MachineGames and Bethesda's upcoming action-adventure game, Indiana Jones and the Great Circle, will prioritize melee combat over gunfights, according to the development team. The game will not feature extensive gunplay.
Indiana Jones and the Great Circle: A Focus on Hand-to-Hand Combat
Stealth and Puzzles as Core Gameplay Elements
In a recent interview with PC Gamer, MachineGames design director Jens Andersson and creative director Axel Torvenius highlighted the game's emphasis on close-quarters combat, improvised weaponry, and stealth mechanics. Inspired by their work on titles like the Wolfenstein series and Chronicles of Riddick: Escape From Butcher Bay, the developers explained that Indiana Jones's gameplay will accurately reflect the character's fighting style.
Andersson stated that Indiana Jones "isn't a gunslinger," and therefore, gunplay would be minimized. The game's melee combat system, drawing inspiration from Chronicles of Riddick, has been refined to suit Indy's persona. Players will utilize everyday objects—pots, pans, even banjos—as improvised weapons. The developers aim to capture Indy's resourceful and somewhat clumsy nature within the gameplay experience.
Beyond combat, players will explore a diverse range of environments. Similar to the Wolfenstein series, the game blends linear and open areas, offering both structured paths and expansive spaces for exploration. Certain sections will incorporate immersive sim elements, providing players with multiple approaches to challenges. Andersson described these areas as including "enemy camps...where you're supposed to get into the main building, figure it out, and you can explore."
Stealth will play a significant role, incorporating traditional infiltration techniques and a novel "social stealth" mechanic. Players can acquire disguises to blend into their surroundings and access restricted areas. Andersson confirmed that "every big location has a number of disguises for you to discover."
Game director Jerk Gustafsson previously emphasized the deliberate downplaying of gunplay in an interview with Inverse. The team prioritized other aspects of gameplay, such as hand-to-hand combat, navigation, and traversal. The game will also feature challenging puzzles, with some optional for accessibility. Gustafsson noted that those seeking difficult puzzles will find them.