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Indiana Jones and the Great Circle Preview: Hands-on

Such fun.

Fresh off a hands-off preview of Indiana Jones and the Great Circle at Gamescom, Bethesda kindly invited us to go hands-on with its upcoming first-person adventure game. While I was lukewarm about the title after its Gamescom showing, three hours of gameplay has dramatically changed my opinion of it.

In my hands-off preview, I expressed some concerns about two main things: The Great Circle‘s first-person perspective, and combat I thought would be slow and cumbersome. I’m so pleased to say that both worries were unfounded.

To begin, Great Circle‘s first-person view not only makes sense for MachineGames — complete with a pedigree that contains the recent Wolfenstein franchise — but helps to nail the feeling of actually being the fabled adventurer. MachineGames does frequently switch to third-person for climbing or swinging, and also during cutscenes; this combination makes the experience feel like you’re watching a proper Indiana Jones feature film. This is especially true when the visuals are paired with the franchise’s familiar soundtrack.

“It’s what MachineGames does best; we make great first-person games,” lead game designer Zeke Virant told me. “We’ve been making first-person games since before MachineGames [as Starbreeze], with [The Chronicles of] Riddick and The Darkness, of course.

“It was just obvious to us that this was such an interesting, great way to experience Indiana Jones. To be him — to be able to pick up each piece and examine it in your hand, to be able to solve have puzzles — and have things be so much more personal.”

Virant also talked about MachineGames’ philosophy when it came to third-person segments found within The Great Circle.

“The third-person [view] — as you going to traversal, and also as we go into cinematic moments — we spent so much time getting that to feel right. The thing for us is that the player needs to anticipate that’s going to happen; it’s never a surprise,” he said. “Similarly, when you go into a cinematic, we don’t want you to just walk into it. We want you to be doing something and have it take over as a very natural transition.”

I was also wrong about combat, which I thought would feel like a boxing simulator. Instead, fights are fast and chaotic. Virant frequently called Indy “scrappy”, and that’s exactly how combat feels. A quick whip crack may knock a Nazi off balance, or fling the revolver from his hands. From there, you can grab whatever’s nearby — a shovel, a wrench, a broom, or even a handbell — and put the poor guy out of his misery. Most importantly, fighting is fun.

“There’s a gift to deciding what could be a weapon,” Virant said with a laugh, detailing the everyday tools that Indy can use to his advantage. “People would say, ‘this prop looks like I could hit somebody with it’ and so we’d make [it one]. The crutch was just supposed to be a piece of medical equipment, but then we started to lean more into a mentality where people would see it and be like, ‘ oh I have to use this!'”

The ability to go hands-on really opened up the sense of exploration on offer. I played in three main locations — a college, the Vatican, and Gizeh — and I spent most of my three allocated hours simply roaming the map on the hunt for side quests. They were plentiful, ranging from helping a doctor recover life-saving medicines from the Nazis for those truly in need, or figuring out how to solve a puzzle that opened a sealed sarcophagus.

While you can use your trusty camera to help with puzzle hints, I largely used it in a different manner. Indy’s progression systems depend on it; a photograph useful to an archaeologist will provide all-important Adventure Points. There are so many ways to earn said points — solving that sarcophagus puzzle also rewarded me with them. In turn, they’re spent on unlocking specific skills. Exploration is also needed there too — to unlock a skill, you’ll first need to find the Adventure Book that will teach it.

Hands down, my favourite of Indy’s skills provides a second chance; if you’re knocked out in a combat sequence, you’ll have a limited time to get up off the ground and find Indy’s trusty fedora. Track it down and put it back on, and Indy jumps back into the fight with a newfound second wind. Best yet, he also smirks in such a beautiful way that not only looks true-to-life but conveys incredible amounts of emotion.

While MachineGames doesn’t provide the option to respec points you’ve spent, that’s hardly going to be an issue — I found myself absolutely awash in points thanks to my curiousity. 

A unique system of interactivity is always at play. As Indy starts on his adventure, this results in a requirement to pack a suitcase — and surprisingly, it works. Over in Gizeh, a simple lighter bought at a trader’s stall will not only light your way in dark tombs, but set fire to brush or twine that’s blocking your way.

What a difference some hands-on time makes. December can’t come soon enough; I’m now chomping at the bit to keep playing.

Indiana Jones and the Great Circle is planned for a 9 December 2024 release on Windows PC, Xbox Series S, and Xbox Series X. It’ll also be part of Xbox Game Pass Ultimate and PC Game Pass subscriptions.

Indiana Jones and the Great Circle

9 December 2024 (PC, Xbox); 17 April 2025 (PS5)
PC PS5 Xbox Series S & X
 

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About the author

Steve Wright

Steve's the owner and Editor-in-Chief of Stevivor.com, the country’s leading independent video games outlet. Steve arrived in Australia back in 2001 on what was meant to be a three-month working holiday before deciding to emigrate and, eventually, becoming a citizen.

Stevivor is a combination of ‘Steve’ and ‘Survivor’, which made more sense back in 2001 when Jeff Probst was up in Queensland. The site started as Steve’s travel blog before transitioning over into video games.

Aside from video games, Steve has interests in hockey and Star Trek, playing the former and helping to cover video games about the latter on TrekMovie.com. By day, Steve works as the communications manager of the peak body representing Victorians as they age.