Indiana Jones is more than just its iconic elements like its storylines, the legendary hero, or the stirring music. It’s about the entire package — the way these movies were shot, the minute details in choreography, and that unmistakable tone that keeps them cherished by fans worldwide. Replicating that successfully in a video game? That’s no small feat.
For MachineGames, the studio behind Indiana Jones and the Great Circle, creating a game that doesn’t just feel modern but also somehow encapsulates that classic Indiana Jones magic was a monumental challenge. They aimed for a balancing act: a game that would be engaging by today’s standards but would still echo the beloved movies in look, feel, and sound.
Chatting with the developers at MachineGames, it’s captivating to see how they’ve walked this tightrope, blending cutting-edge gaming design with time-honored cinematic techniques to strike just the right balance that they’ve been so focused on achieving.
Let’s consider a single, seemingly trivial scene that demonstrates this thoughtful approach.
Remember the iconic moment in ‘Raiders of the Lost Ark?’ Indy, confronted by a threatening swordsman showcasing his scimitar skills, simply pulls out a gun and shoots him down in a humorous unexpected twist. This, in movie terms, was comedic genius, but in a video game setup—where such a character would typically demand complex fight mechanics—it’s a bit of a paradox. Surprisingly, it was this very scene that became a key inspiration for the developers.
“Scenes like this embody that distinctive humor of classic Indy films,” explains Creative Director Axel Torvenius. “We’ve made it a point throughout our design to let the humor shine through, while ensuring combat is rewarding and varied.”
This approach, embracing the whimsical spirit of Indiana Jones while designing a game, says a lot about MachineGames’ dedication. They’ve gone the extra mile, even when the task seemed nearly impossible to seamlessly merge movie magic with an interactive platform.
“Matinée Idol”
Axel Torvenius shares, “From the outset, capturing the original ’80s cinematic aesthetic was crucial. We weren’t looking to overhaul the Indiana Jones look—our goal was always to let it resonate deeply with the essence of ‘Raiders of the Lost Ark’.”
Every detail, from color palettes to film grain, was meticulously studied. What film stock was Sol used? How did the soundscapes come together? It’s astonishing how much effort went into replicating these aspects in a contemporary game medium.
Torvenius elaborates on how they studied original set designs, only to adapt those learnings into game environments:
“In games, the challenge is that players can break the frame and look behind the scenes, so to speak. But there are many game places where we can anticipate player direction and movement. Knowing that, we’ve enhanced those scenes to set the stage more dynamically.”
The cutscenes? Those were even more controlled. “We brought in a Director of Photography to capture the essence of those movie scenes right in the motion capture studio,” Torvenius continues. “With Kyle Klütz’s expertise, we used a large, mobile camera dolly to replicate cinematic pan and zooms. Once translated into our game engine, they gave us an incredible foundation reminiscent of early Indiana Jones.”
“Pitch Perfect”
Sound is as pivotal as visuals for Indiana Jones. Think of John Williams’ soul-stirring scores or the iconic Wilhelm Scream.
Audio Director Pete Ward says, “Identifying those core Indiana Jones sounds was our first task. How do we evoke that feeling cinematically for players? We rewatched the movies to capture the Indy spirit, focusing heavily on elements like his voice, the whip, the revolver, and even the punches.”
Instead of simply recycling old sounds, Ward and his team meticulously recreated them, going so far as to use methods from over 40 years ago to do so authentically:
“We recorded countless hours of original audio, with carefully chosen props to match Indy’s world. From leather jackets to the sound of boots across different surfaces, each detail was crucial. For impacts, we examined techniques like whacking leather jackets with bats. Even plucking metal springs for effects carried an old-school vibe into our dramatic set pieces.”
The end result? A game that echoes the sound of an ‘80s film, not in a modern, standard way, but with a unique nostalgic charm.
Composer Gordy Haab, known for his outstanding work on Star Wars games, was the team’s choice to craft the Indiana Jones score:
“Working with Gordy was a delight,” Ward raves. “He beautifully captured the tone, extending classic scores when necessary, while crafting new themes uniquely fitting for this story.”
Creating something new alongside an established classic score was risky, but MachineGames were thorough. They even recorded at Abbey Road, discovering some musicians from the original Raiders score sessions were part of theirs.
“Telling the Tale”
The game’s narrative needed fresh development too, set between ‘Raiders of the Lost Ark’ and ‘The Last Crusade’. Lead Narrative Designer Tommy Tordsson Björk immersed himself in Indy’s expansive lore:
“A wealth of existing movies, comics, and games offered a ton of material. Our collaborative venture with Lucasfilm Games was invaluable.”
The world-building involved meticulous research on the 1930s, with everything seen through the lens of an adventure tale. Knowing the era helped shape dialogue, character interactions, and even historical inaccuracies—they embraced the spirit of an authentic Indy adventure.
Björk’s past experience with recognizable franchises steered this project right:
“We never replicate stories told before, aiming to explore new territory while retaining the original tone and spirit.”
“Playing With History”
Turning cinematic mythology into something appealing and playable is tricky. How do you emulate the thrills of a blockbuster movie when each player’s experience is distinct?
Motion capture played a huge role, ensuring the game’s stunts held a real-world authenticity:
“We’ve executed extensive capture work for this game,” Torvenius notes, “some incorporating crazy stunts that required a massive studio space.”
These grounded performances shine alongside detailed audio work and animation, creating that connecting thread to the beloved Indiana Jones movies.
The combat system kept players on their toes, with intuitive mechanics that reward skill and timing:
“We wanted a cinematic melee approach with every impactful punch, evoking Indy’s larger-than-life fights.”
MachineGames poured this attention into every facet of the game, from engaging puzzles to environments that feel alive with adventure, even inserting humor at every turn.
That initial scene with the swordsman? Somehow, in Indiana Jones and the Great Circle, with all their research, creativity, and dedication, MachineGames have made moments like those fit perfectly into the gaming world, preserving what fans cherish about Indiana Jones.
Look forward to the release of Indiana Jones and the Great Circle on Xbox Series X|S and Windows PC (including Game Pass) or Steam on December 9. Eager fans can dive into premium and collector’s editions and start the adventure three days earlier, beginning December 6.