MachineGames and Bethesda's upcoming Indiana Jones game, Indiana Jones and the Great Circle, will emphasize close-quarters combat over gunfights, according to the development team. The game will not feature gunplay as a primary mechanic.
Indiana Jones and the Great Circle Focuses on Hand-to-Hand Combat and Stealth
Puzzles and Environmental Interaction are Key
In a recent interview with PC Gamer, MachineGames design director Jens Andersson and creative director Axel Torvenius detailed the game's gameplay design. Inspired by their work on titles like the Wolfenstein series and Chronicles of Riddick: Escape From Butcher Bay, they've prioritized hand-to-hand combat, improvised weaponry, and stealth mechanics.
Andersson explained that Indiana Jones isn't known for his gunplay, making a shooter-focused game incongruent with the character. The team leveraged their Chronicles of Riddick melee combat experience as a foundation, adapting it to suit Indy's unique fighting style. Players will utilize everyday objects—pots, pans, even banjos—as makeshift weapons. The design aims to capture Indy's resourceful and somewhat clumsy heroism in the gameplay experience.
Beyond combat, exploration will be a significant aspect. The game blends linear and open environments, similar to the Wolfenstein games, offering both structured paths and expansive areas for exploration. Some larger areas will feature immersive sim elements, allowing players considerable freedom in solving challenges. Andersson described enemy camps where players must strategically infiltrate a main building, with opportunities for creative problem-solving.
Stealth will play a crucial role, incorporating traditional infiltration techniques and a novel "social stealth" mechanic. Players can acquire disguises to blend in and access restricted areas. Andersson noted that numerous disguises are available in each major location, providing alternate routes through challenging sections.
Game director Jerk Gustafsson previously stated to Inverse that gunplay was intentionally minimized. The team prioritized other gameplay elements, such as hand-to-hand combat, navigation, and traversal, focusing on aspects they found most challenging to implement effectively in a first-person perspective.
The game will also include complex puzzles, offering a satisfying challenge for experienced puzzle solvers. Gustafsson confirmed that some particularly difficult puzzles will be optional, ensuring accessibility for all players.