Indiana Jones and the Great Circle: Bringing ’80s Movie Magic to a 2024 Game

Indiana Jones Hero Image

Indiana Jones and the Great Circle: Bringing ’80s Movie Magic to a 2024 Game

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.

Indiana Jones Screenshot

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.”

Indiana Jones Screenshot

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!”

Indiana Jones Screenshot

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 ‘Temple of Doom’. 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.”

Indiana Jones Screenshot

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 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.

The post Indiana Jones and the Great Circle: Bringing ’80s Movie Magic to a 2024 Game appeared first on Xbox Wire.

Microsoft Confirms Windows 11 Update Kills Star Wars Outlaws, Assassin’s Creed Valhalla, and Other Ubisoft Games

Microsoft has confirmed that Windows 11 version 24H2 is accidentally killing Ubisoft games such as Star Wars Outlaws, Assassin’s Creed Valhalla, and more.

As reported by VGC, Microsoft updated its support website to reveal it has placed a temporary block on Windows 11 for users with those games installed.

“After installing Windows 11, version 24H2, you might encounter issues with some Ubisoft games,” Microsoft said. “These games might become unresponsive while starting, loading or during active gameplay.

“In some cases, users might receive a black screen. The affected games are Assassin’s Creed Valhalla, Assassin’s Creed Origins, Assassin’s Creed Odyssey, Star Wars Outlaws, and Avatar: Frontiers of Pandora.

“To safeguard your Windows update experience, we have applied a compatibility hold on devices with these games installed. These devices will not be offered to install Windows 11, version 24H2 via the Windows Update release channel.”

Ubisoft released an update for these issues in Star Wars Outlaws in its major Title Update 1.4 but Microsoft notes players may still experience issues. No timeline was given for when the issue will be fixed proper, but players of Ubisoft games on PC are advised not to update to version 24H2 if possible.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Colossal The Witcher 3 Mod Makes Thousands of Visual Improvements

The Witcher 3: Wild Hunt just received its biggest graphics boost since the official Next-Gen Update arrived in 2022, in the form of a mod that makes thousands of visual upgrades.

NexusMods user HalkHogan released The Witcher 3 HD Reworked Project: Next Gen Edition, which they said “raises the game’s visuals to the highest level yet and enhance it to a truly next-gen masterpiece.” The mod reworks textures, models, materials, and more, and the number of these changes “can be counted in the thousands.”

“Everything is carefully made with attention to every detail,” the mod page added. “All this is aimed at making the game more detailed, realistic, consistent, and as faithful as possible in reflecting the dirty world of The Witcher. Now you can experience the most beautiful adventure yet.”

Anyone on PC can download the mod on PC, with HalkHogan noting it only has a “little impact” on performance. “The game should run similar to before mod installation,” they said. “If you play on Ultra+ textures video card memory demand will be higher.”

The Witcher 3 arrived in 2015 and put studio CD Projekt Red on the map for its fantasy open-world, considered story, and expansive quests. The developer released an official mod editor for the PC version called REDkit earlier this year, and players have used it to grow The Witcher 3 even more.

This includes everything from a morality and reputation system that adds even more consequences to Geralt’s actions, to a fully customizable character creator that lets players take on the role of a sorceress.

These mods have breathed more life into the game while CD Projekt focuses on its many upcoming Witcher projects. The next mainline game is codenamed Polaris and will star a new protagonist, and an entry with more mass appeal is being developed at The Molasses Flood. Fool’s Theory is also developing a remake of the original The Witcher in Unreal Engine 5.

Image Credit: The Witcher 3 HD Reworked Project: Next Gen Edition by HalkHogan on NexusMods

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

If Amnesia: The Dark Descent were actually Amnesia: The Dark Ascent, it would be White Knuckle

Many are the horror games that involve you going down. Down is where much of the Badness in the world is traditionally located, after all, whether you’re talking about geology or psychology or theology. White Knuckle reverses the flow. You are already Down; by extrapolation, you must now go Up.

Possibly, you are Down because you are a manifestation of the aforementioned Badness. Possibly, the monstrous things trying to thwart your ascent are merely trying to stop you contaminating the surface world. Possibly, they are the Real Heroes. It doesn’t really matter, because you don’t have a choice. There is a wall of unspeakable flesh coming up the tunnel behind you. To avoid becoming part of it, you must climb.

Read more

Silent Hill 2 Player Discovers Creepy Messages Hidden in TV Static

Silent Hill 2 Remake developer Bloober Team made a handful of small changes to the beloved survival horror game and players have now discovered another: creepy messages hidden in TV static.

As reported by PC Gamer, YouTuber Shiba uploaded two videos after discovering the secrets. “A message is playing on the TV in Brookhaven Hospital, transmitted in Morse code,” they said. “The sound is mostly drowned out by the static from the TV, making it difficult to hear clearly. However, the Morse code is distinct, with a clicking noise that resembles a telegraph.”

Shiba shows the TV doing so, and translates the code as saying “again and again and again” in perpetuity. The TVs in the nurses’ lounge and the break room of the Boar section of Toluca Prison play the same messages.

Not every TV in the game does so though, as the Woodside Apartments set, Brookhaven Hospital set, and room 106 at Jack’s Inn set all display another message: “Why did you do it James?”

Both messages fuel different fan theories but it’s unclear if there are any further answers hidden in the game. Regardless, they add to the mystery and mythos of Silent Hill 2 and hopes for more questions to be answered in the future.

Bloober Team and publisher Konami released the Silent Hill 2 remake on October 8 to glowing critical reception and strong sales, leaving many fans of the previously dormant horror franchise eager for more.

Bloober has said it’s open to making other Silent Hill games, though at the moment is focused on its sci-fi survival horror game Cronos: The New Dawn.

In our 8/10 review of the Silent Hill 2 remake, IGN said: “Silent Hill 2 is a great way to visit – or revisit – one of the most dread-inducing destinations in the history of survival horror.”

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Let the Black Friday Steam Deck deals continue, with up to 33% off the clever JSAUX ModCase

“James, please don’t just make half your Black Friday deal posts about Steam Deck stuff again”, warns a steely-eyed Graham. “I won’t”, I reply in sing-song while quietly adding pictures of the JSAUX ModCase to the CMS. That’s right, Amazon and a bunch of other retails have launched their BF sales a week early, which is annoying, unless you’re in the market for a Steam Deck case upgrade. If so, consider the compact, multifunctional ModCase, which is down to just £24 / $24. That makes for savings of 33% and 20% respectively, on what was already a nicely affordable alternative to the luxury of Dbrand’s similar Project Killswitch.

Read more

Sonic 3 Movie Trailer Gives Shadow The Hedgehog Fans Everything They Want

Guns, motorbikes, and some crucial backstory.

With less than a month to go until Sonic the Hedgehog 3 film hits movie theatres, Paramount Pictures has dropped the second official trailer, and Shadow the Hedgehog is clearly the star of the show here.

The trailer gives Sonic (and Shadow) fans plenty to chew over, with Gerald Robotnik, the Space Colony ARK, and Maria Robotnik — crucial to Shadow’s backstory — showcased.

Read the full article on nintendolife.com

Troy Baker to Reunite With Neil Druckmann for Naughty Dog’s Untitled New Game

Actor Troy Baker is set to star in Naughty Dog’s untitled new game.

The Sony-owned studio is building a yet-to-be announced single-player game with Uncharted and The Last of Us chief Neil Druckmann at the helm. Fans know next to nothing about this project, but according to GQ, Troy Baker has signed on to appear in it.

“In a heartbeat I would always work with Troy,” Druckmann is quoted as saying in the article. Baker famously played Joel in The Last of Us Parts 1 and 2 for Naughty Dog and has worked closely with Druckmann for years.

In December last year, Naughty Dog canceled The Last of Us Online, its troubled attempt to create a live service version of the popular franchise. At the time, the studio said it would have needed to put all its resources into post-launch content for years to come, and that approach would have severely impacted its ability to develop future single-player games. Naughty Dog then went on to confirm that it had more than one ambitious brand new single-player game in the works, without revealing anything about them.

In June, Druckmann said Naughty Dog was looking to break away from being predominantly associated with The Last of Us. “I promise you, we will not be The Last of Us studio forever,” Druckmann insisted, speaking of Naughty Dog’s beloved post-apocalyptic franchise that debuted in 2013 and received its Part 2 sequel in 2020. The studio is otherwise best known for creating the Uncharted franchise, though this was put to bed with 2016’s Uncharted 4: A Thief’s End and smaller follow-up The Lost Legacy a year later.

In the shorter term, Baker is set to star as Indiana Jones for MachineGames’ Indiana Jones and The Great Circle. Then, he will appear in Ken Levine’ Judas, having played Bioshock: Infinite protagonist Booker DeWitt. Season 2 of HBO’s hit TV show The Last of Us comes out spring 2025.

Photo by Axelle/Bauer-Griffin/FilmMagic.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Cyberpunk 2077 Player Hits Level Cap Before the Opening Credits

One dedicated Cyberpunk 2077 player has hit the level cap before beginning The Heist mission, meaning before the opening credits have rolled.

Reddit user uO__Ou shared their self-inflicted challenge, noting that it “took so damn long” while confirming a playtime of 40 hours and 30 minutes. Game tracking website How Long to Beat pegs Cyberpunk 2077’s entire main story at around 25 hours and 30 minutes in total, meaning the player spent more time in the opening area than it would take to actually complete the game.

Cyberpunk 2077 opens with a handful of smaller missions before the crux of the story kicks off with The Heist. Per open-world game standards, it also limits players to the opening area of Watson during this time, meaning just a fraction of the game’s total activities (that award experience points) are available.

uO__Ou overcame this somewhat by using an exploit that allowed them to leave Watson. This doesn’t activate the dozens of side quests or other open-world activities available in Cyberpunk 2077’s Night City, but does offer better grinding locations.

“Go to Pacifica, Batty’s Hotel for, in my experience, the best farming spot,” uO__Ou said. “Repeat it over and over and over. Took me 40 hrs but, to be honest, if I did this more efficiently, it can take less than 35 hours. Just don’t forget to sleep every hour for an experience boost and to use different weapons for your sanity and for skill progression.”

Cyberpunk 2077 uses a similar progression system to the likes of The Elder Scrolls 5: Skyrim, where players can engage in different activities to level up specific skills which contribute to the overall level. Being stealthy and getting headshots, for example, upgrades the Headhunter skill, while crafting items upgrades the Engineer skill.

uO__Ou used these different skills to eventually reach the final Level 50, though it could have almost certainly been reached faster by actually progressing the main story. With developer CD Projekt Red now done with Cyberpunk 2077 and its expansion Phantom Liberty, and focusing on a sequel codenamed Orion (and upcoming The Witcher games codenamed Polaris and Sirius), however, fans are having to come up with quirky challenges like these to keep themselves entertained.

Practically nothing is known about Orion so far, as CD Projekt Red is still in the process of creating a North American studio in Boston to develop it. It has been called a sequel to Cyberpunk 2077 though, and may feature more involved life paths.

In our 9/10 review of Cyberpunk, IGN said: “Cyberpunk 2077 throws you into a beautiful, dense cityscape and offers a staggering amount of flexibility in how you choose to take it from there.”

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

The Witcher: Ciri’s Origin Story Getting a Comic Adaptation

Dark Horse is adapting another The Witcher short story from author Andrzej Sapkowski into a comic book, this time focusing on how fan-favorite character Ciri came to be.

A Question of Price is the fourth short story adapted in The Last Wish collection, Dark Horse announced. The collection includes stories pulled from the first canonical The Witcher book, with this story explaining how protagonist Geralt of Rivia saved Ciri’s father from the wrath of her grandmother.

“Geralt is invited to a banquet at the Kingdom of Cintra,” the synopsis reads. “The Princess has come of age and suitors prepare to present themselves for her hand in marriage. Wary of the Queen’s invitation, Geralt attends the dinner with caution. When a mysterious uninvited guest, bearing the armor of a knight enters the hall, a bold declaration and a shocking revelation ignites the party into chaos and uproar.”

This will sound familiar to fans of The Witcher live action adaptation, as A Question of Price was adapted in Season 1 Episode 4 of the Henry Cavill-starring Netflix series.

The hardcover comic version, arriving in the same style as previous The Last Wish entries A Grain of Truth, The Lesser Evil, and The Edge of the World (which arrives January 16), releases on July 29 priced $17.99. This leaves just three short stories left to adapt from The Last Wish: Sapkowski’s debut story The Witcher; the short story on which the collection was based, also called The Last Wish, and The Voice of Reason.

The latter of these was told as an overarching story to introduce each separate short story, however, so it’s unclear if Dark Horse will also adapt this one. There are plenty more short stories to adapt beyond The Last Wish though, namely from subsequent collection The Sword of Destiny.

Dark Horse has a line of its own The Witcher stories too, which has released roughly once a year since The Witcher 3: Wild Hunt was released in 2015. These are all set within the canon of CD Projekt Red’s The Witcher world, and some have even continued the story of Geralt, Yennefer, Ciri, and other beloved characters.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.