Early news The Godfather was first announced by
Electronic Arts on March 10, 2004. Speaking at the
Bear Stearns Media, Entertainment & Information Conference in
Palm Beach, Florida, EA's CFO Warren Jensen confirmed rumors that EA were working on a
The Godfather game. No other details were revealed except for the fact that it would "likely be an
M-rated game", making it EA's first ever M-rated title. The game was first shown at the 2004
Spike Video Game Awards on December 14. Slated for a third quarter release in 2005 on as yet unspecified
current generation systems, EA showed a
pre-rendered cutscene depicting
Vito Corleone drinking wine, scratching his cheek, and then looking into the camera and saying "Some day, and that day may never come, I may call upon you to do a service for me. But until that day, accept this, as a gift."
Gameplay details remained unknown until January 2005, when
Famitsu published an interview with
producer Hunter Smith. He revealed the game would be an
open world title in the vein of the
Grand Theft Auto games, and that, at present, developers
EA Redwood Shores had one-hundred-and-twenty staff working full-time on the game, with that number expected to increase to two-hundred in the coming months. He stated that although the game itself was only 15% complete, the narrative was finalized; players would control an original character who begins as a small-time member of the
Corleone family, and must work his way up through the ranks. He stated that EA had wanted to make an open-world game for some time; "We wanted to make a title with the same style of open world, but with a strong background, one where you build human relationships while creating your own story." He also explained that the player's progression path through the game could be determined by the player, but would intersect with the plot of the film at certain points, and the player would get to participate in famous scenes from the movie; "It's constructed so that players will appear in the scene and will feel as if they are alive within it." On February 1,
The Hollywood Reporter revealed
Marlon Brando,
James Caan and
Robert Duvall had been hired to reprise their roles as Vito Corleone,
Sonny Corleone and
Tom Hagen, respectively. All three had also allowed EA to use their likenesses in the game, with both Caan and Duvall doing
facial motion capture work. Although Brando had died in July of the previous year, he had recorded dialogue for the game prior to his death, in what was his last acting job. It was also revealed that EA had acquired the rights to
Nino Rota's score for the film. Later that same day, EA released its first official statement regarding the game, announcing it was being released for
PlayStation 2,
Xbox,
Windows and
PlayStation Portable. Executive producer David De Martini stated "We are incredibly excited and honored to have the opportunity to bring the fiction of
The Godfather to life in a video game.
The Godfather movies raised the standard for cinematic achievement with their high level of drama and intense storytelling, and in fall 2005 gamers will be able to experience that dangerous and living world of
The Godfather for themselves." The game officially premiered on February 10, in a
red carpet event held in
Little Italy, with James Caan, Robert Duvall and
Johnny Martino (who played Paulie Gatto in the film) in attendance. At the event, it was announced that a playable demo would not be available until the
E3 event in May. David De Martini explained the game had already been in development for two years, including a full year of preproduction and research. He revealed the developers had worked closely with
Mark Winegardner, author of
The Godfather Returns, to ensure the storyline stayed within the canon of the narrative, and maintained the correct tone. De Martini also stated that as well as Rota's score,
Bill Conti and Ashley Irwin had composed one-hundred minutes of new music for the game.
Open world In the build-up to E3 in May, EA announced the game would also be released for a
next-generation platform; the
Xbox 360. At the event itself, a playable demo was made available to journalists, but not to the public. The demo debuted the "BlackHand" control system, Speaking to
GameSpot in June, David De Martini stated the original idea for the project was
Paramount's, who first approached EA about a game adaptation of the film in early 2003. After numerous meetings, the concept was decided upon; a "dual-story" game that would feature a character moving through an open world and rising through the ranks of the Corleone family, whilst at the same time, following the plot of the film. De Martini explained He stated "We wanted the game to heavily focus on what went on behind the scenes and in the living world. Not the ordering around but rather the actual activities that the order takers had to do on a daily basis to move the family interests forward." On July 13, EA announced the game would also be ported to the
Wii. Although they revealed no further information, they did state the port would be custom built to take advantage of the
Wii Remote. The following day, they announced the initial release of the game had been pushed to March 2006 so as to "ensure quality". De Martini explained "
The Godfather is one of the most cherished franchises in entertainment. Releasing the game in early 2006 allows us more time to perfect the open-world experience of being a member of the Corleone family." In January 2006, speaking to
GameSpot, De Martini said of the delay, "When you are dealing with a property like
The Godfather, you have to take special care in making sure your work meets the level fans have come to expect from the franchise. With this fiction in our game, we had to hit a home run. I am tremendously thankful that EA gave our team the time we needed to get it right. I think it turned a good game into a great one." In an interview with
IGN, he further explained, On January 18, EA confirmed the PlayStation 2, Xbox and Windows versions would be released in March, with the PSP and Xbox 360 versions scheduled for later in the year. On January 26, it was announced that the game would release in North America on March 21, 2006. The game
went gold on March 14. The game was also released in Australia on March 23, 2006, and in Europe on March 24, 2006.
Francis Ford Coppola's reaction was unimpressed with the game, and claimed Paramount did not consult him about its development. In April 2005,
Francis Ford Coppola, director of the three
Godfather films, was asked about the game on
AMC's
Sunday Morning Shootout. He responded, However, the game's executive producer, David De Martini, implied Coppola did know about the game well in advance of its development, stating,
Puzo lawsuit In June 2008, Anthony Puzo, son of author
Mario Puzo, sued Paramount Pictures, claiming that a 1992 agreement between his father and Paramount entitled the author (or, as Mario had died in 1999, his estate) to a share of the profits generated from any audio-visual products based on or using elements of the films or novels. The court filing stated, "In material breach of the audio-visual products agreement, Paramount has failed and refused to pay the Puzo Estate the sums due it in respect of the
Godfather game." In February 2009, Puzo won the suit, with Paramount paying out an undisclosed sum, thought to be in the region of several million dollars.
Ports and adaptations PlayStation Portable The PlayStation Portable version of the game was announced on February 1, 2005, alongside the PlayStation 2, Xbox and Windows versions. There was no indication the PSP version would be a different game until July 11, 2006, when
Electronics Boutique and
GameStop changed their listing from simply
The Godfather to
The Godfather: Mob Wars, although there was no change in the game's content description on either website. The following day, EA confirmed the PSP version would indeed be called
Mob Wars and would not be the same game as the PlayStation 2, Xbox and Windows versions. At a press event on July 13, 2006, EA debuted
Mob Wars. The main difference between this version and the others is that
Mob Wars does not feature an open-world environment in which the player is free to move around and extort whatever businesses they wish. Instead, the game features two distinct game modes; "Story Mode" and "Mob Wars". The "Mob Wars" mode replaces the open world element from the other versions of the game and is played from a
top down view in which the player moves units in a
turn-based strategy fashion, attempting to capture space owned by the rival families. An important element in this is a
card battling mini-game which features a pool of over two-hundred cards with effects such as lowering vendetta levels, strengthening defenses, and allowing extra moves in a given turn.
Xbox 360 Originally announced on May 12, 2005, the Xbox 360 version was named
The Godfather. In an interview with
IGN, art manager Mark Lohff stated Creative director
Michael Perry stated
Wii Originally announced on July 13, 2005, The following day, EA confirmed this title. They also announced the Wii version would feature all of the graphical and gameplay enhancements of the Xbox 360 version. New to the Wii edition would be an enhanced upgrade system which allowed the player to spend their upgrade points on more specific attributes. The game would allow for two upgrade paths - "Enforcer" and "Operator". Enforcer would concentrate on fighting and shooting skills, whilst Operator would feature monetary enhancements, intimidation aids and health upgrades. The Wii version would also feature an enhanced "BlackHand" control system making use of the
Wii Remote's unique capabilities. and in Europe on March 23, 2007. In an interview with
IGN, Joel Wade, producer of the Wii and PlayStation 3 versions, stated The
Blackhand Edition uses both the Wii Remote and the
Nunchuk; if an enemy is on their knees, the player can pull the controllers upwards to lift them off the ground. Similarly, swinging the controllers from side to side swings an enemy around. Melee combat is similar to
Wii Sports Boxing - the player throws the type of punch they want Aldo to throw.
PlayStation 3 Released on the same day in March 2007 as the Wii version, and developed alongside it, the PlayStation 3 version was the last version of the game announced, and was not revealed until January 10, 2007, when
GameFly listed it under the title '''''The Godfather: The Don's Edition'''''. ''The Don's Edition'' features a more basic form of the gesture-based BlackHand control scheme seen in the Wii version. The game uses the SIXAXIS' motion sensor functionality in interrogations and, to a limited degree, during melee combat. As in the Wii, if the player wishes to lift someone from their knees, they simply pull the controller upwards. Swinging the controller from side to side swings the enemy likewise. Slamming someone against a wall is accomplished by pushing the controller away from the player. Unlike in the Wii version, however, where shooting and driving were handled using the Wii Remote, in ''The Don's Edition'', shooting and driving are controlled using the
analog sticks. EA shut down their
servers for the game on April 13, 2012, meaning players can no longer upload their scores. However, the mini-games are still playable. ==Reception==