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.
In a recent interview with PC Gamer, design director Jens Andersson and creative director Axel Torvenius emphasized the game's emphasis on close-quarters combat, improvised weaponry, and stealth mechanics. Drawing inspiration from their work on the Wolfenstein series and Chronicles of Riddick: Escape From Butcher Bay, the developers aim to create a gameplay experience authentic to Indiana Jones's character.
Andersson explained that Indiana Jones isn't known for his gun skills, stating, "He's not a gunslinger...So it could never be a shooter, should never be a shooter. But hand-to-hand combat, that makes total sense." The team adapted their experience with Chronicles of Riddick's melee system to better suit Indy's fighting style, incorporating the use of everyday objects as improvised weapons.
The game's level design blends linear and open environments, inspired by the Wolfenstein games. Players will navigate structured paths and expansive areas offering multiple approaches to challenges, with some sections described as approaching "immersive sim-style" gameplay. Stealth will be a crucial element, featuring both traditional infiltration and a novel "social stealth" mechanic using disguises to access restricted areas.
Andersson highlighted the importance of disguises, stating, "Every big location has a number of disguises for you to discover...That helps you pass as someone that belongs there."
Game director Jerk Gustafsson previously told Inverse that gunplay was intentionally minimized. He explained that the team prioritized other gameplay elements, such as hand-to-hand combat, navigation, and traversal, focusing on aspects they considered more challenging to implement effectively in a first-person perspective. The game will also include challenging puzzles, with some optional for accessibility.
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