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Project-PC | Indiana Jones and the Great Circle Review

Indiana Jones and the Great Circle Review

Indiana Jones and the Great Circle Review

By Adam Beddall | published 29/03/2026 | 0 Comments

Look, we all know Indiana Jones; we expect a whip-cracking archaeologist racing against villains to recover powerful ancient artefacts. When this game was announced, though, I wasn’t sure whether to expect an Uncharted clone with a hat or a Tomb Raider wannabe. Honestly, it isn’t either and better for it most of the time.

Straight away, it nails the Indiana Jones feel. You’re thrust into the jungle and short-roundly after running away from the boulder along with all the students you left behind just before their exams.

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It has a good linear story (which I won’t spoil) and well-defined characters. I personally enjoyed the first-person perspective; it felt immersive and really lets you take in the fine details of its frankly stunning world and puzzles. The graphics and atmosphere of each environment really blew me away. It uses a hub system where you progress from one major location to the next rather than being one open world. Do not be too worried about leaving one area, you can return later.

X does mark the spot.

You do spend a lot of time just poking around ruins, opening drawers, and thinking “there’s definitely something behind that wall”. And more often than not, there is. The level design quietly encourages you to be nosy, which I appreciated. It trusts you to figure things out rather than throwing markers all over the place. Although, I did get rather overwhelmed at the number of side quests, locations and journal entries there were.

The puzzles are where it really separates itself. They’re not ridiculously difficult, but they also don’t treat you like you’ve just walked out of the womb. You’ll stop, look around, maybe scribble a mental note, realise you’ve got it wrong, try again and then it clicks.

Gameplay-wise, it’s solid without being particularly groundbreaking. The whip is fun - not just as a gimmick, but actually useful in traversal and combat. When you swing at someone, it actually feels like it connects - you get that proper thud you’d expect from the films. Not overly flashy, just… satisfying. Just a heads up though, it will be a while before you start letting loose with guns.

You can sneak, brawl, or improvise your way through areas, which is good, but the stealth mechanics do feel a little shallow. Guards sometimes have the situational awareness of a loaf of bread at times, but their captains are able to pick out a needle in a haystack. always able to see through your Vatican priest disguise. I get why it’s there, otherwise you’d just stroll through half the game without a care in the world.

Wandering past Nazis in disguise, pretending you belong, then immediately turning around and decking one when his back’s turned  never gets old

Another mechanic I’m not so keen on is weapon degradation. I like the idea in theory - it keeps you moving, stops you getting too comfortable, but in practice things break a bit too quickly. You’ll find something decent, use it a handful of times and it’s gone. Ends up feeling more like a mild inconvenience than an interesting mechanic. However, it does provide a rush during combat as you scramble to find a new chair leg to land the next blow.

In the screenshot below, I used many a chair leg...

Placeholder image *bonk*

Stunning architecture

If I'm honest, I spent a lot of time just admiring the views. Some areas are quite tight and cramped whilst others open up a lot more, and the contrast works well. You go from squeezing through dusty corridors to wandering about bigger spaces and it stops things from feeling samey.

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Other than stand-out puzzles and visuals, I often noted the relaxed pace. It’s not constantly trying to impress you with explosions every ten minutes. Instead, it leans into atmosphere and exploration. You’ll spend a surprising amount of time just wandering, listening to chatter, and finding lost cats. Yes, there’s some good fun to be found in the side quests.

For some though, you may find it too laid back at times. I did find myself occasionally thinking, “right, can we get on with it a bit?” Whether that’s a flaw or a design choice you’ll either appreciate or get slightly impatient with probably depends on your mood that day. 

Honestly, if you want more combat just step away from the side quests.

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Whilst some parts may not hit that blockbuster intensity you might expect from the licence, the cinematic side of things is strong. Cutscenes blend in nicely without feeling like you’ve handed control over to a film for too long. It’s nowhere near like “playing a movie”.

Performance on PC was mostly fine. A few frame drops here and there, usually when entering new areas or during busier scenes, but nothing that made me reach for the settings menu in a panic. It’s noticeable, just not disruptive on a system that hits and exceeds the recommended settings.

I completely forgot to mention the voice acting, which is a bit criminal really. Troy Baker absolutely nails Harrison Ford. Not in a weird impersonation way either, it just sounds right. There were a few moments where I genuinely forgot it wasn’t Ford himself. Outside of the voice acting, the soundtrack, ambient and environmental sounds are top-notch.

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It’s one of those games where the quieter moments are actually the best bits. Well, until you realise how much you love shooting up a Nazi installation in the middle of the desert. It’s a game that leans into the contrast, resulting in an authentic, fun and visually exceptional game. Once finished, I will be purchasing the DLC and carry on the adventure. 

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Verdict

A rare gem, it blends beautiful design with exceptional atmosphere and fun gameplay. It stands on its own away from the films, but feels authentic and immersive. Some elements can feel a bit shallow and the pacing ebbs and flows, but it’s very easy to get lost in what it does right.

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