The development team behind the highly anticipated action-adventure game, *Indiana Jones and the Great Circle*, has made it clear that the game will prioritize hand-to-hand combat over traditional gunplay. In an exclusive interview with PC Gamer, MachineGames' design director Jens Andersson and creative director Axel Torvenius emphasized that the game's design is inspired by the essence of the iconic character, Indiana Jones. "Indiana Jones, he's not a gunslinger, right? He doesn't go guns blazing into situations," Andersson stated, highlighting the game's focus on melee combat and improvised brawls.
Drawing from their experience with games like the Wolfenstein series and *Chronicles of Riddick: Escape From Butcher Bay*, the developers have tailored the combat system to reflect Indy's style. Andersson noted, "He's not a fighter, that's not his nature, even though he ends up in fights all the time." Players will engage in combat using everyday objects such as pots, pans, and banjos, embodying the character's resourcefulness and luck.
Beyond combat, *Indiana Jones and the Great Circle* will offer a variety of gameplay elements, including stealth and puzzles. The game will feature a mix of linear and open environments, inspired by Wolfenstein's design, allowing players to explore and solve challenges in multiple ways. Some areas will approach immersive sim territory, giving players significant agency in navigating enemy camps and accessing main buildings.
Stealth will play a crucial role, with both traditional infiltration tactics and a new "social stealth" mechanic. Players can discover and equip disguises in various locations to blend in and access restricted areas. "Every big location has a number of disguises for you to discover," Andersson explained, adding that this feature helps players pass as someone who belongs, granting access to otherwise inaccessible areas.
In a previous interview with Inverse, game director Jerk Gustafsson reiterated the team's focus on minimizing gunplay. "The starting point for us was to try to ignore the shooting part," Gustafsson said, emphasizing that the team's priority was on hand-to-hand combat, navigation, and traversal. The game will also include challenging puzzles, some of which will be optional to maintain accessibility for all players. "Those [players] that are looking for puzzles that can be hard to solve, they will find them," Gustafsson assured, catering to both casual and seasoned puzzle enthusiasts.