Steam · Action · Adventure

Indiana Jones and the Great Circle

Indiana Jones and the Great Circle Review: Heavy Fists and Smart Whip Combat. MachineGames nails the tactile weight of first-person brawling, even if close-quarters camera swings occasionally get messy.

Vance · Dec 9, 2024 · Played 18 hours on PC via Steam

The Weight of the Punch

First-person melee lives or dies by its hit feedback, and the controls here feel dialed in right away. A lot of games in this perspective treat melee like floating sticks rubbing against hurtboxes, but MachineGames gave Indy real weight behind his knuckles. When you wind up a cross, the camera tilts slightly into the swing, and the strike stops hard against an enemy jaw. That hit-stop pause gives every punch genuine crunch. Blocking feels immediate, and ducking under a slow haymaker gives you a clean opening to stagger your target with an uppercut.

Button mashing will get you killed. Throw wild strikes endlessly and you leave yourself wide open to a counter-hit. If an enemy starts their windup while you are stuck in recovery after a missed punch, you eat the damage. That commitment forces you to watch guard postures closely. The audio design and English voice acting do serious work here too, giving every landed blow a dry, bone-rattling smack that tells you instantly whether a guard is stunned or bracing.

Landing a direct punch against an enemy guard during close-quarters combat.
Landing a direct punch against an enemy guard during close-quarters combat.

Controlling the Arena With the Whip

The whip could have easily been a gimmick, but it functions as an essential spacing tool. Snapping it out to disarm a rifleman or sweep legs from several paces away gives you breathing room when multiple enemies try to box you in. The target detection is sharp. If your crosshair is slightly off, the lash will crack harmlessly against a stone pillar or wall instead of auto-tracking onto a target. That hitbox accuracy makes pulling off a clean disarm under pressure feel deeply satisfying.

You also use it for traversal, swinging across chasm gaps and pulling down loose environmental objects. What impressed me most was how fluidly the tool handles transitions. You can crack an approaching soldier across the chest to break his advance, immediately step forward to close the gap, and follow up with a two-hit fist combo before he can reset his stance. It gives skirmishes a fast, aggressive tempo that rewards forward momentum.

Using the whip to control distance and disrupt armed hostiles.
Using the whip to control distance and disrupt armed hostiles.

From Marshall College to Ancient Crypts

The campaign kicks off at Marshall College before pushing through the Vatican, the sun-baked sands of Egypt, and the sunken temples of Sukhothai. The pacing shifts between wide exploratory hubs and claustrophobic corridors. You spend a lot of time working through environmental puzzles, deciphering ancient riddles, and tracking clues through your journal. None of the puzzles grind the momentum to a complete halt, though some require a careful eye on ancient murals and carved stone mechanisms.

The environments look sharp and run smooth on PC, maintaining steady performance even when dust particles and torch lighting fill ancient chambers. Sneaking through patrolled courtyards gives you plenty of stealth routes if you want to avoid trading blows altogether. Dropping a patrol with an improvised club or a silent takedown from behind works cleanly, although direct brawling is consistently more fun than sneaking through tall grass.

Investigating ancient mechanisms inside an underground chamber.
Investigating ancient mechanisms inside an underground chamber.

Crowded Corners and Big Targets

The combat holds up well, but tight indoor spaces can make the first-person perspective fight against you. When you get cornered against a stone wall by two or three guards at once, the camera shifts wildly while trying to track incoming swings. Resetting your positioning requires quick backsteps, but Indy gets caught on small environmental clutter more often than he should. A missed dodge because your heels bumped into a stray wooden chair can cost you a big chunk of your health bar.

Fighting the colossal man who kicks off the story demonstrates the best and worst of these brawls. His sweeping strikes demand precise dodge timing and quick side-steps, making for a tense rhythm. Yet when he pins you into a tight corridor, tracking his follow-ups gets messy fast. Still, at $69.99, MachineGames delivers a focused single-player adventure that avoids bloated filler and respects the physical, rough-and-tumble spirit of its lead character.

Squaring off against a hulking opponent in a tight corridor.
Squaring off against a hulking opponent in a tight corridor.

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Comments 14

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possum_81Dec 10, 01:16 PM

Crack audio is clean. Too busy laughing to care about jank though.

mr beans carDec 12, 01:36 AM

y'all can keep your crunchy punches cuz i got cornered by a bookshelf an got killed before i could even throw one camera jank is a dealbreaker for me i'll wait like i said

denver_mattDec 10, 07:57 PM

The whip actually has some real weight to it instead of just snapping onto targets like a magnet. Takes actual practice to get the distance right.

guten_garyDec 14, 05:24 PM

seventy bucks is a lot for a game with camera troubles y'all reckon i'm fixin to wait for a sale til then i'll spend that money on breakfast for a week

gahDec 13, 01:43 PM

this game is so rad the combat feels amazing who cares if the camera gets caught sometimes its just more action an chaos i love it

Phil M.Dec 11, 09:49 AM

I apologize if this sounds overly sentimental, but I expected more from the narrative. The combat is punchy enough, yet the character arcs left me wanting. Not one for me, I'm afraid.

needacoffeeDec 10, 08:38 PM

Landing punches has that crunchy MachineGames impact to it, and whipping guys from mid-range never gets old.

mr beans carDec 12, 01:36 AM

@needacoffeey'all can keep your crunchy punches cuz i got cornered by a bookshelf an got killed before i could even throw one camera jank is a dealbreaker for me i'll wait like i said

denver_mattDec 10, 07:57 PM

The whip actually has some real weight to it instead of just snapping onto targets like a magnet. Takes actual practice to get the distance right.

Rory PDec 10, 06:09 PM

Skill-dependent spacing? I'll still end up hitting the wall.

tampa_tyDec 10, 11:33 AM

u not worried about the frame data? they say skill dependent whip but what does that even mean in terms of timing? i need specifics rn lol

isitoveryetDec 11, 10:17 PM

@tampa_tyu worried bout frame data bro i already been experimentin with the timing and its all bout distance practice no specifics just feel beat my high score then talk

crumpetDec 10, 10:39 AM

tbh looks fun lol but that camera issue would drive me nuts games just felt more complete back then lol

adios_muchachoDec 10, 10:39 AM

Why did the whip crack in the catacombs? Because it kept hitting pillars! But serious, the camera jank in tight rooms sounds like a pain. I'll wait for a sale.

mr beans carDec 10, 02:15 PM

@adios_muchachoY'all ain't wrong about that camera jank. Got me corner killed more than once. I'll wait for a sale too.

mehDec 9, 07:15 PM

Glad the whip actually requires some spacing instead of just lock-on auto aim. Always hated when games do that with secondary gear. Anyone know if the audio on the whip crack hits hard? Bad sound effects ruin stuff like that so fast.

possum_81Dec 10, 01:16 PM

@mehCrack audio is clean. Too busy laughing to care about jank though.