MachineGames and Bethesda's upcoming Indiana Jones title, Indiana Jones and the Great Circle, will prioritize melee combat and stealth over gunfights, according to the development team. The game will not feature gunplay as a central mechanic.
Indiana Jones and the Great Circle: A Focus on Hand-to-Hand Combat and Stealth
Puzzles and Environmental Interaction are Key Gameplay Pillars
In a recent interview with PC Gamer, MachineGames' design director and creative director detailed the game's gameplay design. Influenced by their work on the Wolfenstein series and Chronicles of Riddick: Escape From Butcher Bay, the developers emphasized hand-to-hand combat, improvised weaponry, and stealth as core gameplay elements.
The team explained that Indiana Jones' character doesn't align with a typical shooter protagonist. While acknowledging his frequent encounters with conflict, they highlighted that his strength lies in resourcefulness and improvisation, not gunfights. The melee combat system, inspired by Chronicles of Riddick, has been adapted to reflect Indy's unique fighting style, incorporating everyday objects like pots, pans, and even musical instruments as potential weapons.
Level design will blend linear and open environments, drawing inspiration from the Wolfenstein series. Players will navigate structured pathways alongside more expansive areas offering multiple approaches to challenges, some resembling immersive sim gameplay. These open areas will feature enemy camps and allow for exploration and creative problem-solving.
Stealth mechanics will be crucial, combining traditional infiltration with a "social stealth" system. Players can discover and utilize disguises to blend in and access restricted areas within various locations.
A previous interview with Inverse revealed the deliberate decision to downplay gunplay. The development team prioritized other gameplay aspects, such as hand-to-hand combat, navigation, and traversal, before addressing gunplay which they felt confident in implementing successfully.
The game will also feature challenging puzzles, ranging in difficulty to cater to various player skill levels. Some extremely difficult puzzles will be optional to maintain accessibility.