MachineGames and Bethesda's upcoming action-adventure title, Indiana Jones and the Great Circle, will emphasize close-quarters combat over gunfights, according to the development team. Guns will play a secondary role.
Indiana Jones and the Great Circle: Fists First, Guns Later
Stealth and Puzzles Take Center Stage
In a recent interview with PC Gamer, MachineGames' design director and creative director detailed the game's gameplay design. Inspired by their work on the Wolfenstein series and Chronicles of Riddick: Escape From Butcher Bay, the game prioritizes hand-to-hand combat, improvised weaponry, and stealth.
"Indiana Jones isn't known for gunfights," the design director explained. "Hand-to-hand combat is much more fitting for his character." While referencing Chronicles of Riddick's melee system as a foundation, the team adapted it to better reflect Indy's fighting style.
"He's not a trained fighter, yet he constantly finds himself in brawls," the director added. Players will utilize everyday objects—pots, pans, even banjos—as improvised weapons. The team aims to capture Indy's resourceful and somewhat clumsy heroism in the game's mechanics.
Beyond combat, exploration will be a significant element. Taking cues from Wolfenstein's level design, the game blends linear sections with more open, explorable areas. Some of these open areas offer immersive sim-like freedom, allowing players multiple approaches to challenges. "There are enemy camps where you need to reach a building, and you have the freedom to explore and find your own way in," the director described.
Stealth will be crucial, employing both classic infiltration and a unique "social stealth" system. Players can discover and use disguises to blend in and access restricted areas. "Every major location offers various disguises," the director noted, "allowing access to areas that would otherwise be difficult to reach."
In a previous interview with Inverse, the game director highlighted the deliberate downplaying of gunplay. "We decided to focus on everything but shooting," he stated. "We know we can do shooting well, so it wasn't a concern. We prioritized hand-to-hand combat, navigation, and traversal—the more challenging aspects in a first-person perspective."
The game will also feature challenging puzzles, catering to both casual and hardcore puzzle solvers. While some puzzles will test even the most experienced players, the director confirmed that very difficult puzzles will be optional.