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 steer clear of becoming a shooter, focusing instead on a more authentic portrayal of the iconic adventurer.
In a recent interview with PC Gamer, design director Jens Andersson and creative director Axel Torvenius highlighted the game's core mechanics. Inspired by their work on titles like Wolfenstein and Chronicles of Riddick: Escape From Butcher Bay, the developers emphasized hand-to-hand combat, improvised weapon usage, and stealth as central gameplay pillars.
Andersson stated that the game's design reflects Indiana Jones's character: "Indiana Jones isn't a gunslinger; he doesn't charge in guns blazing." The team drew inspiration from Chronicles of Riddick's melee system, adapting it to suit Indy's unique fighting style. Players can expect creative combat using everyday objects like pots, pans, and even musical instruments. The aim is to capture Indy's resourceful and somewhat clumsy heroism in the gameplay experience.
Beyond combat, exploration plays a significant role. The game blends linear and open environments, similar to Wolfenstein, offering a mix of guided paths and expansive areas for exploration. Some areas will feature immersive sim elements, allowing players multiple approaches to challenges. Andersson described these sections as having "an enemy camp...you're supposed to get into the main building, figure it out, and you can explore."
Stealth mechanics will also be prominent, incorporating both traditional infiltration and a novel "social stealth" system. Players can find and utilize disguises to blend in and access restricted areas. Andersson confirmed that "every big location has a number of disguises for you to discover."
Game director Jerk Gustafsson previously told Inverse that the team intentionally downplayed gunplay. Gustafsson explained that they prioritized challenging aspects like hand-to-hand combat, navigation, and traversal, while acknowledging their proficiency in designing gunplay. The game will also include a range of puzzles, with some designed to challenge even experienced puzzle solvers, while maintaining accessibility through optional difficult puzzles.