Indiana Jones Scoops the Grail in Melee Combat
![Indiana Jones Scoops the Grail in Melee Combat](https://img.icezi.com/uploads/68/172475405566cda88799f09.png)
MachineGames and Bethesda's upcoming action-adventure game, Indiana Jones and the Great Circle, will prioritize close-quarters combat over gunfights, according to the development team. This design choice reflects the iconic hero's personality and capabilities.
Indiana Jones and the Great Circle: Fists Over Firearms
Stealth and Puzzles Take Center Stage
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 emphasized hand-to-hand combat, improvised weaponry, and stealth as core mechanics.
Andersson stated that Indiana Jones isn't known for gunplay, making a shooter-focused game incongruous with the character. However, melee combat, utilizing everyday objects like pots, pans, and even musical instruments, fits perfectly. The team adapted their experience with Chronicles of Riddick's melee system to align with Indy's resourceful and somewhat clumsy fighting style.
Beyond combat, exploration will be a significant aspect. Borrowing from Wolfenstein's blend of linear and open areas, the game will offer both structured pathways and expansive environments encouraging player agency. Some larger areas will feature immersive sim elements, providing multiple solutions to challenges. Andersson described enemy camps where players must infiltrate a main building, with freedom to explore and find their own approach.
Stealth mechanics will also play a crucial role, integrating traditional infiltration techniques and a novel "social stealth" system. This allows players to acquire disguises to blend into environments and access restricted zones. Andersson confirmed that every major location will feature several disguises to discover.
Game director Jerk Gustafsson previously told Inverse that gunplay was deliberately minimized. The team prioritized hand-to-hand combat, navigation, and traversal, acknowledging their expertise in gunplay but focusing on more challenging aspects of first-person gameplay. The game will also include complex puzzles, with some optional for accessibility, while others will test even the most seasoned puzzle solvers.
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