Indiana Jones and the Great Circle picks up a year after Raiders of the Lost Ark as Dr. Jones is roused from his slumber by the sounds of a break-in at Marshall College. Though he catches the bandit red-handed, he’s no match physically and awakens shortly after to piece together the mystery of what was taken and why. All signs point to the Vatican and so, to satiate a need for adventure, Indiana sets off on another globetrotting journey, leaving his problems in his rear view.
Considering the game’s place in the series canon, I feel The Great Circle does well to bob and weave throughout established story and character arcs to find an earned, snug place it belongs. Even in between dalliances with Marion Ravenwood, the love of Indy’s life, Gina Lombardi is a graceful addition to the lineage of “Jones girls” although it’s her self-reliance and grace through the game’s narrative that makes her such a wonderful character. As with all great adventure films, Indy travels to the far reaches of the world and back again, uncovering The Great Circle. Across the main story’s ten hours, we’re whisked away to Egypt, Siam and the Himalayas in search of truth while finding mostly danger. It’s exciting, full of thrills, and has enough spectacular set pieces to make Nathan Drake at least sit up and take notice.
The true measure of a story’s hero is its villain, of course, and Indiana Jones has often painted its German opposing forces as equal parts menacing and comical. Emmerich Voss is single-minded and doggedly determined to beat Indy to the punch at all legs of this journey, and he’s a tremendous foil for Dr. Jones’ brain even if he isn’t the most threatening in the brawn department. Just as Baron Zemo relies on guile and cunning to sow unrest within the Avengers, Voss exudes a similar brand of quiet confidence in his calculated plan.
Adventure is truly the essence of Indiana Jones and the Great Circle, and I do feel freedom to explore and unravel puzzles, ancient and new, is the game’s clear strength. Each of the game’s open zones is littered with a heap of fieldwork and investigative work Indy can complete as he skirts around the periphery of the primary goal—sourcing and keeping the stones that seem to prove the veracity of the titular hypothesis out of Nazi control. I didn’t find too many of the riddles put forth by the game to be too tricky, most solutions are often found in the same room or chamber as the puzzle itself. However, a couple included ciphers and keys that forced me to resort to the old pen and paper, which felt appropriate given Indy’s penchant for antiquities.
I particularly enjoyed that each open zone’s main adventure is linked intrinsically with a key item that, once bought from the area’s vendor, will have a lasting importance as you continue on your way, chasing fortune and glory around the world. The camera you receive in the Vatican proves useful in snapping curios and people of interest to fill out Indy’s journal and earn “adventure points”, while the lighter and breathing apparatus from subsequent levels are integral for illuminating pitch black tombs and spending long periods underwater respectively.
There are books throughout the game that, once found, serve as your many skills and buffs. Without a traditional upgrade path or skill tree, your aforementioned adventure points can be used to activate things like Lucky Hat, which is a second wind ability that grants a brief moment in time after being downed to collect your fedora, dust yourself off, and carry on with that trademark Harrison Ford smirk. There are others which prove more useful in the moment-to-moment, such as improved melee power or one that makes whip attacks on unsuspecting Nazis lethal. I do miss Wolfenstein’s approach which had the player meet a predetermined goal, like five stealth kills, for example, to earn the boost. That said, having to earn points through absorbing things of cultural significance is reward enough.
Aside from the main adventure itself, each of the game’s zones does have a bevy of side content to churn through. Fortunately, if you’re like me and you storm the critical path first, you’re able to return post-credits to mop up all of the quests you missed. These range from broader Fieldwork, which I’d equate to what you’d expect from a side quest with cutscenes and the whole shabang, to Mysteries, which feel more emergent and truncated while serving to scratch that natural itch—not unlike the all-alluring map markers in other open-world titles.
Where the experience does falter is with the combat itself and the balance the game attempts to strike between snotting Nazis in the nose or hiding from them.
Stealth, save for a few exceptions, is a completely viable way to navigate The Great Circle, and it works due to easily dupable enemy A.I. Being able to collect so many random items within the map, from bottles right through to stone busts, and either brandish them as a weapon or throw them in an effort to distract guards, makes for a fun, emergent brand of gameplay. Relying on good old-fashioned slap stick pugilism and your whip, which can be used to disarm or trip enemies in combat scenarios, harkens back to the team’s pedigree in both Chronicles of Riddick and The Darkness. The only issue I took is with the bevy of holdable items in the game is that you’re forced to drop them whenever unlocking a door or climbing a rope, and are ultimately forced to leave it behind. This is softened by the fact that things things everywhere, however it’s still a baffling choice.
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Fist fights are an up close and personal mix of stamina management, creating space with a well-timed dash, and landing a left-right goodnight to leave your enemy laid out in the Egyptian sands. For how slow combat looked in trailers, it feels pretty good on the sticks—except for when guns are involved. Wolfenstein is one of the better shooters in modern history, and the talent at MachineGames is undeniable. For them to have to put guns aside, for the most part, for thematic reasons is a shame. Still, there’s practically no circumstance in Indiana Jones and the Great Circle where I’d recommend scooping up a fallen submachine gun off of the ground and rattling lead toward the enemy, which is a shame given that the gunplay is tight.
It’s just that it serves as a warning bell for every enemy within a one kilometre radius, and it’s often never worth it to invite that kind of attention to yourself—especially when, as I say, the A.I. is a little thick and the hand-to-hand works as well as it does.
From a performance standpoint, Indiana Jones and the Great Circle does run rather well on console. I never noticed any significant dips in the frame rate, and unlike many other blockbuster titles of late, I noted no crashes. The team’s decision to develop the game in first-person, I feel, is justified immediately through the world’s fidelity and how hands-on you’re able to be. Of course, pulling back to see Indy in context-sensitive actions, such as swinging on or climbing with the whip, or in cutscenes is always a joy. It’s like a time machine seeing Harrison Ford looking so young without the aid of Disney’s de-aging sorcery. Having already touched on both the performances of Alessandra Mastronardi and Mario Gavrilis as the story’s co-lead and villain respectively, I must absolutely give Troy Baker his flowers.
Having been witness to several Troy Baker performances, it’s hard not to hear when a little dash of Troy himself bleeds through. I feel like even for the most established voice actors, it’s hard to hide the self entirely. Troy Baker simply disappears into this role. What’s stunning is that he isn’t just playing as Indiana Jones, he’s playing as Harrison Ford playing as Indy and it’s a performance so nuanced and so studied, it’s going to fool so many who’ll have simply assumed they’d dredged poor Harrison up again. It’s a remarkable individual acting display from Baker, and with awards season cut-offs and the dreaded recency bias working against him, I pray voters remember this one next year.
Indiana Jones and the Great Circle is a sumptuous adventure that hits on so many of the high notes we’ve long hoped for from an Xbox first-party game, especially in terms of narrative and performance. I expect the game’s combat will divide critics, however its excellent crafting of its world, and its many puzzles, should shoulder the burden and deliver fortune and glory for a game that’s made for Indy fans by Indy fans.