In 2006, EA released a video game adaptation of The Godfather. It was a basic sandbox crime game starring an original enforcer character, Aldo Trapani (default name, confirmed by the sequel). Originally the son of a mere Corleone-aligned baker, his life changed the day Barzini mobsters gunned down his father. Fast forward to the film's timeframe, where Don Vito does a favour for his mother by accepting him into the Corleones proper. The game thus goes through the events of the film, with Aldo carrying out the dirty deeds ordered by the main characters while making his own way up the Mafia hierarchy and towards the eventual confrontation with the man who ordered his father killed.A sequel was released in 2009, loosely adapting The Godfather Part II. It is now 1959 and the Corleones are meeting Hyman Roth and new families over plans to "do business" in Cuba. Disaster strikes, however, leaving you as Aldo's Underboss Dominic to pick up the pieces, fighting both splinter ex-Corleones and the newcomers for control of New York and Florida. At the same time, Roth is not ready to give up on Cuba just yet... Major additions to the mechanics include the Don's View - a semi-strategic overview of the cities and their fronts present - enemies that will actively attempt to undo your takeovers, crime rings that give bonuses so you Gotta Catch 'Em All, as well as the ability to build your own Badass Crew to either fight alongside you and provide support or go capture and defend businesses in your stead. The game was released to negative to mixed reviews, mainly due to its compete shuffling of the game's mechanics, a nonexistent story, and very little relation to The Godfather compared to the first game.Due to conflicts with the copyright owners of The Godfather series, EA, and the Puzzo family, the game has been declared to be non-canon to The Godfather universe, mainly to distance itself due to the poor sales of the first game and the lackluster reviews that the sequel received, as well as public controversy with the exclusion of Francis Ford Coppola in the development of the game.
The games provide examples of
A-Team Firing - Your accuracy will go to hell fast if you fire sustained bursts.
Some parts the first movie skimmed over are playable, like Bruno Tattaglia's whacking.
The sequel pushes all events to after the Cuban Revolution, creating new plotlines of the Corleone's squeezing out rival families in Florida and Hyman Roth dragging the new protagonist Dominic into a CIA plot to kill Castro.
In the first game the majority of your skills come not from plotline promotions up the Family's ladder but Respect levels gained through free-roaming. This means that your rank can still be "Outsider" while you're already far more powerful than any number of enemy Underbosses.
Implicit in the second. Seemingly random civilians know an awful lot about mob affairs, including the kill conditions for Made Men.
Artificial Stupidity - During any car chase, expect civilians to jump directly into the path of your car while supposedly attempting to leap out of the way.
Ascended Extra - Al Neri, Willie Cicci, and Rocco Lampone were Corleone underlings who barely got any lines in the movie. Al Neri's name wasn't even mentioned. Though since Neri gets a much bigger role in the two sequels, it makes sense that he would be more important in a game made after them.
Awesome, but Impractical - The unupgraded Tommy gun in the first game may be this. Some Execution Styles, like Traffic Accident, also call for more setup than the extra Respect you gain will pay off.
Awesome yet Practical: Due to the sequel's increased focused on mobility making methodical headshotting hard to pull off, the automatic weapon has become this. Large ammo clip, More Dakka and better accuracy than the first game's version, what's not to like?
BFG - The Dillinger and the Street Sweeper. Really all of the level 3 upgrades, except for the Saturday Night Special.
Back Stab - You can garrote people, but the main point is the stealth and the extra Respect, since it takes a while to strangle your victims. However, you can also use the garrote to snap their necks, which is accomplished much quicker.
Badass - While it's very difficult, Aldo is capable of taking down an enemy warehouse, trainyard, shipyard or even a compound swarming with Mooks all by himself. That's manly.
Badass Crew: In the PS3 version of the first game, four Corleone mobsters (an associate, a soldier, a capo and an underboss), all of whom wear jet-black suits and red ties, serve as optional crew members for when you want some assistance in extortion or warehouse/hub/compound-takedowns. The second game expands on this, giving you four soldiers, two capos and one underboss, nearly all of whom can be chosen exclusively by you.
Badass Grandpa - Many Capos and Underbosses have heads full of grey hair, but can still kick ass.
Continuity Nod: In the second game, your Made Man told to crack a safe might comment that he thought he would have to blow the lock. In the previous game, you had to blow safes open with explosives.
Contractual Boss Immunity - Averted; though stronger than the mooks, the Dons in either game aren't especially hard to take down. There's no taking multiple headshots or full magazines of tommygun fire the way many other games' supposedly-human bosses do.
Convection Schmonvection - One of the Execution Styles requires you to toss an enemy into a oven and cook him alive. You can stand right next to one of these and not take damage.
During the first game, Virgil Sollozzo's narcotics business earns the partnership of the Tattaglia family, who employs dozens of Tattaglia mobsters as his private army of sorts. The first act deals with protecting Vito Corleone from Sollozzo's hitmen, taking down Sollozzo's main drug rackets (PS3 version) and assisting in Sollozzo's eventual assassination, but the war against the Tattaglias continues after that point.
This falls onto the Rosatos and Granados in the second game, with the Manganos and Almeidas taking up the rest of the spotlight.
Disc One Nuke - The lack of Broken Bridge means you can get a lot done before doing any more plot missions. The sequel has Broken Bridge preventing you from getting the best henchmen and weapons early on, but you can still earn the cash needed to fully upgrade yourself not far from the start.
The Dog Bites Back: Luca Brasi warns the player in the tutorial not to antagonize businessmen too much when trying to take over. They will start attacking you; most are harmless but some will pull out Tommy guns.
Do Not Run with a Gun - Accuracy will go down if you move and fire and you can't run in Free Aim mode, but otherwise you still can run with a gun out if you like.
Played with in the first. Once Sollozzo's taken down, Bruno Tattaglia seems to be the one pulling the Tattaglias' strings during the mid-point of the war against the Corleones, but he's killed fairly quickly. After that, Johnny Tattaglia (Bruno's brother) tries to form up his own army to take down the Corleones from Brooklyn in one of Tessio's contract hits. Key words: Contract Hits, so he's whacked shortly after his existence becomes known.
Played straight in the sequel. You as Dominic were Aldo's underboss and become the new Don after Aldo gets killed.
Dude, Where's My Respect? - In cutscenes, your former bosses will still call you "kid" and treat you like an underling, though this ends after you become Don. Also, civilians and Corleone mooks will grow to recognize and respect you. Played particularly straight in the second though, where both Michael and others belittle you even when you've proven yourself capable of mowing down whole enemy Families.
Enemy Civil War: Not really a civil war per se, but... if you fight against mobsters nearby other rival mobsters, the two mobster crews will attack one another, depending on how close they are, and how you play your cards.
If you piss cops off enough to provoke a city-scale manhunt (i.e. maxed-out Heat), they'll chase after you all over the place, even attacking rival mobsters along the way, including the ones under your payroll. If you leave the Heat-filled city, the fighting will continue off-screen for a while.
The second game has members of rival families, mostly Granados, Manganos and Almeidas, assaulting the others' rackets at random.
Enemy Mine - Three families' mobsters cooperate to kill Sonny. Also, you can bribe cops to help you fight other mobsters.
Escort Mission: Subverted in that the character you're guarding tends to be Immune to Bullets, but still annoying in that they literally will not get out of a burning car and thus die when the vehicle assigned to you for that mission explodes.
Even Evil Has Standards: Kill as many men as you want and your family won't bat an eye. Kill a woman or a cop you'll hear it from them.
Evil Is Petty - You are warned against it, but there's not much really stopping you from attacking civilians.
Evil Versus Evil - Your character Aldo can be a right bastard at times, but neither the cops nor the other fournote actually five in the Wii version, which includes a Chicago-based family that only appears in some hitlist missions families have any moral high ground.
From Nobody to Nightmare: Aldo was just the son of a Corleone-aligned banker, not even the lowliest of proper mobsters, but events led to him destroying the other four Families and taking over NYC. Averted in the sequel where Dominic is already established as Aldo's underboss before the game starts.
Guide Dang It: In the sequel, there are several Made Men around the cities who start with two specialties compared to the one of most and better levels of weapons training. The problem is that the places they can be found are usually not obvious.
Hand Cannon - The Magnum. The sequel takes it to ridiculous lengths: You start with .357, upgrade to .44, then hit .50 and a real cash-purchased extra gives you .700.
I'm a Humanitarian: One of the businesses the Stracci family owns is a slaughterhouse, and it is implied that they dispose of their enemies's corpses by bringing them to the slaughterhouse, throwing them in the meat grinder, and then...
Informed Equipment - averted. In the second game body armor is worn visibly over clothes, getting the ammo increase upgrade gives Dominic and crew literal ammo belts...
Instant-Win Condition: In 2 an enemy Family is defeated once you take over their Compound. There will be no Remnant running around trying to take back territory, unlike the first game; all will be Killed Off for Real even if you did not use the kill conditions. Balanced in that you need to take all their fronts first to unlock the Compounds.
It's Up to You: Played straight in the first game. The sequel tries to avert this by allowing you to send your own Made Men to attack enemy businesses or defend your own. In practice, success is much more likely when you deal with matters personally.
Just One Man: You can choose this as a dialogue option early on in the second about the Cuban rebels. Predictably enough, it's not too long before El Presidente abdicates.
Karma Meter - "Heat" for cops and "Vendetta" for other gangsters.
The Man Behind the Man: Roth in the second game, Barzini in the first. Michael can be seen as this, since while both Aldo and Dominic are the nominal Dons, they're taking their cues from him.
Magikarp Power: In the first game, the shotgun becomes drastically better after you upgrade it fully.
Marathon Level: "Baptism By Fire", which involves assassinating four bosses and their mooks as well as driving and getting chased by angry mobsters (and eventually police) through four out of five regions in the game. Whew.
Mook Chivalry - Averted. The members of the other four families don't know or care about fighting one-on-one like gentlemen, though oftentimes if they get close enough they'll put the guns away and fight you with their fists, especially if you're unarmed.
Nintendo Hard - Approaches this, due to the severe damage you can take quite often.
No Celebrities Were Harmed - Although the former President of Cuba is never named, for some reason, the anti-Castro rebels have a "B" as their symbol, presumably for Batista.
No Communities Were Harmed - The first game takes place in an accurate rendition of New York and New Jersey. The sequel is set in Queens, Miami and Havana, but all the names of the areas were changed to ones such as "Astoria" and "Deco Beach" for no obvious reason.
Oddly Small Organization: All the Families in the second game, including your own, have a very small number of Made Men. Some are justified: With yours at least, it's somewhat clear that you're just a branch of the greater Corleone Family. The Manganos are also apparently an offshoot of an established Sicilian Family. The two Rosato Families are unauthorised splinters from the Corleones. The Granados and Almeidas have no onscreen-stated excuse, though.
One-Man Army - In the first game, you will run up at least 250 kills just taking over Little Italy, and with four more areas to cover, over 1000 is expected. In the second you have a Badass Crew, but even with or without them you can still regularly take on several times your number and win.
Michael isn't voiced by Al Pacino, or even looks like him, since Pacino licensed his likeness to another company for the Scarface game.
Vito, on the other hand, does look and sound a lot like Marlon Brando, but his VA is actually an imitator, as Brando's health prevented him from recording all of his lines. The only place you actually hear Brando is in the hospital scene when he's talking to Michael, as Brando's respirator doesn't sound out of place.
Rocco Lampone and Carmella Corleone do make brief appearances, but they look and sound nothing like their movie characters, which suggests the estates of Tom Rosqui and Morgana King did not give permission for their likenesses to be used.
Averted with most of the other characters, who look and sound eerily like their movie counterparts, with James Caan, Robert Duvall, Abe Vigoda and John Martino reprising their movie roles, and others (such as Luca and Clemenza) played by virtual sound-alikes.
Papa Wolf - Averted; contract killing the other Dons' sons doesn't make the eventual encounter with them tougher.
Pistol-Whipping: The Wii version allows you to do this, thanks to the motion controls.
Pragmatic Villainy: The game encourages the use of negotiations and bribes before violence.
Although effective violence (discovering weak spots) is more profitable than negotiation. front owners will give up to 20% more each and racket/warehouse owners will also give more, with the added advantage of not having to pay them anything to take over.
Revolvers Are Just Better - Subverted in the first game. The starting .38 snubnose is appropriately weak; even with the level 3 upgrade it isn't much good if you can't reliably place headshots. The pistol is the more versatile of the handguns. It doesn't do as much damage as the magnum but it reloads faster and carries more rounds. Its upgrade has an incredibly fast rate of fire. Also, the magnum is the strongest, on par with the shotgun, but it has slower reload and once both are fully upgraded the shotgun has much more ammo. In the second, the snubnose is no longer available. The pistol is still faster and carries more ammo, but the shotgun has been considerably nerfed with a large ammo capacity reduction, making the magnum the king again.
Rewarding Vandalism - It helps when extorting shopkeepers. You get a token sum from cash registers and some crates in missions have moneybags hidden. Plus you can deny enemies their cover.
Short Range Shotgun - Averted to the extent that you do wish it was not. Of course, once you get the level 3 on your side...
Shout-Out: Jaws (NPC named Mike Brody), Bon Jovi (banker in New Jersey, the singer's home state, named Jean Bongiovi, Bongiovi being the real person's actual surname), Seinfeld (NPC named Dolores Mulva in the party mission and one of the businesses you can extort is Poppy's Restaurant)
The Siege: In the PS3 and 360 versions of the first game, a slew of Cuneos assault the Corleone compound, and your job is to hold the fort with your fellow mobsters. These become more common in the sequel since enemies can now randomly raid your fronts.
Stop Helping Me!: Your allies' pitching in with firepower can get annoying if you're trying for certain execution styles. Some other times all you want is to run away without escalating a situation, but they just have to open fire...
Take That: During a chat with the corrupt lieutenant governor in the sequel, the player character asks if he needs ballot boxes stuffed. The governor responds that "there won't be any election day shenanigans in Florida."
Teleporting Keycard Squad - Picking up the cash left by racket truck guards triggers the spawning of pursuers if the part of NYC you're in isn't Corleone ground yet. Same goes for robbing mob couriers. The only way to prevent them from chasing you is if you don't kill the courier, but instead take his briefcase full of five Gs (by shooting his shoulder, as suggested), & he runs away w/o you collecting any vendetta.
The civilians and shopkeepers or racket bosses. If you're too close to them during combat with other mobsters, they'll rush you and try to kill you, despite you often being there to help them make a profit and mowing down active combatants in plain sight.
Can happen when you're hijacking a truck and hit a nearby mobster's car. Sometimes a soldier from one of the other families jumps out of the car, in the middle of a big gun battle with you, the family whose truck you're hijacking, possibly a 3rd family if you are near another family's business. All because you accidentally hit his car.
Underestimating Badassery: Every one of the enemy mob bosses you meet talks smack to you (save for Don Stracci in the original and Don Mangano in the sequel, though the latter's Consigliere doesn't share the sentiment), with Michael himself joining in at times. Regrettably, there's no Enemy Chatter for you to get the satisfaction of hearing them take their words back as you kill them off.
Vanity License Plate: "GDF-250" for the cars parked by your safehouses or compounds in the second game.
Videogame Caring Potential - The game attempts to invoke this trope in several ways, such as civilians begging you not to kill them or genuinely being nice to you.
Videogame Cruelty Potential - With the exception of your girlfriend and fellow Corleones, you can hurt or kill everyone in the whole city in a wide variety of ways, such as throwing them off a roof or even into an oven. Then there's the extortions. While killing the shopkeeper is highly discouraged (as you'll have to wait a while before trying to extort the business again), and you have to be careful not to push them too far so they don't try to fight back, you still have access to quite a few methods to "convince" them to sell out to you. Each shopkeeper even has a specific thing that particularly irks them, such as damaging their store, killing customers in front of them or threatening/shooting them with your gun.
The original three-platform release has 22 "execution styles", which is increased in the Wii version to 52; you get bonus points for carrying out all of them. Some hit contracts give you extra money and Respect for killing the target a certain way, but it sometimes gets ridiculous. For an example, trying to take out the Tattaglia second-in-command by throwing glass bottles.
Videogame Cruelty Punishment - Getting your Heat too high will negate the temporary immunity from police pursuit you can get from bribing cops. A certain level of Vendetta will make enemy mobsters open fire when they see you/your vehicle and maxing it out will start a Mob War. Abusing a shopkeeper or racket boss too much will make them fight back, while killing them leads to either losing the opportunity to convert them, if they're currently on an enemy family's side, or losing the income from them if they're in the Corleone camp.
Getting sufficent respect (accomplished by many varied ways) means shopkeepers capitulate with little to no violence, often paying more than if you'd threatened them.
But less than if you discover their weak spot while threatening them.
Bribing G-men is the easier and more practical of the two ways to win a Mob War. Bombing a business risks your own death (and the bombing of your own businesses) and will deprive you of a potential source of money for an in-game week.
We Cannot Go On Without You: Double subversion in the sequel. If you die and there are Medic-trained allies nearby, they can revive you... but if there aren't, you will die even if there are other allies around.
We Were Your Team: Discussed in the sequel. Michael Corleone says that Aldo Trapani was the only one holding the New York mob together. Sure enough, with his death, breakaway splinter groups have started to form.
What You Are in the Dark: In 2 the sidequest targets you can choose include both scum who deserve some Pay Evil unto Evil and good or otherwise normal people who the questgiver wants harmed. There's no explicit Karma Meter or ingame consequences, though, and no one will comment on whether you choose to play the Vigilante Man, be the villain or do some mix of the two because It Amused Me. All up to your conscience, signor.
With This Herring: You start off with poor equipment in both games and weak allies in the second. In the first it's at least justifiable that Don Vito might not think Aldo important enough to issue top-end gear, but in the second Dominic is the Corleones' Dragon-in-Chief and thus Michael has no real reason to skimp.
Would Hit a Girl: While there are no female mobsters onscreen, female storeowners do exist and you can use the same "negotiation" techniques that you do on the males.
Yandere: One sidequest from the sequel involves the questgiver asking Dominic to help snap his Yandere girlfriend out of it by force.