Indiana Jones and the Great Circle Tested GTA Wanted Stars

MachineGames experimented with several combat systems before discovering that everyday objects could help preserve the identity of its adventure.

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Indiana Jones and the Great Circle illustration of a nighttime desert archaeological excavation with ancient stone ruins, canvas tents, wooden crates, floodlights, an alarm siren and a wooden watchtower.

A frying pan is often more useful than a firearm in Indiana Jones and the Great Circle. However, achieving that balance proved challenging for MachineGames. The Swedish developer experimented with several mechanics to prevent its adventure from becoming a conventional shooter.

Design director Jens Andersson recently discussed this creative challenge during an interview with FRVR. His explanations, covered by PC Gamer, reveal how seemingly minor gameplay decisions helped establish the adventure’s identity.

How Indiana Jones and the Great Circle rewards improvisation

One of the most effective additions arrived surprisingly late in development. MachineGames introduced breakable melee weapons and quickly recognised their potential. Consequently, the developers expanded the selection of objects available throughout the adventure.

Frying pans, violins and even fly swatters became part of Indy’s unconventional arsenal. These items also gained importance as tools for stealth takedowns. Meanwhile, the studio wanted hand-to-hand combat to remain accessible without demanding extensive practice.

From a design perspective, breakable melee weapons encourage improvisation instead of dependence on a single reliable firearm. Their limited durability gives otherwise ordinary objects a genuine purpose within encounters.

MachineGames experimented with a GTA-style wanted system

During development, the studio identified a potentially significant problem. Players could defeat a guard, steal his firearm and eliminate subsequent enemies through gunfire alone.

Among the proposed solutions was a mechanic inspired by Grand Theft Auto. Shooting someone would trigger the arrival of reinforcements, following a principle similar to GTA’s wanted stars. Nevertheless, this experiment did not become the definitive solution.

MachineGames also introduced slower reloading to make fists and the whip more appealing. However, that adjustment alone proved insufficient. The developers needed alternative combat options that players would actively enjoy using.

Why Indiana Jones and the Great Circle makes shooting costly

Removing firearms entirely was not the direction MachineGames wanted to pursue. According to Andersson, many developers within the studio appreciate satisfying gunplay. Preserving that quality remained important despite the adventure’s different priorities.

Instead, the team established firearms as a last resort through significant penalties for shooting. Andersson acknowledged that this approach frustrated some players. Nevertheless, he indicated that many more appreciated the resulting experience.

That distinction highlights an interesting challenge in action game design. A weapon can feel satisfying without becoming the most practical solution. In this case, encouraging resourcefulness helps reinforce Indy’s personality through gameplay.

A different creative challenge for the Wolfenstein developer

MachineGames is already working on Wolfenstein 3, its next confirmed project. Meanwhile, another Bethesda studio is preparing for the future with id Software’s next game. No new Indiana Jones adventure has been announced.

Published by Bethesda Softworks, the existing adventure debuted on December 9, 2024, for Xbox Series X|S and PC. Subsequently, its PS5 edition arrived on April 17, 2025. Nintendo Switch 2 players received the game on May 12, 2026.

Ultimately, Indiana Jones and the Great Circle illustrates how combat design can serve a character’s identity. Sometimes, creating a compelling action game means giving players better reasons not to pull the trigger.

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