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. The game will steer clear of becoming a shooter, focusing instead on a more authentic Indiana Jones experience.
Indiana Jones and the Great Circle Emphasizes Hand-to-Hand Combat and Stealth
Puzzles and Environmental Interaction are Crucial
In a recent interview with PC Gamer, design director Jens Andersson and creative director Axel Torvenius revealed key gameplay details. Inspired by their work on titles like Wolfenstein and Chronicles of Riddick: Escape From Butcher Bay, the developers highlighted the game's emphasis on hand-to-hand combat, improvised weapon usage, and stealth mechanics.
Andersson explained that Indiana Jones isn't known for his gunplay, stating, "He doesn't go guns blazing into situations. So it could never be a shooter, should never be a shooter. But hand-to-hand combat, that makes total sense." The team drew inspiration from Chronicles of Riddick's melee system, adapting it to better suit Indy's character. Expect creative combat using everyday objects – pots, pans, even banjos – as makeshift weapons. The goal is to capture Indy's resourceful and somewhat clumsy heroism in the gameplay.
Beyond combat, exploration will be a significant aspect. The game will blend linear and open environments, similar to the Wolfenstein series, offering a mix of structured paths and expansive areas ripe for exploration. Some larger areas will offer immersive sim-like freedom, allowing players multiple approaches to challenges. Andersson described these areas as having "almost bordering immersive sim-style," giving players agency to overcome obstacles creatively.
Stealth will play a crucial role, incorporating traditional infiltration techniques and a unique "social stealth" mechanic. Players can discover and use disguises to blend in and access restricted areas. Andersson confirmed that "Every big location has a number of disguises for you to discover," facilitating access to otherwise inaccessible areas.
In a previous interview with Inverse, game director Jerk Gustafsson emphasized the deliberate downplaying of gunplay. He stated that the team prioritized other gameplay elements, focusing on hand-to-hand combat, navigation, and traversal. The game will also include challenging puzzles, some optional to maintain accessibility, catering to both casual and hardcore puzzle solvers.
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