How escalation works in Indiana Jones and the Great Circle

Despite some iconic action and firefight scenes, Indiana Jones A very versatile brawler in its franchise. This is something that Machinegames managed to build an interesting combat system around, to reflect its character in its upcoming Indiana Jones and the Great CircleAnd the studio managed it by emulating the original strengths and weaknesses of using guns to solve problems.




Game Rant recently spoke with design director Jens Anderson about the way combat works Indiana Jones and the Great CircleAnd how it continues to embody the classic indie fantasy. But it was not without its challenges. As Anderson explains, “We were really concerned when we started this project that guns being more powerful than melee was an element of the design.”

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Bringing guns to knife fights in the Great Circle

Some things that can be seen as weaknesses of weapons are the degree to which they exacerbate the situation. Small skirmishes can mean life and death with a gun, and that's how it works Indiana Jones and the Great Circle. If players single out a gun as Indy, every enemy will do the same. But if Indy gets into a fight, then most enemies will maintain the same level of “escalation”.


Anderson explained that some enemies, like captains, will spawn on their own, but that means players should try to take them out quickly to prevent firefights. In Anderson's own words,

Enemies in this game usually only use guns if you do something to escalate it to that point and if you swing at someone, they're going to match it and use their hands or arms to grapple instead of pulling their own guns. . Of course, if you pull your revolver yourself, they will respond in kind. There's also an enemy type, like the captain, that will escalate things if you're not careful. The result of this is that the player can always choose to use guns, but this is a more dangerous playstyle.

This game comes from a place of balance but also fulfills indie fantasy. Guns aren't his first or second choice in any situation, only using them when necessary, but at the same time, MachineGames didn't want to take guns away from players. It's a dicey situation, but it turns out, emphasizing Indiana Jones and the Great CircleMelee combat in Gunplay was relatively simple. As Anderson says,


We really didn't want to put players off using guns, so we designed a lot of systems to try to compensate for things like threat enhancement systems. However, in the end it was very simple.

To achieve this, the team needs to make Indy truly feel like Indiana Jones, so the players will make the decisions. They also needed to make the gunplay more dangerous, although if one wanted to go gun-slinging, it was at least possible. MachineGames was making a deliberate departure from its skill-based shooter experience Wolfenstein Because the concept of the two games is different. While both games involve fighting Nazis, the main focus of the games is quite different.

with The Great CircleMachineGames is more focused on creating accessible adventure games for all audiences. in Indiana Jones spirit, The Great Circle Focuses more on exploration and puzzles than gunplay.

Indiana Jones Great Circle Tag Page Vertical

Discover history's greatest mystery in Indiana Jones and the Great Circle™, a first-person, single-player adventure set among the events. Raiders of the Lost Ark and The Last Crusade. The year is 1937, sinister forces are searching the world for the secret of an ancient power known as the Great Circle, and only one man can stop them – Indiana Jones. You become a legendary archaeologist in this cinematic action-adventure game produced by MachineGames, the award-winning studio behind the recent Wolfenstein series, and Hall of Fame game designer Todd Howard.

issued
December 9, 2024

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