MachineGames and Bethesda's upcoming action-adventure title, Indiana Jones and the Great Circle, will prioritize close-quarters combat over gunfights, according to the development team. The game will steer clear of becoming a shooter, focusing instead on a more authentic Indiana Jones experience.
Indiana Jones and the Great Circle: A Focus on Hand-to-Hand Combat and Stealth
Puzzles and Environmental Interaction are Key Gameplay Pillars
In a recent interview with PC Gamer, MachineGames' design director Jens Andersson and creative director Axel Torvenius highlighted the game's core gameplay mechanics. Inspired by their work on the Wolfenstein series and Chronicles of Riddick: Escape From Butcher Bay, the developers emphasized the importance of hand-to-hand combat, improvised weaponry, and stealth.
Andersson explained that the game's design reflects Indiana Jones's character: "Indiana Jones isn't a gunslinger; he doesn't charge into situations guns blazing. Hand-to-hand combat, however, fits perfectly." While drawing inspiration from the melee combat in Chronicles of Riddick, the team adapted the system to match Indy's unique fighting style. Players can expect to utilize everyday objects – pots, pans, even banjos – as makeshift weapons. The developers aimed to capture Indy's resourceful and somewhat clumsy heroism in the game's mechanics.
Beyond combat, players will explore a world blending linear and open environments, reminiscent of Wolfenstein. The game will feature structured paths alongside expansive areas offering multiple approaches to challenges, with some sections approaching the complexity of immersive sims. Andersson described these areas as offering significant player agency: "There are open areas, almost immersive sim-style, like an enemy camp where you need to infiltrate a building, and you can explore freely."
Stealth will play a crucial role, incorporating traditional infiltration techniques and a novel "social stealth" mechanic. Players can discover and use disguises to blend in and access restricted zones. Andersson confirmed that "Every major location has several disguises to find, allowing access to areas otherwise difficult to reach."
Game director Jerk Gustafsson previously told Inverse that gunplay was deliberately downplayed. "Our starting point was to largely ignore the shooting aspect," Gustafsson stated. "We know we can do it well, so it wasn't a concern. We prioritized hand-to-hand combat, navigation, and traversal – areas we knew would be challenging in a first-person perspective."
The game will also include challenging puzzles, catering to both casual and hardcore puzzle solvers. Gustafsson confirmed that while some extremely difficult puzzles will be included, they will be optional to maintain accessibility.