Another key element for The Great Circle’s take on the character was in having him change over time – MachineGames isn’t looking to create a static icon of who Indiana Jones is, but offer a meaningful exploration of how he grows after ‘Raiders’ and before ‘The Last Crusade’. That comes down not just to the story, but the game itself – MachineGames has found ways of hinting at Indy’s personal growth through mechanics.
“There are several ways we have worked with this,” begins Torvenius. “Throughout the game we reward the player with Adventure Points. These points can be spent to unlock skills that you find in ability books. These are basically new skills you learn throughout the adventure – and all these skills and moves you unlock have been carefully crafted to fit the character of Indy. Some of these are things like more health or stamina and others are related to handling the whip – all features intimately tied to Indiana Jones. This gives a sense of experience building up.
“We also have a visual progression with his hat and jacket becoming a tad more beaten up throughout the experience, and the same goes for the journal. Indy’s journal becomes more and more built out, and shows stains and scribbles on the pages to emphasize the player’s journey. All of these things combine to work together very nicely – the player will never be left feeling that the character of Indy is not evolving throughout the game.”
And, of course, playing the majority of the game in first-person plays a major part here too. While it may seem a challenge to set the game within a character so defined by his look, it gave MachineGames a chance to use their experience within this area – particularly in the recent Wolfenstein games.
“We knew this was super important challenge from the get-go,” says Andersson. “Luckily, this is not our first rodeo. Big parts of the team have worked together on story-driven first-person games all the way back to The Chronicles of Riddick and The Darkness. Also, I think the Wolfenstein series surprised the world by having a very interesting and relatable character with B.J. Blazkowicz, so we have had a lot of experience with this.”
“One important thing that has been part of our DNA for a very long time – and is definitely something that helps create great characters – is that we put story front and centre,” adds Torvenius. “We always start with a strong narrative, and we always end with a narratively strong ending. And our experience is weaving those stories tightly with solid gameplay.
“Having the perfect mix of strong cutscenes and interesting gameplay, driven by an interesting character that is complex with many nuances, that continues to evolve throughout the game, is crucial. A good story survives everything and that’s why we’re always so very focused on getting the story just right.”
Indiana Jones has a feeling. It’s not just in the more tangible elements – the stories, the hero, or the music – it’s also in the way it was filmed, the minutiae of choreography, and the tone. Those ineffable qualities are what have made this series so beloved, and so lasting. And that’s a very difficult thing to recreate in a video game.
It presented Indiana Jones and the Great Circle developer MachineGames with an extra challenge – not only did the team have to create a fantastic, modern-feeling game, but one that simultaneously captures the magic that swirls around the movies. It comes down to a question of balance: making a compelling game that still looks, feels, acts, and sounds like the movies it’s drawing inspiration from.
In speaking to developers across MachineGames, it’s fascinating to hear how that was achieved, mixing modern game design with traditional filmmaking techniques, all in service of creating something that hits the sweet spot MachineGames has been striving for.
Perhaps one of the best examples of the deep thinking applied comes out of a single scene – one you might even describe as incidental.
‘Indiana Jones and the Raiders of the Lost Ark’ contains perhaps one of cinema’s best-known jokes. A crowd parts, and our hero is faced with a menacing swordsman, brandishing a scimitar. He chuckles darkly, passing his sword from hand to hand, before twirling it with expert precision – a show of how tough this fight will be. Indy grimaces, pulls out his revolver, and drops him with a single shot. What we thought was about to be a fight scene becomes a punchline. It’s perfect.
And it’s exactly the kind of scene that shouldn’t work in a video game. This is effectively the intro to a boss battle – this guy should have multiple attack patterns, three different health bars, the works. As it turns out, that very scene may have started as the challenge the team faced – but it became part of the solution:
“That scene is a very good example of type of humor that one can experience in the classic Indy movies – priceless!”, says Creative Director Axel Torvenius. “What we absolutely have been inspired by from that, and similar scenes, is that very humor. To have varied, engaging and rewarding combat encounters has been very important – but to make sure we spice them up with the Indy-humor has been equally important.”
Taken on a wider level, this tells us a lot about MachineGames’ approach – in almost every regard, the team has gone the extra mile to help capture the movies’ magic, even if they’re not an immediately natural fit for gaming, in a new form. And as you’ll see, this is just the tip of the iceberg.
Matinée Idol
“Sitting as close as possible to the original look and feel of ’80s cinema was something we wanted to get right from the beginning,” explains Torvenius. “There was never an interest in reinventing the look or feel of Indiana Jones – the core ambition was always to make sure it really hit home in terms of having a style close to ‘Raiders of the Lost Ark’.”
You might be surprised at just how deep that effort goes. The team scrutinized the early films, not just for their tone and writing, but for technical detail. What color palettes and film grading were used? Which kind of film stock was in the cameras? How did the original audio team record sound effects? What kind of stunt work was done? And from there, the hard work began – translating those original techniques into not just a modern context, but an entirely different medium.
Some of the stories here are fascinating. Torvenius explains that the team studied how the original film teams created their sets, and applied those rules to locations in the game:
“Obviously in games, the big challenge is that you can constantly peek behind the curtain and go ‘backstage’ – you can roam freely and break the composition. But there are many locations throughout the game where we know from which direction the player will come, or where they will exit and what type of scenery they will see. So we identified those early and pushed those further so we can set the scene more in certain places.”
For cutscenes, which are naturally more controlled, the team could go further: “Another big thing we did for this project was to have a Director of Photography on set for all the cinematic filming in the motion capture studio,” continues Torvenius. “We had the talented Kyle Klütz helping us and working in the mocap studio with this huge, heavy camera dolly rolling around to make sure we captured the right amount of velocity in pan, angular movement, composition and framing. Once we transfer this data into the cutscene shots in the game engine, it gives us a very solid start in terms of a camera work that feels reminiscent of the early Indiana Jones movies.”
Pitch Perfect
Sound is just as important as look for Indiana Jones, of course. From the iconic John Williams score, to the “feel” of its effects, to the iconic Wilhelm Scream (yes, it’s in the game), the soundscape of the movies is just as nostalgic as the look and story.
“The first thing we did was try to identify the core elements of that Indiana Jones sound,” says Audio Director, Pete Ward. “What did we have to nail to evoke the feeling of playing as Indy, in a cinematic way? We sat down as a team and watched all the Indy movies again, and we realized there were several things we absolutely had to get right – Indy’s voice likeness, the musical score, the whip, the revolver, and the punches. There were other things too, like the sound of the puzzles, and the fantastical elements, where we constantly referenced the original movies and [original Indiana Jones sound designer] Ben Burtt’s sound design.”
It led Ward’s team down some unexpected paths. The aim wasn’t to reuse sound effects directly from the game, but reproduce them as faithfully as possible to serve the game’s needs – which in some cases meant returning to techniques used by the original team more than 40 years ago.
“We did hundreds of hours of original recordings, using props like the whip, the fedora, the leather jacket, and lots of different shoe types on lots of different surfaces,” continues Ward. “For impacts in particular, we also used techniques originally used by Ben Burtt and his team, like beating up leather jackets with baseball bats. We also used practical effects where possible, like plucking metal springs with contact mics attached, to get some of that old-school vibe in our spectacular set pieces.”
The result is a game that sounds reminiscent of an ’80’s movie – it’s still naturalistic, but listen closely and you’ll find it comes across in a different way from most modern games.
The same went for the score – John Williams’ soundtracks are among the most recognizable in cinema history, but the aim was never simply to impersonate them. MachineGames brought in composer Gordy Haab to achieve that – a fitting choice given that he’s won awards for his work on multiple Star Wars games by drawing heavy inspiration from Williams, while making them his own.
“Gordy was such a great composer to work with for this project – he really nailed the style and tone, and was able to emulate and seamlessly extend the original score where needed, while also creating entirely new themes for our story and characters that fit perfectly within the Indiana Jones universe,” enthuses Ward. “We were very careful about where and when we first hear certain themes as well – the Raider’s March is the iconic, instantly recognizable theme for Indiana Jones, and we wanted to incorporate it at the right moments, but also develop our own musical story with our own new themes.”
But the risk of creating new elements amid such an iconic score is that they’ll stick out –and again, MachineGames went the extra mile to ensure that this didn’t happen. Haab and Ward researched how the original soundtracks were recorded, and even recorded in the same studio, Abbey Road. Amazingly, they even found out that they’d created accidental connections to the original along the way:
“We even had a couple of session musicians who played on the original sessions for Raiders,” explains Ward. “It was a lovely moment when they came to the control room after the session was finished and told us that!”
Telling the Tale
But where look and sound allowed the team to look back at what had come before, Indiana Jones and the Great Circle’s story needed to be something entirely new, yet totally fitting for both the franchise – not to mention the game’s setting between ‘Raiders of the Lost Ark’ and ‘The Last Crusade’. For Lead Narrative Designer Tommy Tordsson Björk, it required a different kind of research.
“Indiana Jones has an incredibly rich lore with movies, comic books, games and more that we could dig into and use in different ways, not only for immersing the player in Indy’s world, but also to connect the different stories and characters. In this regard, our great working relationship with Lucasfilm Games helped us enormously.
“From there, a lot of our work when developing the worldbuilding has been devoted to researching the 1930s, and then filtering it through lens of what we call an ’Indy matinée adventure’ to make it feel both authentic and true to the story of this world.”
You’ll see that commitment not just to the Indy series itself, but for the time period in which it’s set, in the ways characters talk, the world around you, and even down to the era-appropriate spelling of Gizeh. MachineGames – and the connection of many of its developers, including Björk, to the acclaimed Starbreeze – means that the team has a lot of experience working with established franchises, from The Chronicles of Riddick to The Darkness, and it’s an experience that guided them in this new endeavour.
“The approach that we’ve had on all of our games is to make them as true to what made the originals so great. We don’t want to retread what has already been told, but instead move into new territory that evokes the same tone and spirit,” says Björk. “I think what the development of Indy has taught us is the importance of letting the character control the path of both the story and the gameplay, because this franchise is so much defined by Indy and who he is to an even greater extent than the previous games we’ve worked on.”
Playing With History
And that leads us to the final piece of the development puzzle – turning the history of a movie series into a playable experience. How do you capture the excitement of a tightly-edited, linear movie in an interactive experience, where every player will choose to do things slightly differently, and take their Indy in different directions?
Part of that is in returning to the movie making of it all, by grounding so much of what we play in real-life performance:
“We have done so much motion capture for this game! I think this is most motion capture and stunts we have ever done,” says Torvenius. “And some of the scenes we have in the game are quite wild from a stunt perspective. We shot a number of scenes at Goodbye Kansas in Stockholm, which has a ceiling height of almost 8 meters, just because some scenes required stunts to be performed from that height.
“We’ve been working with some very talented stuntmen and women throughout the production and together with our talent director Tom Keegan I dare to say we have some of the strongest action scenes from a MachineGames perspective yet. When it comes to capturing the look and feel of the stunts and action sequences in the early Indiana Jones movies, it has been a combined effort from various members within MG; obviously our Animation Director Henrik Håkansson and Cinematic Director Markus Söderqvist has an important part to play here for look and feel of animations. And then the audio work from Audio director Pete Ward and his department also plays an important part in making sure everything sounds true to the movie.”
But even the smallest elements have been scrutinized, like throwing a simple punch, for example:
“It has been very important to make sure the combat feels fun and rewarding and easy enough to get drawn into but then hard to master for the ones that likes to crank up the difficulty settings,” explains Torvenius. “We definitely wanted to capture the cinematic feel of the melee combat! Getting those heavy cinematic impact sounds in, having a good response from the spray of sweat and saliva as you punch someone in the face, interesting animations, and the behaviour of a hulking opponent coming towards you.”
This depth of thought is everywhere in the game. Puzzles have been designed with the spirit of whether they might feel right for the movies; locations given the buzz not just of real-life, but a film set; and even the ability to use almost any disposable item as both a distraction and a weapon is drawn from the comic spirit of the movies.
“One of the core ingredients in Indiana Jones is definitely humour. It is something we have worked hard with across every aspect of the game: environmental storytelling, script and VO, in cutscene and story beats, and it absolutely needs to be conveyed in the minute-to-minute gameplay, such as combat. And it is not only the tools you use but also a lot of hard work from the engineer and animation teams to make sure we have interesting, rewarding and fun take down animations. And on top of all of that you also need the best possible audio! And when that cocktail is shaken just the right amount, voilà – out comes something very delicious and fun!”
Which brings us all the way back round to that iconic scene with the swordsman. In a normal game, no, that scene might not make sense when translated to a video game context. But in Indiana Jones and the Great Circle? Well, MachineGames has put in the research, the work, and the commitment to ensure that, while you’re playing this game – from solving spectacular puzzles to near-slapstick combat – it’ll feel worthy of those classic movies.
Indiana Jones and the Great Circle comes to Xbox Series X|S and Windows PC (with Game Pass), or Steam on December 9. Premium and Collector’s Editions will offer up to 3 days of early access from December 6.
Indiana Jones and the Great Circle™: Digital Premium Edition
Bethesda Softworks
☆☆☆☆☆
★★★★★
$99.99
Pre-order now or Play on Game Pass* to receive The Last Crusade™ Pack with the Traveling Suit Outfit and Lion Tamer Whip, as seen in The Last Crusade™. *** Live the adventure with the Premium Edition of Indiana Jones and the Great Circle™! INCLUDES: • Base Game (digital code) • Up to 3-Day Early Access** • Indiana Jones and the Great Circle: The Order of Giants Story DLC† • Digital Artbook • Temple of Doom™ Outfit ***
Uncover one of history’s greatest mysteries in Indiana Jones and the Great Circle, a first-person, single-player adventure set between the events of Raiders of the Lost Ark™ and The Last Crusade. The year is 1937, sinister forces are scouring the globe for the secret to an ancient power connected to the Great Circle, and only one person can stop them – Indiana Jones™. You’ll become the legendary archaeologist in this cinematic action-adventure game from MachineGames, the award-winning studio behind the recent Wolfenstein series, and executive produced by Hall of Fame game designer Todd Howard. YOU ARE INDIANA JONES Live the adventure as Indy in a thrilling story full of exploration, immersive action, and intriguing puzzles. As the brilliant archaeologist – famed for his keen intellect, cunning resourcefulness, and trademark humor – you will travel the world in a race against enemy forces to discover the secrets to one of the greatest mysteries of all time. A WORLD OF MYSTERY AWAITS Travel from the halls of Marshall College to the heart of the Vatican, the pyramids of Egypt, the sunken temples of Sukhothai, and beyond. When a break-in in the dead of night ends in a confrontation with a mysterious colossal man, you must set out to discover the world-shattering secret behind the theft of a seemingly unimportant artifact. Forging new alliances and facing familiar enemies, you’ll engage with intriguing characters, use guile and wits to solve ancient riddles, and survive intense set-pieces. WHIP-CRACKING ACTION Indiana’s trademark whip remains at the heart of his gear and can be used to distract, disarm, and attack enemies. But the whip isn’t just a weapon, it’s Indy’s most valuable tool for navigating the environment. Swing over unsuspecting patrols and scale walls as you make your way through a striking world. Combine stealth infiltration, melee combat, and gunplay to combat the enemy threat and unravel the mystery. THE SPIRIT OF DISCOVERY Venture through a dynamic mix of linear, narrative-driven gameplay and open-area maps. Indulge your inner explorer and unearth a world of fascinating secrets, deadly traps and fiendish puzzles, where anything could potentially hide the next piece of the mystery – or snakes. Why did it have to be snakes? *Game Pass members get access to all pre-order content as long as Game Pass subscription is active. **Actual play time depends on purchase date and applicable time zone differences, subject to possible outages. †DLC availability to be provided at a later date.
Indiana Jones and the Great Circle™ Standard Edition
Bethesda Softworks
☆☆☆☆☆
★★★★★
$69.99
Pre-order now or Play on Game Pass* to receive The Last Crusade™ Pack with the Traveling Suit Outfit and Lion Tamer Whip, as seen in The Last Crusade™.
***
Uncover one of history’s greatest mysteries in Indiana Jones and the Great Circle™, a first-person, single-player adventure set between the events of Raiders of the Lost Ark™ and The Last Crusade. The year is 1937, sinister forces are scouring the globe for the secret to an ancient power connected to the Great Circle, and only one person can stop them – Indiana Jones™. You’ll become the legendary archaeologist in this cinematic action-adventure game from MachineGames, the award-winning studio behind the recent Wolfenstein series, and executive produced by Hall of Fame game designer Todd Howard. YOU ARE INDIANA JONES Live the adventure as Indy in a thrilling story full of exploration, immersive action, and intriguing puzzles. As the brilliant archaeologist – famed for his keen intellect, cunning resourcefulness, and trademark humor – you will travel the world in a race against enemy forces to discover the secrets to one of the greatest mysteries of all time. A WORLD OF MYSTERY AWAITS Travel from the halls of Marshall College to the heart of the Vatican, the pyramids of Egypt, the sunken temples of Sukhothai, and beyond. When a break-in in the dead of night ends in a confrontation with a mysterious colossal man, you must set out to discover the world-shattering secret behind the theft of a seemingly unimportant artifact. Forging new alliances and facing familiar enemies, you’ll engage with intriguing characters, use guile and wits to solve ancient riddles, and survive intense set-pieces. WHIP-CRACKING ACTION Indiana’s trademark whip remains at the heart of his gear and can be used to distract, disarm, and attack enemies. But the whip isn’t just a weapon, it’s Indy’s most valuable tool for navigating the environment. Swing over unsuspecting patrols and scale walls as you make your way through a striking world. Combine stealth infiltration, melee combat, and gunplay to combat the enemy threat and unravel the mystery. THE SPIRIT OF DISCOVERY Venture through a dynamic mix of linear, narrative-driven gameplay and open-area maps. Indulge your inner explorer and unearth a world of fascinating secrets, deadly traps and fiendish puzzles, where anything could potentially hide the next piece of the mystery – or snakes. Why did it have to be snakes? *Game Pass members get access to all pre-order content as long as Game Pass subscription is active.
Indiana Jones and the Great Circle made a grand appearance at Xbox Games Showcase 2024 last weekend, showing off new gameplay, revealing new elements of the story, and treating us to an extended scene set in the Himalayas, as Indiana and new companion Gina attempt to recover a relic while avoid the clutches of colonel Viktor Gantz.
On a special episode of the Official Xbox Podcast, host Malik Prince got to talk more about the trailer and the wider game, joined by MachineGames’ Jerk Gustafsson, Game Director, and John Jennings, Production Director. If you want to watch the full interview, check it out below – or read on for the new details.
Indiana Jones and the Great Circle’s development is in full swing, and what we’ve seen of the game promises a truly authentic Indiana Jones adventure – both in storyline and gameplay.
“The story kicks off when an ancient relic is stolen from the college where Indiana Jones works,” explained Gustafsson. “He’s determined to track down the thief, and he stumbles into this ancient conspiracy involving the theory of the Great Circle, as we call it. The Great Circle is a strange alignment of ancient sites around the globe, and a set of mysterious artifacts connect to it. But Indy isn’t the only one in search of answers. The enemy are scouring the world for these artifacts, believing that they hold some kind of power – and to stop them there’s only one thing he can do, and that is to find the artifacts first.”
This kicks us off on a classic globe-trotting adventure, beginning in the corridors of Indy’s beloved Marshall College, before taking in the Himalayas, the ancient jungle sites of Sukhothai in Thailand, the Vatican (an all-new location for an Indiana Jones project), the Pyramids of Giza in Egypt, and more. It’s the kind of set-up you’d hope for from an Indiana Jones story, but it stemmed from a perhaps unexpected source:
“It actually started with an idea from [Bethesda Game Studios director and executive producer] Todd Howard,” said Gustafsson. “He had been thinking for years about creating a story around the concept of the Great Circle, so when we got this opportunity to work on an Indiana Jones game it felt like the perfect match.”
Of course, that idea was just the starting point, and the team at MachineGames has worked incredibly closely with Lucasfilm Games to ensure that their original adventure would feel faithful to movies it sits alongside.
“We spent countless hours just rewatching the films – especially the two movies that are closest to the game, which are Raiders of the Lost Ark and the Last Crusade,” said Gustafsson. “In addition, we have one of the best resources through our partnership with Lucasfilm Games, and working together with them on this project has been invaluable, just this cave of knowledge about the character, which has been fantastic.”
“It’s been great having access to writers, art directors from Lucasfilm, people who worked with the Indiana Jones property for decades,” continued Jennings. “Having their input – I mean, some of these people know everything that has ever been written about Indy – and having them to bounce ideas off, and get some of their own input has been hugely, hugely invaluable.”
That partnership came with perks for fans on the team, too: “We managed to get access into some of the Lucasfilm archives as well,” said Jennings, “which for Indy fans has been an absolute dream come true, to get access to some of these things that perhaps not so many people have seen.”
The research has been deep. Writers and artists on the team studied not just the films, but comics and books, not to mention had recreations of Indy’s costume created – including his iconic fedora, reproduced by the same hatmaker that created the original for Raiders of the Lost Ark. On the musical side, longtime Lucasfilm Games collaborator Gordy Haab (who recently won a Grammy for his work on the Star Wars Jedi: Survivor soundtrack) has been brought in to create a score John Williams would be proud of.
That authenticity extends to the characters involved, too. While most of the cast will be brand new faces for the franchise, the latest trailer showed us more of Indy’s friend, Marcus Brody: “Because we start the story in Marshall College it made sense to have Marcus there, to sort of ground it in the familiarity of Indy’s home base,” said Gustafsson – before going onto tease that we’ll see cameos from other classic characters along the way, too.
Of course, the most important element for authenticity was in getting Indy himself right, and the team found a perfect partner in renowned actor Troy Baker:
“It was maybe an unexpected choice at first, but from the moment we watched his audition tape we were just totally sold,” said Jennings. “He’s just a great actor. He’s put so much effort into the role as well – you can tell he’s just this huge, huge fan of Indiana Jones […] We’ve just been in a [voiceover] session recently with him, and he was improvising lines. You know, ‘Wouldn’t Indy say it a bit more like this?’ Or commenting on lines that we’ve written that we thought were subtle Easter Eggs just for the die-hard Indy fans, and he’ll pick up on it straight away.”
Baker’s performance doesn’t just extend to a great impression of Harrison Ford, either. “He’s not just a voiceover actor, he’s the full thing,” Jennings continued. “We do full performance capture: the body, the face, and the voice all recorded at the same time. And he’s got the physical acting nailed down as well. He does a really, really good job of capturing the character of Indy – specifically his character in the first few movies, the earlier ones, which is where our game is set of course. He just does it perfectly.”
This has been a new kind of development process for MachineGames, and that extends to the game itself. “It’s a little bit different, this game, for us, in many ways,” said Gustafsson. “We are very used to having heavy weapons, gun-blazing shooters – and this is a little bit different. We are making a proper adventure game here.”
While the team’s acclaimed Wolfenstein games were brutal, frenetic shooters, Indiana Jones and the Great Circle offers an experience more befitting of the world’s most famous archaeologist.
“He solves problems with his mind first and really relies on smarts, and not this excessive combat that we have seen or done before with the Wolfenstein games,” explained Gustafsson. “When you are playing the game, choosing the more authentic stealthy Indy route – or just some classic old fist-fighting – will be a benefit to the player more times than not, and also make for a very fun and challenging experience.”
In playing as Indy, we’re not rampaging through the world, but stopping to solve puzzles, and trying to avoid conflict when we can. The team wanted to avoid turning the character we know into a superhero.
“He is flawed, he makes mistakes, he stumbles, there is weight to his movement, and we have this gritty, pulpy edge to the action,” continued Gustafsson. “But at the same time he’s also rather athletic, he’s an excellent fighter, and he also has an enormous amount of luck as well – and at the same time he’s the best archaeologist in the world. So focusing on all of these things, in a way it makes the game feel in line with these classic matinee action-adventures that the movies were celebrating, something I think Indy himself also personifies in a way.”
To do that, the game will primarily be set in first-person – a perspective that MachineGames is very familiar with, a key way to help players feel like they’re truly walking in his shoes, and an exciting point of difference when looking at the wider action-adventure genre as a whole. In key moments, however, we will see the character in third-person, letting us live those filmic moments from the outside.
And speaking of filmic moments, the trailer ended with a callback to perhaps one of the most famous sequences in movie history – Indy’s rolling boulder escape. We had to ask how that made it into the game, and whether we’ll be able to play it. But Gustafsson wanted to keep some mystery before Indiana Jones and the Great Circle arrives:
“That’s unfortunately one of those things where I just have to say: ‘You’ll have to wait and see.’”
Uncover one of history’s greatest mysteries in Indiana Jones and the Great Circle™, a first-person, single-player adventure set between the events of Raiders of the Lost Ark™ and The Last Crusade™. The year is 1937, sinister forces are scouring the globe for the secret to an ancient power connected to the Great Circle, and only one person can stop them – Indiana Jones™. You’ll become the legendary archaeologist in this cinematic action-adventure game from MachineGames, the award-winning studio behind the recent Wolfenstein series, and executive produced by Hall of Fame game designer Todd Howard. YOU ARE INDIANA JONES Live the adventure as Indy in a thrilling story full of exploration, immersive action, and intriguing puzzles. As the brilliant archaeologist – famed for his keen intellect, cunning resourcefulness, and trademark humor – you will travel the world in a race against enemy forces to discover the secrets to one of the greatest mysteries of all time. A WORLD OF MYSTERY AWAITS Travel from the halls of Marshall College to the heart of the Vatican, the pyramids of Egypt, the sunken temples of Sukhothai, and beyond. When a break-in in the dead of night ends in a confrontation with a mysterious colossal man, you must set out to discover the world-shattering secret behind the theft of a seemingly unimportant artifact. Forging new alliances and facing familiar enemies, you’ll engage with intriguing characters, use guile and wits to solve ancient riddles, and survive intense set-pieces. WHIP-CRACKING ACTION Indiana’s trademark whip remains at the heart of his gear and can be used to distract, disarm, and attack enemies. But the whip isn’t just a weapon, it’s Indy’s most valuable tool for navigating the environment. Swing over unsuspecting patrols and scale walls as you make your way through a striking world. Combine stealth infiltration, melee combat, and gunplay to combat the enemy threat and unravel the mystery . THE SPIRIT OF DISCOVERY Venture through a dynamic mix of linear, narrative-driven gameplay and open-area maps. Indulge your inner explorer and unearth a world of fascinating secrets, deadly traps and fiendish puzzles, where anything could potentially hide the next piece of the mystery – or snakes. Why did it have to be snakes?
It’s going to be a good year for Xbox players. At today’s Developer_Direct show, we provided deep-dives into five new games launching across Xbox Series X|S, PC, Game Pass and/or cloud – all of which will arrive later in 2024. Development teams at Xbox, Bethesda, and even one of our third-party partners invited you into their studios to showcase extended gameplay, reveal key information, and more.
During the show, we visited the studios behind Indiana Jones and the Great Circle, Avowed, Senua’s Saga: Hellblade II, and Ara: History Untoldto find out more about each one. Members of each development team gave us a look into their creation, with new information, and offered a tantalizing glimpse of what’s to come this year. All four of these games will arrive on day one with Game Pass, and will contribute to what’s going to be another huge year for members, delivering incredible games throughout 2024.
Plus, in a special surprise, we heard from the team at Square Enix to learn a lot more about Visions of Mana, the first new mainline entry in the Mana series in over 15 years, and its debut on Xbox platforms. With participation from developers on 3 continents, it was a truly global show.
Here’s a summary of everything we announced and covered during Developer_Direct:
Avowed – Launching Fall 2024
Xbox Series X/S, PC, Cloud – Joining Game Pass on Day One
Avowed Game Director Carrie Patel gave us a first deep-dive into the gameplay in Obsidian’s upcoming fantasy action RPG, from its dynamic combat, to its thoughtful reactivity, to its “colorful, vibrant, strange” world set in the Living Lands. Avowed continues Obsidian’s signature style of creating games with deep themes and player choice at the forefront.
Not only will you make narrative decisions that can impact changes in the game down the line, but Avowed is also looking to offer choice in combat. Gameplay Director Gabe Paramo discussed not only how varied your weaponry will be – with melee weapons, ranged guns and bows, and magic-based wands (even dual-wielded wands!) to name a few – but how flexible combat can be, allowing you to quickly change loadouts for enemy encounters. Swappable loadouts mean you can approach combat however feels right to you.
Art Director Matt Hansen then explained how the Living Lands is a mysterious island made up of wildly varied regions offering visually diverse backdrops and intriguing settings to explore. With secrets hidden throughout the regions, you’ll take in barren deserts, verdant forests, blighted wastes, volcanic biomes, and more.
That’s not all for Avowed, however – make sure to tune in to the Xbox Podcast on Monday, January 22 for an exclusive interview with some of Obsidian’s developers, offering even more information on the gameplay reveal.
Get ready to carve your own path through Avowed when it launches this fall for Xbox Series X|S, PC, and Cloud – and arrives with Xbox Game Pass and PC Game Pass on day one. For more information please visit the Avowed website.
Senua’s Saga: Hellblade II – Launching May 21
Xbox Series X/S, PC, Cloud – Joining Game Pass on Day One
Ninja Theory took us behind the scenes at their studio in Cambridge to take a look at Senua’s Saga: Hellblade II, meet some of the team and learn more about the craft behind their new title, which is now in the final months of development.
In the video we learned more about Senua’s new journey, which leads her to Iceland, a harsh and brutal land ravaged by myth and tyranny. We were given a new look at Senua’s experiences of the world, seen through her eyes as someone who experiences psychosis, and saw some of Senua’s visceral and violent battles with the Draugar. We also heard more detail on what players can expect from the game’s story and how binaural and spatial audio will sink player’s deep into the world of Hellblade.
With a studio mission of crafting life-changing art with game-changing tech, Ninja Theory are pushing the boundaries of fidelity, richness and immersion. You can join Senua on her new quest, May 21. Senua’s Saga: Hellblade II is available to wishlist on Steam and pre-install on Xbox Game Pass now.
Visions of Mana – Launching Summer 2024
Xbox Series X|S, PC
In a surprise appearance, Square Enix joined the show to present Visions of Mana, the first new mainline entry in the series in over 15 years, and its debut on Xbox platforms. Series producer Masaru Oyamada presented a sneak peek at the gorgeous new RPG, sharing gameplay and behind the scenes footage before its launch in Summer 2024.
Koichi Ishii – father of the Mana series and creator of many of its iconic monsters – discussed the implementation and design of the enemies in Visions of Mana, and introduced the adorable new animal companions, “pikuls” and explained the design process behind them.
Oyamada then shared some details regarding the game’s score and revealed that the tracklist for Visions of Mana contains 100 songs in total, including works from musical talent who worked on previous Mana games. Oyamada also shared details of the adaptive music system that allows seamless transition from map exploration to battles, demonstrating a snippet of the background music changing as you enter or leave combat.
Oyamada also revealed that in Visions of Mana, The Elementals will assist the player in battle in the form of specialized items, which will each have a different effect in combat. Combined with aerial combat that allows for weapons and magic to be used in mid-air, the combat is fast-paced and flexible.
Visions of Mana launches Summer 2024 on Xbox Series X|S and Windows PC!
Ara: History Untold – Launching Fall 2024
PC – Joining PC Game Pass on Day One
The key leads at Oxide Games debuted an all-new look at gameplay and shared an overview of the key features coming to Ara: History Untold during today’s Developer Direct. Viewers learned more about Ara’s crafting system, unique approach to simultaneous turns, and more.
You can learn more about this innovative new historical grand strategy game with our in-depth interview with Design Director Michelle Menard and we will have more to share in the coming months leading up to Ara’s launch this fall on PC and with PC Game Pass. For the latest breaking news follow the Ara: History Untold social channels (Twitter, Facebook, Instagram/Threads) and wishlist the game on Steam.
Indiana Jones and the Great Circle – Launching 2024
Xbox Series X/S, PC – Joining Game Pass on Day One
The official reveal of Indiana Jones and the Great Circle was debuted during Developer_Direct with over 13 minutes of gameplay footage and developer insights. This new journey starring the legendary archaeologist comes from the award-winning team at MachineGames – the minds behind Wolfenstein: The New Order and Wolfenstein: The New Colossus – in collaboration with Lucasfilm Games and executive produced by Bethesda Game Studios’ Todd Howard. Find out more on Bethesda.net.
Other Streams
Blizzard held a DiabloIV Developer Update Livestream earlier today that dug into the horrors waiting for you beneath the sands of Kehjistan in Season of the Construct, launching January 23, and introduced the competitive leaderboard activity called The Gauntlet. Associate Director of Community Adam Fletcher, Game Design Manager Daniel Tanguay, Quest Designer Madeleine James, and Lead Class Designer Adam Jackson spoke about the new Seneschal companion, Hazard-filled dungeons called Vaults, a new Questline, and more – all of which surfaces in Season of the Construct. Additionally, the group gave a quick look at The Gauntlet leaderboards and wrapped up the livestream by answering questions from the community in a Q&A session.
Shortly after Developer_Direct, ZeniMax Online Studios kicked off The Elder Scrolls Online 2024 Global Reveal, unveiling the game’s next major Chapter, including the new zone, storyline, and other major features. You’ll be able to read more about what was revealed on Xbox Wire and Bethesda.net as soon as that show concludes.
Looking Ahead
Today marks just a small selection of the games coming to Xbox this year. With our own studios and our incredible partners bringing a diverse set of incredible experiences to Xbox consoles, PC, Cloud, and Game Pass, there’s going to be something new for every kind of player. To find out more, make sure to return to Xbox Wire later this month, when we post a round-up of some of the most exciting games coming to Xbox platforms in 2024.
January 18 is going to be an incredible day for Xbox players. Developer_Direct returns this Thursday at 12pm PT / 3pm ET / 8pm UK, and will bring you a deep-dive into some of the biggest games coming to Xbox platforms. We’re sure you want to know more, so here are all the details on how to tune in.
Developer_Direct will share new, extended gameplay and developer insights for the upcomingIndiana Jonesgame, Avowed, Ara: History Untold, and Senua’s Saga: Hellblade II straight from the teams at MachineGames, Obsidian, Oxide Studios, and Ninja Theory.
It’s going to be a big day for the Xbox family, with two other livestreams taking place. Earlier in the day, Blizzard will host a Diablo IV Developer Update Livestream at 9am PT / 12pm ET / 5pm UK. Shortly after Developer_Direct, ZeniMax Online Studios will hostThe Elder Scrolls Online 2024 Global Reveal at 1pm PT / 4pm ET / 9pm UK to preview 2024’s biggest update.
When is Developer_Direct? Thursday, January 18 at 12pm Pacific Time / 3pm Eastern Time / 8pm UK time.
How do I watch Developer_Direct? Developer_Direct will be streamed live on the official Xbox and Bethesda channels below:
The show will also be streamed simultaneously on regional Xbox and Bethesda channels around the globe, as well as on Steam. It will also air on China’s Bilibili platform on Friday, January 19.
I’m not going to be able to watch, where can I find out what was announced? A full recap will go live immediately following the show (including localized versions in Brazilian Portuguese, French, German, LATAM Spanish, and Japanese following later). Xbox Wire will also publish detailed blog posts about select games from the show.
Notes for co-streamers and creators: We at Xbox greatly appreciate any co-stream efforts and aim to ensure you have a smooth experience if you choose to do so.
However, due to forces beyond our control, we cannot guarantee that glitches or disruptions by bots and other automated software won’t interfere with your co-stream.
For those planning to create full post-show breakdowns of Developer_Direct in the form of VOD coverage, we recommend you do not use any audio containing copyrighted music to avoid any action by automated bots, and to also consult the terms of service for your service provider.
How do I watch the Diablo IV Developer Update Livestream? At 9am PT / 12pm ET / 5pm UK, Blizzard will unearth details about the next season’s gameplay features, Season Journey, and quality-of-life updates. Plus, Blizzard will also share information about The Gauntlet. You can watch the event on Diablo’s YouTube and Twitch channels.
How do I watch the Elder Scrolls Online 2024 Global Reveal stream? Shortly after Developer_Direct, ZeniMax Online Studios will hostThe Elder Scrolls Online 2024 Global Reveal at 1pm PT / 4pm ET / 9pm UK to preview 2024’s biggest update. Streamed from Bethesda’s official Twitch channel at Twitch.tv/Bethesda (with Twitch Drops!) and via global Xbox YouTube and Twitch channels, the standalone presentation will see the development team unveil the game’s next major Chapter, including the new zone, storyline, and other major features.
Will there be updates on Activision Blizzard King games? No new information on Activision Blizzard King games will be a part of Developer_Direct. You can look forward to news from those teams later this year.
When will the games in the show be released? All the games in this year’s Developer_Direct will be arriving later, with more details to be shared in the program.
We’ll see you for Developer_Direct on Thursday, January 18!
You’re about to get an exciting look at some of the incredible games ahead with Xbox, as we present a new edition of Developer_Direct. On Thursday, January 18 at 12pm PT / 3pm ET / 8pm UK, fans will get an inside look at a selection of highly anticipated games coming to Xbox Series X|S, PC, and Game Pass. Shortly after, ZeniMax Online Studios will host The Elder Scrolls Online 2024 Global Reveal at 1pm PT / 4pm ET / 9pm UK to preview 2024’s biggest update.
Presented by the game creators themselves, Developer_Direct offers an in-depth look at upcoming titles, how they’re being created, and who’s creating them. We’ll visit MachineGames in Sweden to check in on their Indiana Jones game, swing by Obsidian’s Irvine offices to see more from Avowed, head to Oxide Games’ Maryland home to learn about Ara: History Untold, and take a trip to Cambridge, England to see Senua’s Saga: Hellblade II from Ninja Theory. Please note that while this show won’t have updates on games from Activision Blizzard, you can look forward to news from those teams later this year.
The show will be a celebration of just a selection of our slate of upcoming games from Xbox. It’s also another part of our commitment to consistently bringing Xbox players can’t-miss experiences. 2024 kicked off with a bang for Game Pass members, and you can expect that line-up to include more incredible games from Xbox and our partners as the year goes on.
Fans should tune in on Xbox channels at 12pm PT / 3pm ET / 8pm UK, January 18 to see all the latest on:
Indiana Jones game: MachineGames, the award-winning studio behind the recent Wolfenstein series, will reveal their upcoming Indiana Jones game, an action-adventure that puts players in the leather jacket of the legendary archaeologist. Developer_Direct will showcase more than 10 minutes of game and developer insights, including details about the game’s setting and story, how fans will actually play as Indy, additional details from his next globe-trotting adventure, and the premiere of the first gameplay trailer.
Avowed: The team at Obsidian will share the first deep dive into the gameplay experience fans can expect in Avowed, their upcoming fantasy action RPG, set in the fantastical, vibrant Living Lands. Learn more about how Obsidian’s expertise in building worlds with deep themes, dynamic gameplay, and thoughtful reactivity come to life in Avowed where players will have agency to make choices to shape every step of their adventure.
Ara: History Untold: Hear from the leads at Oxide Games – a studio founded by veterans of the strategy genre and the creators behind classic strategy titles including Civilization V – as they unveil exclusive new gameplay and share more details about the inspiration, key features, and road ahead for their upcoming historical grand strategy game.
Senua’s Saga: Hellblade II:Ninja Theory take us behind the scenes at their studio in Cambridge to give us some insight on how they are crafting Senua’s Saga: Hellblade II. The team will speak to the ambition and meticulous care involved in creating Senua’s journey of survival.
Shortly after Developer_Direct has concluded, ZeniMax Online Studios will host The Elder Scrolls Online 2024 Global Reveal at 1pm PT / 4pm ET / 9pm UK, a standalone presentation where the development team will unveil the game’s next major Chapter, including the new zone, storyline, and other major features coming in the game’s biggest update this year.
Stay tuned to Xbox and Bethesda’s official social channels for more on Developer_Direct, coming on Thursday, January 18 at 12pm PT / 3pm ET / 8pm UK.
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