Wolfenstein Developer Is Doing More Than Just Making An Indiana Jones Game, It's Innovating A Genre

As a seasoned gamer with a soft spot for both Indiana Jones and Wolfenstein, I must say that the prospect of Indiana Jones and the Great Circle has me positively buzzing! It’s not every day that we see a team with such a rich history in the first-person genre take on an iconic character like Indy.


When I think of developer MachineGames, I think of dual-wielding shotguns in its Wolfenstein games, sprinting down tight corridors with guns blazing as the walls get a fresh coat of Nazi blood. After all, MachineGames’ entire portfolio up to this point has been built on the brazen revival of Wolfenstein–a series of five no-holds-barred, blood-soaked action thrill-rides. And damn did it do it well. It’s why I was caught by surprise when seeing its next game, Indiana Jones and the Great Circle, is putting an emphasis on more methodical combat that will have you solving puzzles and using the environment as your weapon, rather than shooting your way out of every scenario and being covered in Nazi blood in the process (’tis a shame).

According to Jens Andersson, the design director of Indiana Jones and the Great Circle, transitioning from familiar ground into the unfamiliar, as we experienced with the Indiana Jones game, was quite a formidable task. He explained that for MachineGames, changing their approach to level building, enemy design, and everything else tied to action-focused gameplay has been tough because they’re approaching it from a new angle. This required extensive discussions within the company about the game’s purpose and objectives

Fear not! In the grand adventure known as The Great Circle, you’ll still have your chance to take down Nazis, albeit using different means. As Indiana Jones Jr., you’ll rely more on your intelligence, dexterity, and resourcefulness – think quick thinking, nimble hands, and perhaps a kitchen utensil or two. The character you play isn’t just about action, but rather delving into mysteries and exploring the unknown. This game is a unique blend of genres and mechanics, offering an experience rarely found in first-person games, especially one as fresh and exciting as this!

Andersson stated, “For this specific game, I believe we’re not finding many comparisons elsewhere. Essentially, it’s primarily about the experience of an adventure. Now, with regard to what a top-tier adventure game would entail today, we’re unsure. We had to discover the answer ourselves.”

The genre of adventure games is diverse and can be challenging to pinpoint. Historically, they were frequently associated with classic point-and-click games such as Indiana Jones and the Fate of Atlantis. These games primarily focused on storytelling, with a strong emphasis on puzzle-solving, rarely incorporating combat elements. However, contemporary viewers might consider the Uncharted series as a representation of what modern adventure games encompass – fast-paced games featuring protagonists like Nathan Drake from Indiana Jones, who engage in intense combat sequences amidst grandiose action sequences. Indiana Jones and the Great Circle appears to not fit neatly into either category, and it may seem unjust to classify it somewhere in between such a broad spectrum

For game director Jerk Gustafasson, figuring out this game’s identity started with a simple reminder to the team: This is a “MachineGames adventure.”

When Andersson brought it up during the meeting, it sparked understanding among many team members, as if they had just figured out the concept. In essence, MachineGames is about creating a cinematic, immersive, action-packed, first-person experience. So, what would be the adventure equivalent of that?

Following this, creative director Axel Torvenius decided to emphasize adventure and discovery over the studio’s customary action setting. “There are many slow scenes,” Torvenius explained, “but just because they’re slow doesn’t mean they’re dull. In fact, it’s quite the opposite–it’s extremely intense and thrilling. It moves slowly, but it maintains a high level of tension and is full of adventure, which is exactly what we aim for. Our goal is to strike the right balance.”

From my observation of the non-intrusive gameplay, it seems that periods of quieter action involve using Indiana Jones’ camera to capture images of artifacts. These snapshots accumulate data in your journal, which is crucial for guiding you on where to proceed within the game or solving its enigmas. However, this process also presents a challenge: achieving the right balance between providing guidance and not being overly directive, so as not to overwhelm the player

Torvenius commented, “What strategies can we employ to encourage players to engage differently, considering our previous works primarily consisted of linear corridor shooter games, albeit with occasional expansions, never on a scale as substantial as the new gameplay style and tempo we’re aiming for.”

In a surprising twist, MachineGames’ approach to Indiana Jones and the Great Circle is unlike anything I’ve seen this team do before in their games. This radical departure has me thrilled about the potential for something truly innovative within the first-person genre, regardless of the Indiana Jones brand

“The writing and the characters are front-and-center, rather than sidekicks to the action.”

Jens Andersson

This team has a rich history in the first-person genre that predates the formation of MachineGames. Members of The Great Circle previously collaborated at Starbreeze Entertainment, where they worked on games such as The Darkness and Chronicles of Riddick: Escape From Butcher Bay before that. Both games were first-person titles, but their gameplay differed significantly. What sets them apart is their focus on storytelling first in the development process, a method that Andersson refers to as the MachineGames approach

Andersson began by sharing that their creative process often revolves around the narrative itself, even if it may seem simple at first. “In contrast to many other studios,” he explained, “we mold everything else around this central story, not the other way around.” He emphasized that in their work, the script and characters take center stage, playing a primary role rather than serving as mere companions to the action

In Wolfenstein, the thrill of continuous shooting battles is undeniable, but what truly stands out for me are MachineGames’ innovative storytelling and character development techniques. Specifically recalling Wolfenstein 2: The New Colossus, I can’t help but remember its tender moments that make it unique. For instance, the shock of B.J. Blazkowicz’s surprise birthday party, reminiscences of his childhood sweetheart, and the connection he shared with his mother – these heartfelt scenes provide a respite amidst the gunfire and smoke, making them all the more poignant for their presence

Although it remains uncertain if MachineGames will achieve the same narrative depth as they did with Indiana Jones and the Great Circle, it is evident that they are doing an outstanding job in capturing the essence of the main character, particularly in the game’s combat sequences

In the game, a player employed Indy’s whip to disarm an adversary, leading them to stumble clumsily, landing nose-first into a steel drum and passing out. This brief, comical scene added a unique charm to the combat sequence. Despite its swiftness, successfully executing that action was no simple feat for the development team

Wolfenstein Developer Is Doing More Than Just Making An Indiana Jones Game, It's Innovating A Genre

Andersson described a complex setup where individuals are immersed into an environment. He suggested using a whip as a means to move people within this system. He mentioned that creating enemies that react realistically and maintain balance was challenging, especially when they started pursuing this idea. Initially, there were concerns and dissatisfaction from the team. However, he found joy in the blend of simulation, animation, and interactive environment, adding that it felt very Indiana Jones-esque

The fight scenes in it have an amusing rhythm that seems spontaneous rather than planned out, reminiscent of memorable scenes from this movie franchise. For instance, the scene where Indiana Jones whips out a gun to shoot the struggling swordsman in Raiders of the Lost Ark, or when he waits for a plane’s propellers to shred a Nazi – these moments not only showcase Indy’s character but also make us eager to see how such improvisational combat is portrayed organically

To put it simply, although I eagerly await the next chapter in the Wolfenstein series featuring the Blazkowicz family, I’ve also grown just as enthusiastic about witnessing how MachineGames will broaden their writing and design principles across a new story, irrespective of whether or not I’m a fan of Indiana Jones

The action-adventure game titled “Indiana Jones and the Great Circle” is set to launch on December 9, available for both Xbox Series X|S and PC platforms. Notably, this title will also be accessible through Xbox Game Pass on its first day of release

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2024-09-06 01:02