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MachineGames and Bethesda's upcoming Indiana Jones title, Indiana Jones and the Great Circle, will emphasize close-quarters combat over gunfights, according to the development team. The game will steer clear of becoming a shooter, focusing instead on a different approach to action.
In a recent interview with PC Gamer, design director Jens Andersson and creative director Axel Torvenius detailed the game's gameplay mechanics. Influenced by their work on titles like the Wolfenstein series and Chronicles of Riddick: Escape From Butcher Bay, the developers highlighted the importance of hand-to-hand combat, improvised weaponry, and stealth.
Andersson emphasized that Indiana Jones isn't known for his gun skills, stating, "Indiana Jones, he's not a gunslinger...So it could never be a shooter, should never be a shooter. But hand-to-hand combat, that makes total sense." While drawing inspiration from Chronicles of Riddick's melee system, the team adapted the mechanics to better suit Indy's character.
The combat will incorporate environmental objects – pots, pans, even banjos – as improvised weapons. Andersson explained the challenge of translating Indy's unlikely heroism and luck into engaging gameplay, aiming to capture the character's humor and resourcefulness.
Beyond combat, players will navigate varied environments. Similar to the Wolfenstein games, the game blends linear sections with more open areas designed for exploration. Some of these larger areas offer immersive sim-like gameplay, allowing players multiple approaches to challenges. Andersson described enemy camps as examples, where players must reach a main building, offering freedom in how they achieve their objective.
Stealth will play a crucial role, combining traditional infiltration with a "social stealth" system. Players can find and use disguises to blend in and access restricted zones. Andersson noted that each significant location features multiple disguises for players to discover, providing access to areas otherwise inaccessible.
In a previous interview with Inverse, game director Jerk Gustafsson revealed the deliberate decision to downplay gunplay. Gustafsson stated that they prioritized other gameplay aspects, focusing on hand-to-hand combat, navigation, and traversal. The team tackled these challenging elements first, creating a diverse gameplay experience.
The game will also include a variety of puzzles, ranging in difficulty to cater to different player skill levels. Gustafsson confirmed that challenging puzzles will be present, but some extremely difficult ones will be optional, ensuring accessibility for a wider audience.