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Much of the game is based around third-person shooting, with the player able to wield a pistol, a magnum, a tommy gun, a shotgun, and a sniper rifle, as well as projectiles such as molotov cocktails and dynamite. The game features both a lock-on system and a manual aiming system. In the manual system, the player has complete freedom to aim wherever they wish. In the lock-on system, the player can lock onto a target, but still has a certain degree of freedom to aim manually; the targeting reticule can be moved around the locked on target, allowing the player to target specific areas. If the reticule turns red, the player has found a weak point. All enemies have four weak points - their two knees and their two shoulders. If the player shoots one of their knees, the enemy will no longer be able to run, but will continue to shoot back. If the player hits a shoulder, the enemy won't be able to fire back or fight.[1][2]
The other mode of combat in the game is melee combat, which is very similar to the "BlackHand" system used in the first game. Once the player has locked onto an NPC, either hostile or non-hostile, they can use the right analog stick or the shoulder buttons to engage in melee combat. The system allows for light attacks, heavy attacks, powered attacks, and directional attacks. It also allows the player to swing the opponent around, drag them, strangle them, lift them to their feet if they fall to their knees, slam them against walls, smash their head against counters, throw them over ledges and out windows, and perform execution maneuvers when the opponent is suitably weakened. Players can also wield numerous melee weapons, such as baseball bats, tire irons, police batons, and snooker cues.[3]
A major part of The Godfather II's gameplay is extorting businesses. When the player is attempting to intimidate a business owner into paying protection money, a meter appears on screen with two red bars. To get the owner to agree to pay, the player must intimidate them until the meter fills up to the first bar. After this point, the more intimidation the player can achieve, the more money the owner will pay out. However, if the meter passes the second red bar, the owner will begin to fight back and will refuse to pay anything. Every business owner has a weak point, something they particularly fear, and if the player finds it, the amount of money paid out will rise faster than the meter fills, allowing the player to extort more money before the meter reaches the second red bar. Intimidation methods include beating the owner up, throwing them around, smashing their shop, hanging them off ledges, attacking customers, or pointing firearms at them
GAME DISC
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