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. This design choice reflects the iconic character's resourceful nature.
In a recent interview with PC Gamer, MachineGames design director Jens Andersson and creative director Axel Torvenius highlighted the game's emphasis on hand-to-hand combat, improvised weaponry, and stealth. Drawing inspiration from their work on the Wolfenstein series and Chronicles of Riddick: Escape From Butcher Bay, the developers explained their commitment to a distinct gameplay experience.
Andersson emphasized that Indiana Jones isn't known for his gunplay, stating, "Indiana Jones, he's not a gunslinger...So it could never be a shooter, should never be a shooter. But hand-to-hand combat, that makes total sense." While the team leveraged their experience with Chronicles of Riddick's melee system, they adapted it to better suit Indy's unique fighting style. Expect inventive combat using everyday objects like pots, pans, and even musical instruments. The goal, according to Andersson, is to capture Indy's resourceful and often humorous approach to conflict.
Beyond combat, players will explore a world blending linear and open environments, reminiscent of Wolfenstein's design. This mix of structured paths and expansive areas allows for diverse approaches to challenges, with some open areas offering immersive sim-like freedom. Andersson described these sections as, "...almost bordering immersive sim-style, like there's an enemy camp, here you're supposed to get into the main building, figure it out, and you can explore."
Stealth will play a significant role, incorporating both traditional infiltration and a novel "social stealth" mechanic. Players can acquire disguises to blend in and bypass restricted areas. Andersson confirmed that, "Every big location has a number of disguises for you to discover."
Game director Jerk Gustafsson previously told Inverse that the team intentionally downplayed gunplay, focusing instead on the more challenging aspects of first-person gameplay, such as hand-to-hand combat, navigation, and traversal. The game will also feature complex puzzles, with some optional for accessibility, while others will test even the most experienced puzzle solvers.