Indiana Jones and the Great Circle Developers Detail Clever System That Increases the DLC’s Difficulty Based on How Much of the Base Game You’ve Played

Nearly a year on from the launch of MachineGames’ brilliant Indiana Jones and the Great Circle, the studio is back with an additional chapter, The Order of the Giants, which arrives on September 4.

For those who enjoyed the base game’s blend of puzzle-solving and fisticuffs, this fresh DLC adds more of what you love — and takes a novel approach to tuning its difficulty, based on your experience with the Great Circle so far.

Speaking to IGN last week at Gamescom, creative director Axel Torvenius and lead game designer Zeke Virant explained how The Order of the Giants will smartly adapt its combat to suit both new and veteran players, due to the DLC’s addition within the base game’s narrative, branching off of its Rome location. And while the pair remained tight-lipped on word of an Indiana Jones sequel, discussion was still had about MachineGames’ intention for the overall narrative of the game — and how it’s sometimes best to leave players keen for more.

“The conventional way of doing DLC is to add something that stands after, or a miniature game on the side,” Torvenius begins, “but we didn’t really feel that that was the best for our game.” He pauses, smiles. “Though it would’ve been the easiest.

“I can tell you we had a lot of struggles or challenges with the technical side of things, making sure that people’s existing save states [work]. The systems we had in place did not fully support us just splicing in a lot of new content in the middle of the game. So there was a lot of hard work from engineers and programmers and also on the design side. It was not an easy thing to do, but we felt it was the best to do.”

For those who are yet to play Indiana Jones and the Great Circle, the idea is that Order of the Giants simply adds onto the game’s already generous Rome section, with additional areas outside and underneath the Vatican to explore. And for players who have finished the game already, who will likely be familiar with dipping back into previous areas to hunt down remaining side-missions and collectibles via their journal, the DLC simply acts as a huge new side-quest to pursue.

“The integration makes the experience the most seamless,” Torvenius continues, “and makes it feel like it’s really expanding on the existing content. There was a balance, because obviously the DLC is its own completely standalone adventure. So there are hooks and the red threads between the main storyline and the DLC, but the DLC story does not impact the main story, even if the DLC story will give you a deeper understanding of some elements. So it was absolutely not the easiest [way to do DLC], and maybe not the smartest, but the best.”

Obviously, though, players still finding their feet in the Vatican’s sunny courtyards will have a different experience approaching Order of the Giants’ content than those who have played another 40 hours, seen Indy’s journey to the end and buffed up their archeologist with all sorts of upgrades and bonuses. And it’s because of this, Virant says, that MachineGames was forced to get even smarter under the game’s hood.

“Players who are at the end of the game don’t need to worry about the difficulty [being too easy] as actually we have a new system in place where players are dynamically scaled based on how far they progressed,” Virant explains. “We know a lot of players are coming back from the endgame and would like to have a continuation of that difficulty, especially if they have health upgrades and a lot of abilities.

“We tried a few different things, but the one that was simplest and actually just what felt right was that if you’ve progressed to the Vatican but you haven’t gotten to Giza yet, we keep it on a first tier of difficulty. If you’ve gotten to Giza, then we adjust it up to a second tier. And then once you’ve gotten to Sukhothai, we adjust to a third tier. From there we [can tune] the different amount of combos enemies can use, different amounts of health and also how many will gang up on you at the same time.”

It’s a smart system, though one which need not come into play at all during the DLC’s first hour, as Indy kicks off his new adventure with some impressive-looking new adventuring and puzzle sections, set just outside the bounds of the base game’s existing area. It’s here that Indy meets Father Ricci, a priest obsessed with the legend of a secret chamber that houses a giant helmet – something that immediately sparks our hero’s interest. (Brilliantly, Father Ricci also has a pet parrot, Pio, who rather steals the show. Torvenius confirmed that while the parrot speaks, this is not another turn from the talented Troy Baker, and is instead another voice actress who provides the parrots’ voice and much of its chirping sounds.)

The DLC’s focus on the main game’s race of giants, otherwise known as the Nephilim Order, will likely pique the intrigue of fans who enjoyed piecing together their story during the Great Circle’s campaign. Sadly, the late Tony Todd, who played Locus, was not able to contribute to the DLC — though Torvenius said his presence “would have been amazing.”

“To some extent this was never really about telling the background story of Locus as a character,” he said. “Even though for me personally, I would’ve loved to play a game that was where you just play as Locus for 15 hours on all of his grand adventures. That would’ve been interesting. But this was more about deepening the story of the tribe of the giants and the Nephilim Order. And obviously Locus is part of that since he’s part of the race, but it’s more about the origins and the mystery of it and how it connects with the Vatican and the streets of Rome.”

When asked whether players will learn everything there is to know about the giants before the end of the DLC, or whether MachineGames was purposefully keeping some elements of their story secret, Torvenius remained coy. “Yes and no,” he replied. “I would say I think absolutely this will help for people that have played through the main game, and when they have played the DLC in addition to that, they will get a deeper understanding of the mystery around the Nephilim Order. But there are things that maybe are to some extent left unanswered, though the majority of it I think starts to paint a pretty good picture.”

Indiana Jones and the Great Circle: The Order of Giants DLC screenshot.

Was this secrecy a desire to hold some story elements back for use in the future, I wondered, or simply a decision not to explain too much — the Midichlorians effect — of something that could otherwise remain a cool mystery? “In my mind, both as a consumer myself but also as a creator, I enjoy when maybe sometimes everything isn’t explored,” Torvenius responded. “Sometimes there will be still like a fog of war on the map that is best left unexplored.

“We have internally fleshed it out completely,” he continued, discussing the lore of the giants. “I could write a blurb that explains how everything is connected, but would that be fun?” Yes, I say, to which Torvenius laughs. “We are always working towards giving players the sensation they have figured it out and it should make sense when it’s all connected. But for me it’s always important to make sure you slowly get a bigger picture without saying too much.”

For Torvenius and Virant, Order of the Giants has been a challenging but enjoyable victory lap for one of 2024’s most widely-praised games. Development on Indiana Jones and the Great Circle began amid the height of Covid lockdowns, with the studio forced to collaborate via Microsoft Teams. For the DLC, however, its developers have been together throughout, able to build on what has come before, in the knowledge they’re working on something that is already beloved.

“The overall quality of the DLC is absolutely on par and in some instances higher than main game,” Torvenius concludes. “For people that love the Great Circle and the world of Indiana Jones that MachineGames built, this is more of that. It’s really for them. And if you haven’t played the base game, we are really hoping that this is a great opportunity for people wanting to play. It’s been a great adventure doing it, a lot of hard work, but it’s been fun to see. Sometimes you work on a game for many years and towards the end there can almost be a bit of fatigue, or you’re a bit exhausted. But when production really geared up on the DLC, people were still energized. I think that passion for Indiana Jones shines through, and we are extremely proud of it.”

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

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