Indiana Jones and the Great Circle Sticks to Melee Combat Over Gun Fights
MachineGames and Bethesda's upcoming action-adventure title, Indiana Jones and the Great Circle, prioritizes close-quarters combat over gunfights, according to the development team. This design choice reflects the iconic hero's resourceful nature.
Indiana Jones and the Great Circle: Fists, Stealth, and Puzzles
A Focus on Hand-to-Hand Combat
In a conversation 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 emphasized that Indy's fighting style would be integral to the gameplay.
Andersson explained that Indiana Jones isn't known for gunfights, making a shooter approach unsuitable. Instead, the game will feature inventive melee combat, utilizing everyday objects like pots, pans, and even musical instruments as weapons. The team aimed to capture Indy's resourceful and somewhat clumsy fighting style, translating his "unlikely hero" persona into engaging gameplay.
Beyond combat, players will explore diverse environments. The game blends linear sections with more open areas reminiscent of Wolfenstein's design, offering both guided paths and opportunities for exploration. Some expansive areas will even offer immersive sim-like freedom, allowing players to tackle challenges creatively. Andersson described enemy camps as examples where players can explore and find multiple solutions to infiltration.
Stealth will play a crucial role, incorporating both classic infiltration techniques and a novel "social stealth" mechanic. Players can discover and use disguises to blend into environments and access restricted areas. According to Andersson, each significant location will offer several disguise options.
Game director Jerk Gustafsson previously stated (in an interview with Inverse) that the team intentionally downplayed gunplay, focusing on aspects like hand-to-hand combat, navigation, and traversal. The game will also include challenging puzzles, with some optional harder puzzles to maintain accessibility for all players.
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