will get fed up and refuse to carry any more, forcing you to quit.
  • Butt Monkey: Poor Vito spends the entire game bouncing from one collossal fuck-up to another, without ever really getting a chance to enjoy La Dolce Vita. This is in contrast to Tommy from the first game, who's shown to live it up pretty well up until his fall from favor at the end.
  • Casual Danger Dialogue: Even if you're driving terribly and keep on crashing into people, cars, and/or street signs. Even if you're being chased by the police, your friends in the car will continue to talk casually. The worst you can get is Joe scolding you for running the red light.
    • And every other small infraction, which can be distracting when trying to outrun police.
  • Chekhov's Gun: In Chapter 3, Vito steals ration stamps from the Office of Price Administration and sells them to gas station attendants around the city. Three chapters later, it turns out one of the attendants ratted Vito out. He goes to jail. But not before Joe forces the rat to leave Empire Bay for good.
  • Chronic Backstabbing Disorder: Everybody in the Mafia, towards everybody else. The only exception is the bond of loyalty between Vito and Joe that endures throughout the entire game, which makes the ending all the more tragic.
  • Cluster F-Bomb: Just watch this video. It has broken the previous record for most f-bombs in one game, previously held by The House of the Dead: OVERKILL.
  • Continuity Nod: Vito and Joe are the gunmen who kill Tommy Angelo from the first Mafia. Their faces even look very similar (especially in the case of Joe) and they even drive a similar red and white Ford Thunderbird-like car.
    • Retcon / Broad Strokes: In the original Mafia, Tommy is killed in 1957 and not 1951 when Mafia II is set. Vito and Joe are also not wearing the same clothing as the hitmen in Mafia (although Vito can be, if you put on the corresponding suit before accepting the mission) and Joe shoots Tommy with a full-sized shotgun, rather than the sawn-off "lupara" shotgun that the hitman used in Mafia. And the house and background are slightly different, particularly the conical bushes in the yard.
    • When Leo Galante decides to disappear (a situation almost identical to what happened with Frank in the first game), he off-handedly mentions that he's going to Lost Heaven.
  • The Consigliere: Leo Galante.
  • Controllable Helplessness: In the start of the prison sequence, you are marched single file into the prison facility. Policemen stand in front of the two opposite gates where jeering prisoners flock. You are able to use the controller to turn your head around, look at your hands (well, your fingers, mostly), but beside that, you're stuck.
  • Cool Car: Most of them could qualify, really.
  • Critical Existence Failure: In the fighting sequences, Vito can take a parade of haymakers, jab combos and uppercuts. But once his health is too low, a single jab will send him crashing to the floor in a heap.
  • Deconstruction: Mafia II deconstructs Neighborhood Friendly Gangsters and Wide Open Sandbox crime games like Grand Theft Auto by juxtaposing the tense shootouts and high living with prison time, fearing for your life at all times, crossing a Moral Event Horizon or two and in the end losing everything you care about.
  • Deliberate Values Dissonance: The characters are about as racist as you would expect them to, the game being set in the 1940s and 1950s and all that. For instance, on the way to a bar situated in an African-American community, when asked about whether the place has changed since Vito had left for Europe, Joe goes on a bitter tirade against the local black community, calling them animals who only know how to sell dope, multiply and kill each other.
    • Not to mention the countless times somebody says 'chink', 'dago' and 'mick'.
  • Die, Chair! Die!: A lot of Empire Bay's environment is destructible, notably the Hotel interior in Room Service and an entire Diner in The Wild Ones.
  • Dirty Coward: Several, most notably Sidney Pen, Luca Gurino and Mickey Desmond.
  • Disc One Final Boss: Most of the game up until the 2/3rd mark builds up to taking out Don Clemente. But then your own Don, Don Falcone, turns out to be just as bad if not worse.
  • Downer Ending: Vito has fulfilled his end of the "deal" that Leo has tasked him with to kill the Big Bad and save his own life. Its too bad that Joe wasn't apart of the deal. Congratulations! You're now, if you're lucky, at the bottom of the mob food chain once again, still pretty broke and all of your friends are dead!
    • The sequel however shows that not only are Vito and Joe both alive, but depending on the endings Vito can end up as the Don of New Bordeaux, so things end up working out.
  • Dropped a Bridge on Him: Seemingly Joe in the ending, but III shows that he survives.
  • Drugs Are Bad: Actually, the message is more "Drug dealing is bad." Henry comes to you with a chance to make a little money on the side by dealing heroin. So they borrow money from Bruno, and go to work only to be attacked by a horde of gangsters trying to steal their stash, Henry getting hacked to ribbons by Chinese Triads, and your money being stolen. So at the end of the day, your friend is dead, you're over fifty large in debt to a vicious loan shark and the Triads and a rival family are out for your blood. And don't worry, it gets worse.
  • Drunken Song: Joe and Eddie at one point drunkenly sing along to Dean Martin's "Return to Me" on the radio.
  • Drowning My Sorrows: Joe does this after Marty's death, and get so drunk that he waves his gun around and scares off the other patrons. Vito must swing by the bar and pick him up, before things get really bad. They do.
  • Dummied Out: A look on the script files in the PC version reveals that the game was originally going to be much bigger. Remains of scripting still exists for a bunch of missions, side missions, and sections of Empire Bay which does not appear in the final game, working subways and taxis, usable melee weapons and car trunks, and children NPCs, all of which were cut from the final version. This has raised some controversy in the gaming community, to the point where it has invoked the Wiki Rule.
  • Enemy-Detecting Radar: Here, it detects all enemies and police.
  • Even Evil Has Standards: Averted with most of the families except the Vinci family, who explicitly prohibit drug dealing. Given what happens after Vito and Joe's tryst into drug dealing you can see why.
    • Vito's an example of this too. Despite being a thug and killer for most of the game, he cares enough for his sister to kick the shit out of her abusive husband and hates misogynists in general. He's also the character who's the most respectful to minorities, rarely using racial slurs to describe them unless they're already being aggressive towards him. Overall he comes across as acting racist towards people he dislikes, rather than disliking people because of their race.
  • Every Car Is a Pinto: Semi-averted. Cars won't explode if you smash them or shoot the engine, but will burst into flames and explode if you Attack Its Weak Point.
  • Evil Versus Evil: C'mon! This is Mafia! And the police ain't no better, either.
  • Exactly What It Says on the Tin: It's the second game in a series about The Mafia.
  • Family-Unfriendly Death: Henry gets chopped to pieces by a group of Triads using butcher axes
  • Fat Bastard: Frederico "Fat Derek" Papalardo and Sidney Pen.
    • Sidney is even nicknamed Fat Bastard by the protagonists.
  • The Fifties: 1951, to be precise, but many elements from the rest of the decade crop up during the period.
  • Foreshadowing: Henry says that his thirteenth contract is unlucky because he almost got his balls shot off. He dies in Chapter 13.
    • "...but how's [your] English so good?"
    • When Vito introduces himself to Derek, Derek mentions that his father "drank like a fish". Derek had Vito's father drowned at the dock.
  • Game-Breaking Bug: In Chapter 14 (Stairway to Heaven) after dropping Joe off at El Greco's, you will be tasked with delivering the money earned to Bruno. When you arrive at Bruno's, the door that leads into the building will occasionally not allow entry, making further progression into the game impossible. Even more troubling is the fact that if the player is able to enter the door and trigger the cutscene, the game will sometimes enter an endless loading loop from which it will not recover.
  • Genre Shift: The game mostly involves driving and gunplay, but in a couple of missions - namely "Enemy of the State" and "Balls and Beans" - it shifts to a stealth-based game.
  • Good Times Montage: One shows up at the end of Chapter 9, appropriately set to "Let The Good Times Roll". And another one is in Chapter 12, as Vito, Joe and Henry get into drug dealing. Watching your character buy nice stuff and kick the shit out of a guy while "Let The Good Times Roll" plays is pretty representative of this game.
  • Gotta Catch Them All: Optional, hidden Playboy centerfolds, as well the harder-to-find wanted posters depicting members of the development team.
  • Greaser Delinquents: They appear as antagonists midway through the game.
  • Greedy Jew: Bruno, the loan shark. It turns out that he's the very loan shark who Vito's family owed money to.
  • Hair-Trigger Explosive: Some of the missions tell you to be careful when driving with explosives in the car. They're safe if you scratch against another vehicle, but a light tap can be enough to cause a boom.
  • Heavily Armored Mook: Enemies wearing body armor appear in the Joe's Adventures DLC as particularly tough Elite Mooks. They can take quite a few bullets before going down, but are vulnerable to headshots. Several of them are fought at the end as the Big Bad's bodyguards, serving as a "final boss" fight of sorts.
  • Hopeless Boss Fight: The first fistfight against O'Neil in the prison yard. After you land a few good hits on him, he automatically starts countering every single one of your attacks until your health almost drops to zero, which starts the next cutscene.
  • How We Got Here: The game starts with Vito looking in his photo-album and reminiscing his life. We finally catch up with him in chapter 15.
  • Hyperactive Metabolism: Consumption of food and drinks, including beer and cola, regains the part of your health that doesn't regenerate.
    • Lampshaded by Joe:
      "You've always been a quick healer, must be your diet or something."
  • Hyperspace Arsenal: In stark contrast to the first game.
  • I Have a Family: Sidney Pen mentions this as he's begging Henry for his life. It doesn't work.
  • I Just Shot Marvin in the Face: The bartender of The Lone Star is killed by Joe by mistake when he slams his gun on the table, causing it to misfire.
  • It Will Never Catch On: One guard in the background at the government office describes his idea for an interactive television game, only to be scoffed at.
  • Knife Fight: Vito and Brian O'Neill
  • Luxury Prison Suite: Leo Galante's cell.
  • The Mafia: As the title shows, the game is about the Mafia.
  • "Mister Sandman" Sequence: For the 1950s when Vito gets out of prison, complete with the song in the trope name. note 
  • Mood Whiplash: The host of Press Radio News gives one of these while reporting the finding of the infamous Auschwitz concentration camp. A bit jarring given on how he usually remains professional in the rest of the game but here he takes a moment to compose himself and actually apologizes for reporting such disturbing news.note .
  • More Dakka: The Model 1928 Thompson and, ultimately, the MG-42.
  • Mythology Gag: The scene where Vito slowly lifts a few crates and brings them to a pallet, then refuses to do any more, is a bit of Self-Deprecation regarding the agonizingly long segment of one of the first game's penultimate missions when you had to do this in seriousness.
  • Nice Hat: Snappy fedoras are, of course, plentiful.
  • No Flow in CGI: Mafia II averts this, at least partially, with the loose ends of your character's jacket, tie or trenchcoat flapping about when in motion, courtesy of an improved Phys X engine. This feature was a selling point promoted by the developers before release, even though it has absolutely no bearing in gameplay. It's not perfect either; push the limits of the game engine, and said parts of Vito's clothes may end up stuck and mangled within his body.
    • Completely axed in the PS3 version
  • No-Gear Level: Played straight in Chapter 11 (when you also lose your money and nearly all of your clothes) and Chapter 14.
  • No Honor Among Thieves: One of the main themes of the overall story, in contrast to the more romantized version of "The Family" seen in the first game.
  • Police Brutality: Vito is both a witness and a victim of it in prison.
  • Politically Correct History: Oh, so averted. Racism of all stripes, segregation and sexism are on full display. Of course, to avoid being too offensive, they did have to dig up some pretty antique slurs.
  • Prison Rape: A few thugs try to pull this. Chubby convinces Frank to go outside for his smoke, and try raping Vito when he's in the shower. He beats one unconscious, with the guards breaking up the fight with the next thug and putting Vito in solitary again.
  • Product Placement: Playboy magazine shows up (even if it's before 1953). Justified in that it amplifies the period atmosphere.
  • Previous Player-Character Cameo: It turns out that Tommy and his family was moved to the suburbs of Empire Bay. Oh, and you and Joe are tasked with killing him.
  • Punk in the Trunk: In the seventh chapter, Joe and Eddie Scarpa take Vito for a night out on the town to celebrate his release from prison. However, there's also the matter of needing to bury Frankie Potts, whos corpse has been in the trunk for "a couple of days" and is starting to smell. Not quite the welcome home Vito wanted.
  • Real Men Cook: Leo Galante cooks for himself in prison, and has a rather nice kitchen in his mansion.
  • Real Men Wear Pink: You have the option of wearing a pink suit and fedora, which is not very far-fetched as the color was associated with boys up until the late-1950s. Still, the notion of going on a murderous rampage dressed in what is now considered a girly color will strike some players as being ironic and hilarious.
    • Wear it to the tense and dramatic initiation scene and watch the atmosphere dissolve!
  • Regenerating Health: Moving away from the first game's reliance on wall-mounted first aid kits, Mafia II now has the player's health roughly refilled automatically by up to 60% after taking several serious hits and avoid further injuries for several seconds (except during fistfights). The rest is healed by eating or drinking.
  • Roof Hopping: In "Murphy's Law".
  • Roaring Rampage of Revenge: Vito, after he discovers who killed his father.
  • Scenery Porn: Empire City is really quite gorgeous, especially in the snow.
  • Schizophrenic Difficulty: With good cover, you can take on entire armies of wiseguys. Without cover, you die after couple of shots. Regenerating health helps a lot, but you better pray there isn't any mook hiding with Tommy gun. And don't think hiding in the car will save you, like in GTA- here, you are a sitting duck.
  • Shout-Out: "Would you kindly?". I see what you did there Take-Two.
  • Shoplift and Die: Attempting to steal items from a gunstore will cause the owner to pull out a shotgun and shoot you.
  • Shown Their Work: It's an almost totally accurate period piece; notably, when Vito mentions to Joe in 1945 that he's driven a Jeep, Joe replies, "What the hell's a Jeep?" as the first civilian models didn't appear until later that year.
    • Depends on where you're looking. Barring the storyline, many aspects of the game appear ahead of their time, like songs ("The Fat Man" by Fats Domino, a 1949 song, shows up in 1945 Empire Bay, and Dean Martin's "Ain't That a Kick in the Head?" only debuted nine years after the end of events in the game in real-life) and cars (especially those circa 1951, like the Shubert Beverly, a 1956 Chevrolet Bel Air look-alike). Seems more like the creators opted for an Artistic License to make the most out of the time periods the game is set in.
    • The most egregrious are a 1964 song in 1951note , and a 1963 song in 1945, as well as a 1949 Caddilac Expy in 1945 and a 1957 Ford expy in 1951. Also, you can find Playboy magazines as early as the second level, in 1944-ish, when Playboy didn't come out until 1953.
      • The worst part is that most anachronisms had been avoided had they just set the 50's in 1956, as almost all the music would fit and so would the cars...
      • The retcon above would have been unnecessary as well.
  • Smug Snake: Luca Gurino.
  • Stealth Pun: The Mafia II is set in World War II, plus it has around 200 F-Bombs in a game.
  • Stealth Sequel: The game's storyline has absolutely no relation to the storyline of Mafia 1. That is, until Joe and Vito show up on Tommy Angelo's doorstep and gun him down in cold blood.
  • Suspect Is Hatless: The police dispatch's description of the protagonist is laughably vague; usually something along the lines of "Caucasian male, dark hair, medium build." Although this never seems to prevent policemen from recognizing Vito on sight.
  • Suspiciously Apropos Music: A lot, assuming you leave the radio on default stations—for instance, after you get handed a pistol for the first time, "Praise the Lord and Pass the Ammunition" comes on.
    • As well as "Happiness is a Thing Called Joe", "Maybe", "Chow Mein", and "Come Softly to Me" , and their granddaddy - "Bellville".
  • SWAT Team: One appears in the DLC "Joe's Adventures", which is a major anachronism as the first SWAT units weren't available until 1968, seventeen years after the events of this game.
  • Take Cover: Essential for your survival in gun fights, especially on hard difficulty.
  • The Theme Park Version: How the game treats The Fifties and to a lesser extent, The Forties.
  • The Triads and the Tongs: The latter play a pretty important role fairly late in the game.
  • Third-Person Shooter: With plenty of driving.
  • Think Nothing of It: Joe's "Remember those five bucks you owe me?" after the death of Carlo Falcone. An even more cathartic moment when Joe ends up taken away.
  • Time Skip: Vito's years in prison are quickly glossed over, and only covers his meeting and befriending of Leo, and him killing O'Neill. You wouldnt know it actually covers six whole years if the game didnt tell you.
  • Tragic Villain: Vito, forced into the life of villainy only to save his own family from a monstrous debt - and ending up wasting all his effort! He also ends up becoming violent himself.
  • Two Shots from Behind the Bar: Bartenders will pull a shotgun on Vito if he tries to rob them.
  • Vice City: Empire Bay, a seemingly peaceful and nice-looking city on the outside that's controlled by various organized crime rings in different parts, often resulting in blooshed and violence.
  • Villainous Breakdown: Henry have a brief one when he rants about Sidney, who shot him in the leg. He shoots Sidney's dead body (after Vito and Joe kill him) and then threw his gun down at the body.
  • Villain Protagonist: In contrast to Tommy from the first game, a law-abiding schmuck who pretty much only joined because he needed protection and was gradually seduced by the Family way, Vito makes it clear he sees himself as a man of violence who is willing to hurt people for money and is simply in it to get rich or die trying. However, by the end he learns that Being Evil Sucks.
  • Wake-Up Call Boss: Derek. So you've gotten the hang of running and gunning. From cover, without it, doesn't matter to you, so long as you meet your enemy face to face. Not this guy. Not only is he surrounded by Elite Mooks, but he never stands still, uses cover almost constantly, and lobs molotov cocktails at you from the high ground. Be ready to have your skills tested.
  • Wanted Meter: For minor infractions like speeding, the cops only want to ticket you. For more severe crimes like beating people up, they'll bring out the cuffs and try to arrest you. Start killing? The gloves are off, and they'll bring out the guns - first pistols, then shotguns, and then Thompsons.
    • If you're fighting someone and no one has died, however, a cop will just stop the fight.
    • At lower wanted levels, it's feasible to simply bribe the police.
  • Wham Line: For players of the first game.
    Vito: Mr. Angelo?
    Tommy Angelo: Uh... yes?
    Vito: Mr. Salieri sends his regards. *Joe shoots him*
  • What the Hell, Hero?: The dock workers working for Derek end up calling Vito out for joining up with the mob. It's them who reveal to Vito that Derek had his father killed.
  • You Killed My Father: Vito to Derek.
  • You Bastard: Although the game never chastises you for it, it's hard for the player not to feel guilty for being the trigger man in killing Tommy, especially if you played the first game. It ramps up the sad music and everything.

     Tropes Present in the Jimmy DLCs  
http://static.tvtropes.org/pmwiki/pub/images/portal_betrayal_of_jimmy.png
...That was the day I got fucked...
http://static.tvtropes.org/pmwiki/pub/images/portal_jimmys_vendetta.png
Today's gonna be a real good day...
In an Alternate Universe version of Empire Bay, a Professional Killer named Jimmy is given the job of ruining the operations of the local Triads and Bombers by his long time friends Sal Gravina and Tam Brody. As a reward for his services to them, he is promptly set-up by them for being a loose end, and is promptly thrown into prison. He eventually escapes, vowing to get revenge on those responsible for his twist of fortunes.

The Betrayal of Jimmy and Jimmy's Vendetta are the first and second Downloadable Content packs for Mafia II, respectively. The Betrayal of Jimmy was intially a Playstation 3 exclusive, before being made a free download for all platforms, while Jimmy's Vendetta was released on September 7, 2010, also for all platforms.

  • Affably Evil: Jimmy is a rather Nice Guy...who happens to kill, steal cars, and cover-up loose ends for Crime bosses as a living.
  • Alternate Universe: The Betrayal of Jimmy and Jimmy's Vendetta are set in an alternate Empire Bay where the Mafia is just one of four gangs vying for control of the city.
  • Anti-Hero: Jimmy becomes a Nominal Hero in Vendetta, by virtue of wiping out the crime rings in control of Empire Bay.
  • Ascended Extra: The Triads and The Bombers get significantly more screentime and role in Betrayal than in the main story. The same can be said for the Irish Gang in Vendetta, who are now half of the Big Bad Duumvirate.
  • Big Bad Duumvirate: In Vendetta, there's Sal Gravina, head of Empire Bay's Italian mob, and Tam Brody, leader of the local Irish Gang. It's revealed late in Vendetta that they're Co-Dragons under Judge Hillwood, the real Big Bad.
  • Big Bad Ensemble: Betrayal has Eddie Fu, leader of the Empire Bay Triads, and Elroy Tussle, head of The Bombers.
  • Cool Shades: Worn by Jimmy himself, even at night. The only time he isn't wearing them is during his time in prison.
  • Contract on the Hitman: Attempted several times on Jimmy, both in prison and after his escape. All fail.
  • Demoted to Extra: The Mafia goes from being the central antagonist in the main game to just one of four gangs vying for control in Empire Bay.
  • Downer Ending: Jimmy the end of his first DLC, The Betrayal of Jimmy, where he's set up by The Mafia (and by extent, Brody's Irish Gang) and thrown into prison for being a loose end.
  • Earn Your Happy Ending: In contrast to the main story, Jimmy's Vendetta ends with the titular protagonist succeeding in killing those who had set him up, with no ill repercussions in his Roaring Rampage of Revenge.
  • Excuse Plot: Jimmy's Vendetta's plot is Exactly What It Says on the Tin.
    • Same goes for its prequel, The Betrayal of Jimmy.
  • Greater Scope Villain: Judge Hillwood, who happens to have the crime rings in Empire Bay under his whim, as well as the police.
  • Kill 'em All: Jimmy's MO when it comes to dealing with the enemies of his clients, and later, his own enemies. Thanks to this, he manages to get away scot-free, thanks to no one left to come after him once he silences Judge Hillwood.
  • Professional Killer: Jimmy's job, at least until he was set up by the very employers he did work for.
  • Punch Clock Villain: Jimmy in Betrayal, before being set up by Sal and Tam.
  • Roaring Rampage of Revenge: Jimmy's main motivation in the second DLC pack.
  • You Have Outlived Your Usefulness: How The Betrayal of Jimmy ends, with the titular enforcer set up by his own friends and bosses after ending the threats of the Triads and The Bombers.

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/MafiaII