Indiana Jones possesses an undeniable allure. It’s more than just the compelling narrative, iconic hero, or the memorable score; it’s the craft of the filmmaking, the intricate choreography, and the overall tone that have endeared this franchise to audiences for decades. Capturing this essence in a video game is no easy feat.
For the team at MachineGames, creators of “Indiana Jones and the Great Circle,” the task was doubly challenging. They needed to design a modern game that not only stands out but also mirrors the enchanting spirit of the films. Striking this balance—crafting a game that embodies the look, feel, and sound of the movies it emulates—is no small endeavor.
It’s intriguing to learn about the developer’s approach, which blends contemporary game design with classic filmmaking tactics. This fusion of methods is central to achieving the perfect blend that MachineGames aims for.
Consider a particular scene from “Raiders of the Lost Ark,” where a seemingly formidable foe is dispatched with a single bullet—an unexpected comedic twist that’s iconic in cinema but seemingly ill-suited for video games, where a boss fight would typically involve complex attack patterns and multiple phases. However, this scene became an inspiration for the developers instead of a stumbling block.
Axel Torvenius, Creative Director, remarked, “That’s just the kind of humor you get in classic Indy movies—absolutely priceless! Our challenge was to integrate that humor while ensuring combat scenarios remain varied and engrossing.”
This insight reveals MachineGames’ dedication to embedding the film’s magic into their game. Even though the movies may not naturally translate into gaming, the effort invested here was palpable—and it’s just scratching the surface.
“From the get-go, we wanted to closely emulate the cinematic style of the ’80s,” Torvenius shared. “We never aimed to reinvent what makes Indiana Jones visually appealing. Our main goal was to reflect the style seen in ‘Raiders of the Lost Ark.'”
The depth of this commitment is extensive. The team studied early films for tonal, writing, and technical details to emulate the original color palettes, film grading, and even audio recording techniques—translating these aspects not only to a modern platform but also to a different medium entirely.
Some fascinating stories emerged from this process. Torvenius explained how they replicated the film’s set-building techniques in their game locations: “In games, players can explore behind the scenes as they please. But we identified specific areas where players are likely to approach or exit, and we enhanced those for an authentic scene-setting.”
For more controlled environments like cutscenes, they pushed boundaries further: “We had Director of Photography, Kyle Klütz, capture cinematic filming in a mocap setup, ensuring those classic camera dynamics felt true to the classic Indiana Jones cinematography.”
Sound is as crucial to the Indiana Jones experience as its visual essence. The legendary John Williams scores, memorable effects, and even the iconic Wilhelm Scream—all contribute to the nostalgic feel of the series.
Audio Director Pete Ward elaborated, “We dissected each film to pinpoint the quintessential Indy sounds,” adding the team watched the movies to fully immerse themselves. “Indy’s voice, the music, the whip, revolver sounds, and punches—these are non-negotiables we aimed to nail by referencing Ben Burtt’s original design.”
This journey wasn’t about directly lifting sounds from the past but recreating them with authenticity, which sometimes meant using techniques from over 40 years ago. “We spent hours recording whip sounds, different shoes on varied surfaces for authentic footfalls, and even recreated leather jacket impacts with baseball bats—just as Burtt did,” Ward revealed.
MachineGames enlisted composer Gordy Haab to capture the essence of Williams while adding new themes that fit naturally within the Indiana Jones universe. “Gordy was exceptional. He balanced nostalgia with creating refreshing themes appropriate for our storyline,” Ward emphasized. They went as far as recording in Abbey Road, where some original session musicians also contributed to the Steiner touch.
As for the storyline, MachineGames wanted a narrative that felt fresh yet appropriate for its 1930s setting, sandwiched between ‘Raiders’ and ‘Temple of Doom.’ Lead Narrative Designer, Tommy Tordsson Björk, stressed the importance of Indiana Jones’ rich lore for crafting an engaging narrative that honors the beloved archeologist’s universe.
For a game of this nature, translating a storied film heritage into a dynamic gaming experience where players can chart their unique paths required an intricate understanding of the medium.
The developers extensively used motion capture to inject lifelike performances into their game. “We’ve executed more mocap and stunts than ever before!” exclaimed Torvenius. This dedication to realism, from high-flying stunts to detailed animations, was crucial to replicating the frenetic energy of Indiana Jones action scenes.
Combat mechanics were vital in maintaining engagement, as Torvenius noted, “The goal was to ensure combat was cinematic, with hard-hitting impacts and visually appealing animations. Even simple moments like throwing punches were meticulously crafted to feel rewarding and fit into the broader Indiana Jones humor.”
Each element—be it puzzles, locations echoing real-life and cinematic vibrancy, or interactive world features—reflects the essence of the films. The developers did not hesitate to infuse humor inspired by the movies into gameplay, elevating moment-to-moment interactions.
Thus, what may seem implausible in a typical game—like dispatching a boss with a single shot—feels just right in “Indiana Jones and the Great Circle,” due to MachineGames’ painstaking attention to the movies’ memorable blend of action and comedy.
Releasing on December 9 for Xbox Series X|S, Windows PC (with Game Pass), and Steam, this game offers Indiana Jones fans an adventure that’s both fresh and timeless, with premium editions unlocking early access from December 6.