When you think about every Indiana Jones movie, at one point or another Indy has had to be stealthy. Whether it's disguising yourself in The Last Crusade to recover your father's Holy Grail journal or sneaking onto a submarine to follow the Ark when it slips through your fingers, there's always a time when you need to stay silent and be cunning, even though Whether in Indy In fact, achieving this without being discovered is another matter entirely. He's not always the most subtle of human beings, which is precisely one of the reasons I feel the stealth in Indiana Jones and the Great Circle works so well.
I should start by saying that I don't do well with stealth in a lot of games – if I can hack my way through them and hope for the best, then I will. Take Star Wars Outlaws from earlier this year. Sure, I could have been stealthy in the Imperial Bases, but why bother when I had a blaster? Aside from those instant crash sections, which have now been fixed, it didn't really matter if you got caught. But the atmosphere of Indiana Jones makes you feel like there's a lot more at stake if you're seen, even when it's not an explicit requirement.
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In the first moments of the game, it becomes quite clear that there is a lot more going on in this story than has been revealed to you (as most Indy stories tend to be). By making this obvious from the beginning, it makes you want Be stealthy and stay hidden from the eyes of enemies. You feel the sense of urgency by hiding behind a box while an enemy patrols with a guard dog at your side, as you know it won't be long before one is behind you and sees you, so you must move quickly between cover without getting trapped.
The stealth itself is very accessible. When you're crouched, you can move silently through spaces, without having to worry about sound meters or similar things like you would in other, more intense stealth games. Of course, if you run or fire your gun, the guards will naturally run after you as well, and will also whistle for backup if you stay in their direct line of sight too long. But it all feels very intuitive when you start to get a feel for what is and isn't possible in The Great Circle, making even stealth newbies like me feel like they're getting through it with confidence.
If you end up raising the alarm, of course, then all is not lost. For starters, you can usually knock out an alerted enemy with a broomstick or guitar you found lying around, which is always fun. I mean, you can run away but, well, what's the fun in that? Likewise, if one approach doesn't work for you, there are usually other routes you can try or other items you can use to change your tactics, which is precisely what this game does so well. You can throw a glass bottle to distract a guard as you slide down a basement trapdoor, or use your whip to make it spin in a different direction as you climb a (questionably) secure scaffold.
It feels realistic, but not to the point of being frustrating and unpleasant. I once managed to get trapped behind a box with no clear way out, for example, and enemies were patrolling up and down (one had a dog, which upped the ante), and I felt like, “Well… this It's not good.” But after a moment, I realized that I had multiple opportunities to use stealth to my advantage; This time I chose to create a distraction by grabbing a nearby wrench and throwing it across the yard to get the enemy's attention. Then, while their backs were turned, I ran across the road and dove through an open window… only to find myself behind another guard. Luckily, I stayed out of his sight and snuck into the next room. “Ugh,” I thought. “I was safe!” And I liked that he didn't punish me for thinking quickly.
That's really one of the best things about Indiana Jones and the Great Circle. You can resort to stealth as much as you want, but if it goes wrong, you're free to bounce back and try something new.