Marcel Winatschek

New Bordeaux on Fire

Lincoln Clay came home from Vietnam to a city that had already decided what he was worth. New Bordeaux—the game’s fictionalized New Orleans, rendered in late-sixties amber and heat—runs on that kind of certainty: who matters, who doesn’t, who the law protects and who it feeds to the machine. When the Black mob that took Lincoln in gets wiped out by the Marcano family in an act of spectacularly casual betrayal, Mafia III doesn’t bother with moral complexity about what comes next. Revenge is the engine. Everything else is logistics.

The game commits to its premise in a way that most open-world titles don’t. The setting isn’t decoration. The racial violence of the Deep South in 1968 is load-bearing, built into the world’s architecture—white NPCs harass Lincoln on the street, cops respond differently depending on what neighborhood he’s standing in, the whole city is structured to produce and maintain a hierarchy that Lincoln is going to dismantle from the outside in. The game takes this seriously enough that the repetitive mission structure starts to feel almost intentional: this is what dismantling a criminal empire actually looks like, block by block, asset by asset.

The soundtrack is extraordinary. Hendrix, Creedence, The Stones, The Velvet Underground—all of it moving through bayou air while you work. It’s the rare game where I kept the radio on rather than muting it after the first hour.

Lincoln himself is one of the more interesting protagonists the medium produced that decade: a man with a specific wound, pursuing a specific goal, in a world built to make him invisible. The satisfaction of watching that world come apart in his hands is considerable. The gameplay thins out over the back half and the open world stretches further than its content can fill, but the ambition underneath it is real, and that carries more than you’d expect.