Indiana Jones and the Great Circle [XBSX|S, PC, XGP]

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Coming 2024 from Machine Games. Set between Temple and Crusade. Running on Id Tech. Looks pretty good for a brief reveal. Facial animation is a bit uncanny, but then even with all the time in the world, ILM couldn't get Ford quite right in the last film.

With Machine Game's history going back to Riddick, I think the choice to go with a first person punch 'em, whip 'em up is a good one.



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I absolutely loved what I saw. Texture detail looks great and the character models look far better than I imagined they would. Sure the animations aren't the highest level out there... but IMO they don't need to be. It's a videogame-y videogame.. and I'm down with it!
 
Troy Baker's apparently doing Indy's voice. Not sure if he's doing performance capture too. Even if there are other actors, he's doing a tremendous job in what they've shown.
 
There are aspects that look awesome and aspects that appear somewhat generic in the trailer.
 
Looks just like what I'd imagine a modern Indiana Jones game to be! Seems like it would be fun though to play with a lot of storyline and appropriate set pieces.

Graphics look quite decent, but still have that idtech look and feel from Wolfenstein. Environments seem to have some excellent detail.

Might have to play this on game pass on the big TV to get that more epic movie feel.
 
First person, though? Really? Seems so ill fitting to what I'd expect Indy to be doing...

The cutsceens look very Uncharted-esque, which oozes with irony. Perhaps that is the great circle.
 
The first-person perspective sets it apart from Tomb Raider and Uncharted.

Generally I also find good first perspective games more immersive. With Alien: Isolation, Robocop, Avatar and Cyberpunk 2077 some people also complained about the first-person perspective. These games wouldn't have been as good in the third perspective. Cyberpunk 2077 sets standards and is the best game available in the first perspective. The emotions from characters also come across better in conversations.

I generally have something against cutscenes in games. They are regressive and for me they don't belong in interactive games. The only exceptions are games like Detroit where you still interact during the cutscenes.


The new Indiana Jones looks interesting. I'm probably going to play it.
Hopefully it's a bit more innovative than other licensed games like Robocop. I thought Robocop was good and they studied the original material closely but they stuck extremely close to the original and dare too little.
 
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First person, though? Really? Seems so ill fitting to what I'd expect Indy to be doing...

If you take the mainstays of platforming and combat in Tomb Raider and Uncharted games, is lt's not actually that much like the action in an Indiana Jones film.
 
Although I was initially taken aback from the perspective, I think that first person serves the tone of the game they are making a lot more than third person would.
It looks like a game mostly centered around puzzles, with stealth and a bit of action.
The way they presented the puzzles in this reveal, seems very much suited to a first person view.

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Also, is it just me or is Indy played by Harrison Baker??? :p
 
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Nice little cutscene snippet that wasn't in the main trailer.

My biggest fear here is that it's genuinely just going to be a 'greatest hits' of Indy moments rather than anything bold or interesting. Obviously it will need some level of cliches and fan service, but please dont just be Force Awakens all over again.

I normally wouldn't be worried about this with Machine Games, but with Todd Howard in charge, the studio may not get as much control over this.
 
My biggest fear here is that it's genuinely just going to be a 'greatest hits' of Indy moments rather than anything bold or interesting. Obviously it will need some level of cliches and fan service, but please dont just be Force Awakens all over again.

I normally wouldn't be worried about this with Machine Games, but with Todd Howard in charge, the studio may not get as much control over this.
This. I was super pumped to see that Machine Games were making this and then Todd Howard appeared on screen and all feelings of excitement took a nose dive. Hopefully he's got absolutely nothing to do with it other than the announcement.

I always wanted to have a good Indy game, that could stand shoulder to shoulder with Uncharted and the Tomb Raider re-boots. And I have great faith in Machine Games ability to pull this off.
 
This. I was super pumped to see that Machine Games were making this and then Todd Howard appeared on screen and all feelings of excitement took a nose dive. Hopefully he's got absolutely nothing to do with it other than the announcement.

I always wanted to have a good Indy game, that could stand shoulder to shoulder with Uncharted and the Tomb Raider re-boots. And I have great faith in Machine Games ability to pull this off.


Um Todd Howard is the Executive Producer leading the game and is developing a lot of the gameplay ideas. Might not be the news you wanted to hear.

Barely containing his inner nerd as he lifted the curtain on the gameplay reveal for Indiana Jones and the Great Circle, Todd Howard explains that he's had almost everything about the game, down to granular plot points, planned out for years.

"I've wanted to make an Indiana Jones game forever," says Howard, now executive producer of the MachineGames game. "I'd had this idea for what it would be like, and the story, what Indy was going after, what period of his life it was in, what kind of arc he was going to have. And as the years went on, I thought, 'Who would be the best studio in the world to make this?' And it was my friends at MachineGames."
 
Do we get to punch nazis? :D Pfft, of course we do, because it's Indy!

Yeah, Todd Howard as the executive producer kinda muddies it for me. The assets look good, I can see where they're going with game play, however I'll certainly be taking the "wait and see" approach with this one.
 
I don't know how Todd Howard became some sort of kiss of death producer. :) Starfield might not be the game many hoped for, but it's far from terrible. That's game development for you, as much as anything.

Here's a interview with the game's director, Jerk Gustafsson.


Lucasfilm.com: Fans have been asking for a new Indy game for years, and one that could take advantage of modern technology. Can you talk about getting the opportunity to create that game, and the challenge that comes with it?

Jerk Gustafsson: For many of us at MachineGames, Raiders of the Lost Ark was one of those major childhood moments that we will never forget. Taking part in that great adventure shaped a lot of our collective creative minds and has affected our creative output in a deeper way than I think even we understand. Which means that getting the opportunity to work on this game was mind-blowing. At first, it felt a bit terrifying, but as we started working on it, getting into that sense of wonder, excitement, and awe that we felt when watching Raiders for the first time, development began to flow naturally. One of our goals is to bring Indiana Jones to the high-quality gaming experience of today, while still maintaining the mood and style of the movies made back in the 1980s.

Lucasfilm.com: What can you tell us about the Great Circle?

Jerk Gustafsson: A “great circle” is any circle that divides a sphere in half. On Earth, the most well-known one is obviously the equator. But they can exist from any point really, and are used heavily in aviation when plotting your course. It turns out there is a very real and mysterious great circle that is not the equator, but one that connects many of history’s greatest historical sites such as Giza, Easter Island, Sukhothai, Nazca, and many more. Their connection has remained a mystery, and this provides the perfect adventure for our game.

Lucasfilm.com: How did you crack the story for the game? Did you work with Lucasfilm Games, or was it hatched entirely by Bethesda/MachineGames?

Jerk Gustafsson: We developed the story synopsis in-house at MachineGames in collaboration with Todd Howard, who had long nurtured the idea of doing a story-based game on the mysterious Great Circle. Of course, we wanted to be true to Indiana Jones’ character, because that is the most important thing for us, and be sure that where his story is at that point in time and be sure that this chapter fits into Indy’s story.

When we come into the story, it’s almost a year after Raiders, and we wanted to explore where Indy would be at this time, having just separated from Marion, being sort of lost again, adrift in his own obsessions with his work. For that we had enormous help from the team at Lucasfilm Games, in addition to vetting the story with them for creative feedback to make sure that we stayed true to the franchise.


Lucasfilm.com: The gameplay looks amazing. How did you approach bringing that Indy-esque sense of action and adventure into the video game form?

Jerk Gustafsson: We based our philosophy of the gameplay around the character of Indiana Jones. He is not a superhero, he is a very agile and tough archaeologist. When you overcome the numerous obstacles in your way, it takes a lot of effort and hard work, like a real human being. There is also a sense of dread, like you are just about to stumble over the precipice, or the branch you’re holding onto is about to break. Similarly, combat should feel grounded and heavy, with a lot of focus on hand-to-hand fighting, improvising by picking up a clay jar to throw on an enemy’s head, or using the whip to disarm someone pointing a gun at you. A third major component is, of course, the discovery of all these historical moments hidden in the earth, or in the sand. Feeling like you are an expert archaeologist out on an adventure is perhaps the most important part of shaping the experience of being Indiana Jones.

Lucasfilm.com: Seeing the world through Indy’s eyes is especially exciting. Did you always want the game to be first-person, or did you try third-person or other formats in the development process?

Jerk Gustafsson: First-person gameplay is part of MachineGames’ DNA, and we wanted to see how we could use this to create a really immersive experience around stepping into the shoes of the world’s most famous archaeologist. It also separates our game from many other action-adventure titles, making it a unique experience that you cannot find anywhere else. However, we still want to show Indy as much as possible, so we have a seamless flow between first-person gameplay and third-person actions, events, and cinematics.

Lucasfilm.com: The whip is obviously so iconic to Indy. What was the process in getting its feel and performance right in the game?

Jerk Gustafsson: Our main goal has been to make it as useful and versatile as possible. What usually comes to mind when thinking about the whip is as a traversal tool to make your way around the environment, swinging and climbing. But as we started working on it, we focused primarily on combat, as we knew that would be the most challenging part of the feature. Not only making it work well in combat, but also in combination with other important combat tools, like hand-to-hand and use of in-world items. We also decided to go for a fully simulated whip, which made it challenging from a technical perspective, but we gained that gritty and realistic feel to it that is so important to us.

Lucasfilm.com: Anything you want fans to know now that they have a bigger look at the game?

Jerk Gustafsson: First, I am immensely proud of the team and the work they are doing on this game. It’s a combined MachineGames experience and a classic Indiana Jones adventure in one, and we hope that when you play the game, it will feel like you are discovering an Indiana Jones story that sits perfectly in between Raiders of the Lost Ark and Last Crusade.

Lucasfilm.com: Finally, are there snakes?

Jerk Gustafsson: Of course — we love snakes. We are game developers, not as easily scared as adventure heroes!
 
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