Technologies
Mafia: The Old Country Is a Restrictive Crime Drama That Falls Short
The Mafia comeback? Fuggedaboudit.

Mafia: The Old Country, from developer Hangar 13, is the fourth entry in the Mafia franchise, which started in 2002. The open-world game series, mainly focusing on the Italian mafia’s organized criminal activities in fictional US cities, came out less than a year after Grand Theft Auto III, which firmly established the open-world style of gaming.
While the Mafia games didn’t have the mayhem of GTA, what they offered instead was a compelling storyline that kept you glued to your controller. Mafia: The Old Country, however, doesn’t have that or much else, as the game lacks so much of the substance in its big, open world that made previous games so rich and enjoyable.
In The Old Country, players step into the role of Enzo, a young man who was sold to a sulfur mine in Sicily by his father to pay off his debts in 1904. Establishing the game in Italy is a departure for the series, which had previously followed mob classics like The Godfather in setting its stories in America with the fictional cities Lost Haven and Empire Bay as stand-ins for Chicago and New York City. It’s a promising start, but the game’s smaller scale — its $50 pricetag suggests a more limited scope than the $70 and even $80 AAA games launching these days — becomes apparent as the game progresses.
After a collapse of the mine nearly cost him his life, Enzo escapes to a nearby vineyard owned by Don Torrisi, one of the heads of the local mafia families. The Don takes in Enzo, not because he has a compassionate heart, but the need for muscle: men from a rival family have been trespassing on his land, showing a lack of respect.
Enzo starts off as one of the hired hands on the vineyard but falls deeper into the criminal underworld as the Don gives him more and more important tasks. Each chapter plays out a certain important event over the course of four years as Enzo becomes part of the Torrisi family. There is even an initiation ceremony into the family that is similar to the one depicted in other mafia films and shows like The Sopranos.
The Old Country is intended to be somewhat accurate to the time period, but not so realistic that it drags down the fun. In every chapter, Enzo has to complete some tasks that usually involve a bit of driving or riding a horse somewhere, a stealth sequence, some sort of firefight, and a very dramatic knife fight that becomes formulaic. Ultimately, the game feels just so restrictive in its reliance on scripted story beats that abandon the freeform nature of earlier Mafia games.
More scripted than The Godfather Trilogy
One of my biggest gripes about Mafia: The Old Country is how scripted it is. There is just no semblance of freedom within the game, dictating specific experiences with the illusion of chance and randomness.
For example, over the course of the game, Enzo has to compete in two races: one with a horse and the other in a car. In both cases, I screwed up early on in the competition and lagged far behind, but I progressed against the other racers with some sharp turns and not-so-legal tactics like bumping my horse into other riders. Thing is, once I passed another racer, it seemed like the game went ahead and stopped having that racer try, so I didn’t really need much reason to check my tail to see if the guy I passed up was going to catch up to me because they seemed to just stop bothering.
The same goes for the enemies in shootouts. They get behind some cover, and some will, for whatever reason, just walk right to you while shooting. There is no sense of urgency or concern when they get shot; they’re just scripted to move forward. It’s just constant through missions, where once you reach a certain point, the sequence changes on a dime with no hint of a natural transition from playing stealthy to having a firefight.
Where this was really baffling was in the areas of San Celeste where the townspeople gathered. If you’re thinking about doing some typical GTA-like mayhem, well, you can forget about it. In these areas, you can’t pull a gun, which is fine, but on the outskirts of these areas, you can. There is a bit of a failsafe that you can’t shoot at the people, although some may react when you pull a gun out and point it at them. You can, however, throw a grenade, and the grenade doesn’t do a damn thing. No injuries, no one running around, no reaction, nothing. The townspeople just stick to their script, and that’s it.
It’s just a shame how closed off this game feels. You have all the tools to really have some fun and engage with the fantasy of being a criminal in a nearly lawless land, and the developers did pretty much everything possible to make sure you don’t go off-script.
Whacked by the frame rate
The presentation for The Old Country has its share of issues for me. To start, I was provided with a PC code, which isn’t my preferred platform to game on, and for the exact issue I came across.
My desktop isn’t top of the line with its GeForce RTX 3060 and Ryzen 5 3600, but it handles the newest games fine enough, and for whatever reason, I was getting constant slowdown going in and out of sequences. When I first booted up the game, it automatically set my graphics settings between mid and high, which is typical for most games, and I dealt with laggy transitions from an action sequence into a cutscene and vice versa. The Old Country does require a fair amount of power, but I never had my PC chug along this much for a new game, which makes me hope that this will be fixed in a day-one optimization patch.
Another issue in the presentation was the sound editing. The voice actors did a great job in bringing their characters to life. In particular, Don Torrisi, played by Jonny Santiago, was just a thrill. As soon as Torrisi was introduced, I already felt that charisma that someone who runs a crime family would have, and when he gets pissed, you can feel it in your bones.
However, in between some fine voice acting, there were some noticeable moments when I could tell that the sound editing didn’t give that natural spacing you’d expect when two people are talking. There were also moments when you could hear that maybe they didn’t use the best take of the line reading.
The graphics are, for a lack of a better word, fine. The character models were detailed, but not to an exceptional degree. The same could be said for the part of Sicily the game takes place. I just didn’t see that one spot that had me wanting to stop everything and take a look at the land around, which is a shame given the shift from American cities to the sprawling Italian countryside.
Another bright spot was the score. It was filled with different pieces that felt authentic for the time period — symphonic strings and other classical Italian fare — yet also dramatic and really added to those tense moments.
He pulls a knife, you pull a knife, that’s the San Celeste way
Combat in Mafia, for the most part, is fairly standard for a third-person open-world action game that takes place in the early 1900s. It’s a lot of shooting with revolvers, shotguns and rifles, with them having different stopping power, ammo capacity and accuracy. What’s unique in this game is the knives.
The array of blades available to the player is quite extensive, more so than the guns, and they play a big part in the game beyond combat. During the stealth sequences, Enzo uses a knife to immediately kill enemies instead of mashing a button to choke them out. There is a group of knives that he can throw to take out enemies from a distance. The blade can lose its sharpness as it’s being used to open locks on doors and lockboxes, as well as killing people, so there are some knives with increased durability, which can be reset whenever you pick up a whetstone that enemies will just happen to have on them.
Where the knife really comes into play are the one-on-one fights. These tend to be duels that close out a whole combat sequence and, toward the end of the game, involve more prominent characters. These fights are dramatic but nothing exceptional, satisfying a story beat but not thrilling in gameplay.
For these dramatic encounters, Enzo and his enemy have their own life bar and need to slice each other up with slashes, a thrust attack to reach farther-away enemies, a power attack to break through the defenses of a blocking enemy, and a dodge and parry. If you haven’t figured it out yet, this is just paper-rock-scissors, but you know, with knives — which is fine if predictable. There are no quicktime events during the fights, just occasional breaks where Enzo and his opponent tussle around some more before it goes back into duel mode. It’s all, once again, by the script, and while they can be quite dramatic, it’s simply not particularly special. Maybe there were a lot of knife fights in the early days of the mafia, I have no idea, I’m not a mafia historian, but this feels like it was intended to give the combat some flair. The game takes place in the 1900s, so there are no machine guns, rocket launchers or flamethrowers, and the developers thought that giving these very dramatic sequences could help add to both the historical realism of the time while keeping it exciting.
If that’s the case, that notion is The Old Country’s shortcoming. I have this beautiful landscape that is not really available to explore until you complete the game and unlock Explore mode. Once I do some venturing, I find there’s not much to see, and in some cases, the architecture makes no sense, with stairways going up to just brick walls. I meet these interesting characters who I’d like to know more about and would be willing to spend time with, but I can’t and will only see them when they’re allowed during missions.
It could be that my decades of playing open-world games since GTA III came out are leading me to expect so much more from an open-world game. Mafia is not GTA, and The Old Country does keep to the linear style of the first two games, but it’s just so limiting. While I wasn’t hoping for an RPG, a little more freedom would keep me from feeling railroaded into a single story. At least in the first Mafia game, I can get fined for speeding, while in this game, I can speed through the countryside without a worry.
I would have liked to see Mafia: The Old Country give me more to sink my teeth into. This is not about length, which comes in at around 12 to 15 hours to complete, but more about having some meat on the bone. If it’s about giving me a cinematic drama to play before me, then really give it to me instead of a very typical love story up until the last hour or so. My hopes were high for Mafia: The Old Country, and the game didn’t satisfy.
Mafia: The Old Country comes out Friday on PC, PS5 and Xbox Series X|S for $50.
Technologies
iOS 26: AI Summaries Come Back to iPhone News Apps, but With a Warning
Apple initially disabled these summaries in January.

Apple released iOS 26 on Monday, a few months after the company announced it at the June Worldwide Developers Conference. The update brings a new Liquid Glass redesign, call screening and hidden features to your iPhone. The update also brings AI notification summaries for news and entertainment apps back to Apple Intelligence-enabled iPhone.
Apple disabled AI notification summaries for news and entertainment apps in January. That came a few weeks after the BBC pointed out in December that the feature twisted the media organization’s notifications and displayed inaccurate information.
Here’s what to know about those AI summaries and the new warning.
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iOS 26 warns about summary inaccuracies
When I updated to iOS 26, I was greeted by some splash screens asking for various permissions. One splash screen was for the AI notification summaries. When you see this screen, you have two options: Choose Notifications to Summarize or Not Now. If you tap Not Now, the splash screen goes away.
If you tap Choose Notifications to Summarize, you’re taken to a new page where you’ll see three categories: News & Entertainment, Communication & Social and All Other Apps. Tapping one of these categories allows notification summaries for apps in that category. Beneath the News & Entertainment category, there’s a warning that gets outlined in red if you tap it.
«Summarization may change the meaning of the original headline,» the warning reads, adding, «Verify information.»
There’s also a warning across the bottom of the screen that reads, «This is a beta feature. Summaries may contain errors.»
After tapping the categories you want, tap Summarize Selected Notifications across the bottom of your screen. If you selected all the categories, this button will read Summarize All Notifications.
And if you don’t want these summaries, you can tap Do Not Summarize Notifications. If you allow these summaries and don’t like them, you can easily turn them off. Here’s how.
How to turn off AI notification summaries
1. Tap Settings.
2. Tap Notifications.
3. Tap Summarize Notifications.
4. Tap the Summarize Notifications toggle in the new menu.
You can also follow the above steps to turn AI notification summaries back on. You’ll have to select which categories you want these summaries for again, too.
For more on iOS 26, here’s my review of the OS, how to reduce the Liquid Glass effects in the update and how to enable call screening on your iPhone. You can also check out our iOS 26 cheat sheet.
Technologies
Amazon Prime Is Ending Shared Free Shipping. What to Know and When It Happens
How Prime Invitee program’s end could affect your free deliveries.

If you’ve been using someone else’s Amazon Prime membership for free shipping, but you don’t live in the same house, you may need to pay another subscription fee soon. According to Amazon’s updated customer service page, the online retail giant is ending its Prime Invitee benefit-sharing program Oct. 1.
Amazon’s Prime Invitee program is being replaced by Amazon Family, as reported earlier by The Verge. It includes many of the same benefits, but Amazon Family only works for up to two adults and four children living in the same «primary residential address» — a shared home.
You’ll still be able to use free shipping to send gifts elsewhere, but your Prime Invitees will no longer be able to use the perk.
Don’t miss any of our unbiased tech content and lab-based reviews. Add CNET as a preferred Google source.
Amazon isn’t the first company to prevent membership sharing between family and friends. The e-commerce giant is just the latest to follow Netflix’s account-sharing crackdown. While it’s unclear whether this change will work for Amazon, Netflix gained over 200,000 subscribers following its policy change. We also saw a similar account-sharing crackdown with Disney Plus and YouTube Premium.
Read more: More Than Just Free Shipping: Here Are 19 Underrated Amazon Prime Perks
What the Amazon Prime shipping crackdown means for you
If you’re the beneficiary of someone else’s Prime Invitee benefits, you have one more month to take advantage of the current program before the changes take effect.
Starting in October, you’ll have to get your own Amazon Prime subscription to benefit from the company’s free shipping program. First-time subscribers get a year of Prime membership for $15, but you’ll be stuck shelling out $15 a month to maintain your subscription thereafter.
Read more: Your Free Pass to Prime Day Deals (No Membership Required)
Why is Amazon ending the Prime Invitee program?
This move follows shortly after Reuters reported that Amazon’s Prime account signups slowed down recently despite an extended July Prime Day event. While the company reported blowout sales numbers, new Prime subscriptions didn’t meet internal expectations. In the US, they fell short of last year’s signup metrics.
According to Reuters, Amazon registered 5.4 million US signups over the 21-day run-up to the Prime Day event, around 116,000 fewer than during the same period in 2024, and 106,000 below the company’s own goal, a roughly 2% decline in both metrics.
By forcing separate households to have their own subscriptions, Amazon could be looking to attract more Prime accounts after previously failing to do so.
The new Amazon Family program (previously known as Amazon Household) offers Prime benefits to up to two adults and four children in a single home, including free shipping, Prime Video, Prime Reading and Amazon Music. The subscription also includes benefits for certain third-party companies, such as GrubHub.
Technologies
Pokemon TCG Pocket’s Pack Points System Needs an Overhaul Yesterday
The pack-opening pity points system is pitiful. There’s a very easy way to improve it.

Pokemon TCG Pocket is more than a mobile game: It’s a money-making machine. The virtual trading card app raked in more than $900 million in its first six months, eclipsing even Pokemon Go’s revenue in the same post-release time span. As it turns out, fake Pokemon cards are just as much of a hot commodity as the real thing.
People love ripping open card packs, hunting down ones with their favorite illustrations of fan-favorite Pokemon. It feels great to beat the odds by pulling an elaborately-inked full art or a shiny secret rare. But it really starts to irk me when I’m missing only one or two cards from a set and I can’t get lucky enough to pull them out of a pack.
Pokemon TCG Pocket has a «pity points» system that’s supposed to make this feel less terrible: Every time you open a pack, you earn five pack points, which you can directly trade in for a card of your choosing.
You can trade in 35 points for a common card, but if you want to get the rarest cards from a set, they could eat up 500 points, 1,250 points or even a whopping 2,500 points each. That means you’d have to rip open 500 card packs in order to earn a single copy of one of Pokemon TCG Pocket’s rarest cards.
It sounds absurd (and it is), but that’s to be expected for a free-to-play game, especially one where the developer makes money by encouraging players to pay for extra card pulls. My real big issue with pack points is that they’re restricted to the expansion set you earned them in.
For example, I have 210 pack points for the latest card set, Secluded Springs, and I’ve been exclusively pulling those packs since it was released. I also have 700 pack points for the game’s first-ever expansion Genetic Apex — but those points are locked to Genetic Apex, and can’t be used for any other set. I’ve accrued hundreds of pack points, but they’re essentially useless to me because they won’t help me complete the sets I’m still missing cards in.
Pokemon TCG Pocket expansion sets are released on a monthly basis, which means no one really has time to earn enough pack points for a rare card before the next shiny slate of cards is dangled in front of your eyes. It propagates a desperate sense of FOMO that I’ve criticized in the past, but there’s a simple solution that would make the problem disappear overnight.
Instead of locking pack points to any one set, they should be an account-wide currency instead. Every time you earn pack points, they should be added to one large pool that you can use on any of the in-game card sets. That way, players wouldn’t have to feel a manufactured sense of guilt for ripping open packs from older sets.
While it’s customary for gacha games to have a pity system that guarantees a certain reward after a certain amount of pulls, it’s by no means a requirement for these games to have these systems. In a sense, I’m grateful that the pack points exist in Pokemon TCG Pocket in the first place.
I think we should always argue for a more consumer-friendly experience in modern gaming. Overhauling the pity system so that pack points can be used universally across all of the in-game card sets will make the game fairer and give more players a real chance to get the rarest cards.
It creates a greater sense of parity between free-to-play and paying players, and it might even cause some people to spend more money on pack openings to boot. Universal pack points are a win-win for players and DeNA alike.
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