Among this year’s major releases, one is set to arrive later than the others: Indiana Jones and the Ancient Circle. This game marks Bethesda’s next publishing endeavor, though it is being developed by MachineGames, a studio renowned in the industry for reviving the beloved Wolfenstein series over a decade ago. Recently, Bethesda organized hands-on preview sessions globally: San Francisco for American media and London for European press. Although I was not among the invited media members, I managed to obtain some previously unseen 4K gameplay footage that I would like to share with you. The footage spans twenty minutes and offers a glimpse of what is expected next month on PC and Xbox. Additionally, I will use this occasion to analyze the gameplay rumors, which include both promising elements and concerning aspects.
FPS > TPS?!
For the creators at MachineGames, it is an artistic and editorial choice. Perhaps… Certainly… Why not… It is a defensible viewpoint, but in reality, we all know it was for development convenience. Choosing the FPS perspective was primarily a significant time-saving gain in production terms for everyone. For MachineGames, the entire creation process was already in place with over 10 years of FPS experience, while for Bethesda, it ensured a quick production time, much less than if the studio had embarked on a third-person game where everything would have needed to be started from scratch. Notably, with the character, interactions with environments, staging, etc., and given what has been done for 10 years with Wolfenstein, the studio already had all the tools and even prepared assets, as World War II is their specialty, and Indiana Jones versus Nazis is an inseparable concept. So yes, it is smart, cunning, but the discourse “We chose FPS for artistic reasons”… we do have our doubts…
Regarding gameplay, Indiana Jones by MachineGames will be significantly different from the studio’s typical Swedish productions, emphasizing stealth and melee combat, which is characteristic of our adventurer. Among the playable segments during this hands-on preview session was an infiltration mission at the Vatican, specifically Bastione San Luca. I apologize if my pronunciation is poor; I studied Spanish as a second language in high school, not Italian. This mission took place at night, allowing players to overhear enemies speaking Italian to each other, enhancing immersion. Generally, journalists present at the event found stealth mechanics to be quite straightforward. Players crouch to avoid detection, throw objects like bottles to distract and sneak up behind enemies, sometimes even using a shovel, broom, or umbrella to stun them more easily. With the umbrella, players can also grab enemy groins, leading to humorous situations fitting the Indiana Jones atmosphere. Quite cool indeed.
Among the major games releasing this year, one is set to release slightly later than others: Indiana Jones and the Ancient Circle. This upcoming title is Bethesda’s next publication, though it is developed by MachineGames, renowned in the industry for their revitalized Wolfenstein series from about a decade ago. Recently, Bethesda hosted hands-on preview sessions globally, including in San Francisco for American media and in London for European press. Although I was not among the invited media, I managed to obtain exclusive 4K gameplay footage that I wish to share with you. The footage is twenty minutes long, showcasing entirely new content and providing a glimpse of what will be available next month on PC and Xbox. Additionally, I aim to analyze the circulating gameplay rumors, which highlight both promising elements and areas causing concern…
Following that, it is well-known and overplayed, particularly in terms of AI, as if the game belongs to a category of troublemakers in the field. The enemy patterns are basic; often situations are absurd, with nearly blind guards who fail to detect Indiana Jones even when he stands right in front of them while their meter fills up. Honestly, such a system feels outdated, as it appears we are 20 years behind. This needs improvement before release, but with only a month left until the launch, the decision seems final. A broken AI has become commonplace; this issue has persisted for decades, except for The Last of Us 2, where there was genuine effort put into enemy behavior. This debate about flawed AI has even been the subject of a JDG reportage, and I encourage you to watch it. Regardless, creating good AI requires significant development time and resources…
Ultimately, it is important to note that you should not expect much subtlety in this game, particularly since stealth has not been a primary focus for MachineGames developers; they are more inclined towards creating loud and action-packed experiences. While firearms will be present in the Indiana Jones title, they will not form the core of gameplay, so it is important to understand the game’s overall direction. Similarly, during combat encounters, do not anticipate overly complex or sophisticated elements. Indiana can engage in hand-to-hand combat, dodge attacks, and even parry them as his adversaries do. He also has the option to use his whip to trip up opponents or disarm them entirely if a fight becomes too challenging. Notably, the combat features impactful sound effects that effectively communicate the intensity of these encounters. Additionally, there is a somewhat heavier feel to movement mechanics, which I personally find enjoyable and could leave a strong impression on players.
PULP FICTION
In any case, “Indiana Jones and the Circle of the Ancients” will lean more into the pulp side of films, aiming to recreate the familiar atmosphere we all know. The game will not hesitate to incorporate comedic situations, Indy’s jokes, his somewhat awkward side, and most importantly, there will be puzzles and extensive exploration. Players can expect to recover documents, find keys to open sealed doors, climb walls or gutters, use zip lines, and even see Indy from behind. However, in terms of animation, it is quite rigid, and indeed, it would have been challenging for MachineGames to create a third-person game given the limited flexibility in these sections. Some journalists praised the overall immersion, particularly a segment in Egypt within the Giza marketplace. Personally, I find it lacks life and fluidity, with NPCs appearing stiff and unresponsive. I am not impressed by this aspect.
If we disregard the previews, they noted that the graphics are relatively good, with well-detailed textures and visually rich scenes. The lighting is excellent, and it renders well overall. However, it is clear that this is not cutting-edge production design; it fulfills its purpose effectively, especially considering that the sound design appears to be another positive aspect based on the gameplay video.