Indiana Jones and the Great Circle Preview Event: Key Insights and First Impressions

Indiana Jones and The Great Stealth Indy 2024

I recently attended a closed-door digital event hosted by Bethesda, where they showcased new gameplay footage of Indiana Jones and the Great Circle. I gained some key insights into MachineGames’ take on Indy’s next globetrotting adventure.

Update: During Gamescom 2024 Opening Night Live, it was revealed that Indiana Jones and the Great Circle will release on December 9 for Xbox Series X|S, PC, and Xbox Game Pass. It, will also release on PlayStation 5 sometime in 2025.

Indiana Jones and the Great Circle Preview Event

The gameplay presentation wasn’t live but featured a lengthy guided playthrough, highlighting various points in the campaign. This was also the first time we got a glimpse of the game’s UI during gameplay. The interface is clean and simple, displaying essential information: Indy’s primary weapon is shown at the bottom right, while an icon at the bottom left indicates the game’s disguise mechanic, which I’ll discuss further later on.

The Tools of Indiana Jones

At the start of the presentation, the developers explained Indy’s tools, each of which plays a crucial role in the overall gameplay. One standout is Indy’s camera, used to capture key moments during exploration. Players are tasked with taking specific shots, which reward Adventure Points. These points can be used to unlock new perks for Indy. With this mechanic in mind, I can already see myself scouring ruined temples, eagerly snapping photos to rack up points.

As you capture key figures or environmental elements, a pop-up appears on the screen, similar to gaining experience after completing a quest. This seems to be the game’s primary progression system, although MachineGames didn’t go into much detail about what exactly can be unlocked with these points, nor did they show the menu where these points are spent.

Next up is Indy’s iconic whip, which plays a significant role in both traversal and combat. In the new playthrough, the whip was primarily used for swinging Indy across gaps in third-person view. In one instance, the player threw a spear into a wall, creating a makeshift anchor that Indy could use to swing across. While the whip is mostly used for traversal, we also saw it in action during combat, similar to what was shown in the first gameplay trailer released months ago.

Speaking of combat, Indy has his trusty revolver ready for when gunfights break out. The new gameplay footage prominently features gunfights, with Indy even picking up a machine gun dropped by a downed enemy. We also got a closer look at the melee system, which allows players to block incoming attacks and counter with a series of humorous head smacks. It was thrilling to see new footage but I hoping to see more of the combat in it’s most raw form as it wasn’t enough to show off how gunfights will feel in the end.

From what I saw so far, combat in Indiana Jones and the Great Circle feels more subdued compared to other adventure games, giving the impression that this isn’t a game where Indy will be taking out 20 Nazis in one room. I’m not expecting a one-man army BJ Blazkowics situation, but I was hoping to see how thrilling combat can be in this game considering that this is being worked on by the folks that worked on the latest Wolfenstein games. This preview didn’t give me that, and while I do concede this is more of an adventure than a true action shooter, I was hoping MachineGames would flex their gun combat expertise to showcase that when the bullets start flying, it will be a fun ride.

Lastly, we saw Indy jotting down information in his journal, which will serve as the player’s reference point for solving puzzles and understanding key details. The journal seems to function similarly to those found in other adventure games like Uncharted or the Tomb Raider reboot, and can be brought up at any time.

Disguises – Dressing for the Occasion

One of the biggest reveals during the gameplay was Indiana Jones and the Great Circle’s approach to stealth. Players will have the opportunity to disguise Indy in various outfits that help him blend in when navigating hostile territory. In the presentation, Indy meets up with his partner Gina after discovering the entrance to some ancient ruins. They quickly realize they need an ancient key, but was unfortunately in the hands of the nazis and is heavily guarded. The gameplay then skips ahead to show Indy backtracking and disguised as one of the workers at the excavation site. He sneaks into a tent to steal the key but is briefly interrupted by a guard who asks him to pass a bottle of wine—Indy complies to avoid suspicion. This disguise mechanic seems to play a significant role, with the Indy icon at the bottom left of the game’s UI indicating the current disguise in effect.

However, the presentation didn’t show what happens if Indy is spotted by guards or if he acts suspiciously. Will a fight break out, or will the game reset before he’s caught?

At this point, MachineGames also hinted at side activities that players can encounter, which feel similar to side quests. We saw Indy walking through a bustling market and being approached by a vendor with information about a secret that piqued his interest. Although they didn’t show how these side activities play out, it suggests that Indiana Jones and The Great Circle won’t be strictly linear, allowing players time to explore and discover hidden content.

Third-Person Perspective – When the Camera Steps Back

MachineGames opted for a first-person perspective for this game, which initially seemed like a choice driven by the studio’s expertise in this viewpoint. However, Game Director Jerk Gustafsson and Creative Director Axel Torvenius emphasized during the Q&A session that they chose this perspective to bring players closer to Indy’s adventure, especially when solving puzzles and examining discoveries up close.

Despite this, the third-person perspective does make appearances. We’ve seen it in the first gameplay trailer, and in the new footage, it triggers when Indy uses his whip to swing across gaps or during climbing sequences. Once the climbing is done, the game quickly switches back to first-person.

So far, these are the only instances where the perspective changes. As for cutscenes, the crucial ones play out in full cinematic style, letting us see Indy in all his glory, interacting wth all the key characters in the story.

Indiana Jones and The Great Circle: MachineGames’ Longest Adventure Yet

During the Q&A session, the developers discussed the game’s length, confirming that Indiana Jones and The Great Circle is MachineGames’ longest game to date. While they didn’t provide a specific timeframe, I compared the length of their previous games with similar titles, leading me to believe that the game’s duration would be a reasonable length.

Motion Capture was all done in-house

One of the more interesting revelations during the Q&A session was that all the motion capture and design of Indiana Jones were handled entirely in-house by MachineGames, with LucasFilm providing guidance and their blessing. Despite LucasFilm having existing references for Harrison Ford’s likeness, especially with their de-aging work for the latest film Indiana Jones and the Dial of Destiny, MachineGames chose to create their own assets, performing their own scans to recreate a young Ford for the game.

In the presentation shown, we witness more cutscenes and from what I’ve seen, they’ve done a fantastic job of respecting the source material, delivering moments that could rival the movies, with Troy Baker delivering a commendable performance as a young Indy. While there are moments where Troy’s natural voice comes through, he does an impressive job of capturing Harrison Ford’s tone, especially in more intense situations where Indy’s stress levels rise.

Final Thoughts

This presentation focused heavily on mechanics, with no big set pieces that one might expect from an adventure game. It offered a glimpse into the various elements of Indiana Jones and The Great Circle but lacked the kind of thrilling sequences that would make players eager to dive in. The combat footage, while intriguing, didn’t leave me thinking, “I want to play that right now” as everything feels interesting yet safe.

It’s worth noting that while new gameplay elements were shown, the presentation felt somewhat lacking in selling what to expect from this title to make it stand out beyond it being a known iconic franchise. I guess I was expecting a massive showing as MachineGames is still set to release the game this year. With the “Ber” months just weeks away, I’m starting to suspect that a November or December release is more likely if the 2024 release sticks. They’ll need to ramp up their marketing efforts and showcase a bit more of the game to convince players that it’s worth a subscription on Game Pass or a day-one purchase.