MachineGames and Bethesda's upcoming Indiana Jones title, Indiana Jones and the Great Circle, will prioritize close-quarters combat over gunfights, according to the development team. This design choice reflects the iconic adventurer's character.
Indiana Jones and the Great Circle: A Focus on Hand-to-Hand Combat and Stealth
Puzzles and Exploration Also Key
In a conversation with PC Gamer, MachineGames' design director and creative director detailed the game's gameplay mechanics. Drawing inspiration from their work on the Wolfenstein series and Chronicles of Riddick: Escape From Butcher Bay, the developers emphasized hand-to-hand combat, improvised weaponry, and stealth as core gameplay elements.
"Indiana Jones isn't known for gunfights," the design director explained. "Hand-to-hand combat is far more fitting for his character." While the team leveraged their Chronicles of Riddick experience, they adapted the melee system to align with Indy's unique fighting style. Players will utilize everyday objects—pots, pans, even musical instruments—as makeshift weapons. The goal, according to the developers, is to capture Indy's resourceful and often humorous approach to combat.
Beyond combat, players will explore diverse environments, blending linear sections with expansive areas reminiscent of Wolfenstein's level design. These open areas offer multiple approaches to challenges, approaching the freedom of immersive sims. "There are enemy camps where players need to infiltrate the main building, and they have the agency to explore and find their own solutions," the design director stated.
Stealth plays a crucial role, incorporating both traditional infiltration techniques and a unique "social stealth" mechanic. Players will discover and use disguises to blend seamlessly into their surroundings and access restricted areas. "Every significant location offers various disguises," the design director confirmed. "These disguises provide access to areas that would otherwise be difficult to reach."
In a prior interview with Inverse, the game director highlighted the deliberate downplaying of gunplay. "Our focus was on ignoring the shooting aspect initially," he stated. "We knew we could handle the shooting well, so it wasn't a concern. We prioritized hand-to-hand combat, navigation, and traversal—the aspects we knew would be the most challenging in a first-person perspective."
The game also features challenging puzzles, catering to both casual and hardcore puzzle solvers. The game director confirmed that some particularly difficult puzzles will be optional, ensuring accessibility for all players.