MachineGames and Bethesda's upcoming action-adventure title, Indiana Jones and the Great Circle, will steer clear of becoming a shooter, according to the development team. The focus will be on a different kind of adventure.
Indiana Jones and the Great Circle: Hand-to-Hand Combat Takes Center Stage
Stealth and Puzzles: Integral Gameplay Elements
In a recent interview with PC Gamer, MachineGames' design director Jens Andersson and creative director Axel Torvenius detailed the game's gameplay design. Inspired by their work on titles like the Wolfenstein series and Chronicles of Riddick: Escape From Butcher Bay, the developers emphasized the importance of hand-to-hand combat, improvised weaponry, and stealth mechanics.
Andersson explained, "Indiana Jones isn't a gunslinger; he doesn't charge into situations blazing guns. A shooter wouldn't fit his character. But hand-to-hand combat? That's perfectly in line with who he is." While drawing inspiration from the melee combat in Chronicles of Riddick, the team adapted the system to align with Indy's unique fighting style.
"He's not a fighter by nature, yet he constantly finds himself in fights," Andersson added. Players can expect to utilize everyday objects – pots, pans, even banjos – as makeshift weapons. "He's an unlikely hero, lucky – how can we translate that luck and humor into gameplay?"
Beyond combat, players will explore the game world through diverse approaches. Taking cues from Wolfenstein's blend of linear and open environments, the game will seamlessly transition between structured paths and expansive areas ripe for exploration. Some of these larger areas will offer immersive sim-like freedom, allowing players multiple solutions to challenges. "There are open areas, almost immersive sim-style, like an enemy camp where you need to infiltrate the main building – you can explore and find your own way in," Andersson described.
Stealth will play a crucial role, incorporating both traditional infiltration techniques and a novel "social stealth" mechanic. This allows players to locate and wear disguises to blend in and access restricted areas. "Every major location has several disguises to discover," Andersson revealed. "These disguises help you pass as someone who belongs, granting access to areas otherwise difficult to reach."
In a previous interview with Inverse, game director Jerk Gustafsson highlighted the deliberate decision to downplay gunplay. "Our starting point was to largely ignore shooting," Gustafsson stated. "We know we can do shooting well, so it wasn't a concern. We focused on hand-to-hand combat, navigation, and traversal – the elements we knew would be most challenging, especially in a first-person perspective."
The game will also feature a robust selection of puzzles, ranging in difficulty to cater to various skill levels. "Players seeking challenging puzzles will find them," Gustafsson confirmed, adding that some exceptionally difficult puzzles will be optional to maintain accessibility.