Indiana Jones and the Great Circle

Bethesda Softworks2024Xbox Series X|S, Nintendo Switch 2, PC (Microsoft Windows), PlayStation 5

Cinematic first-person Indiana Jones adventure

Semi-open hubs mixing puzzles and stealth

20-hour story, ideal 90-minute sessions

Is Indiana Jones and the Great Circle Worth It?

Indiana Jones and the Great Circle is absolutely worth it at full price if you care about story-driven adventures or love the films. You’re getting a high-end, first-person blockbuster that feels like playing through a new Indiana Jones movie, with strong performances, great music, and memorable set-pieces. The game asks for moderate focus, a bit of comfort with light stealth and melee, and roughly 18–25 hours to see the story plus some side content. In return, it delivers a tightly told globe-trotting adventure, steady upgrades through Adventure Books, and a satisfying rhythm of exploration, puzzles, and cinematic payoffs. There’s no grindy monetization, no live-service chores, and no pressure to replay unless you want to. If you mainly chase deep RPG builds, huge open worlds, or competitive multiplayer, this will feel more like a one-and-done interactive movie and might be best picked up on sale. For adults who want a focused, polished, nostalgic adventure they can finish in a few weeks, it’s an easy recommendation.

When is Indiana Jones and the Great Circle at its best?

When you have a free weeknight and 60–90 minutes, it’s great for clearing one tomb or Fieldwork job and watching a chunky story scene before bed.

Perfect on a relaxed weekend afternoon when you can sink 2–3 hours into a full hub cycle, exploring, upgrading books, and enjoying several big set-piece moments in a row.

Best when you want a story-heavy game that still lets you solve puzzles and punch Nazis, but not something so hard you’ll feel stuck for days.

What is Indiana Jones and the Great Circle like?

For a busy adult, this is a manageable, finite project rather than a new hobby. A single story playthrough with a healthy slice of side content usually lands around 18–25 hours. At 5–10 hours a week, that’s two to four weeks of comfortable play before you can move on feeling satisfied. Sessions naturally fall into 60–90 minute blocks: clear a Fieldwork chain, finish a tomb, or push a story chapter and watch the follow-up cutscene. The game pauses cleanly at any time, so real-life interruptions are easy to handle. The one structural quirk is its autosave-only system. You’ll want to push to a known checkpoint or back to a safe hub before quitting, or you risk losing 20–30 minutes of progress after a crash or hard shutdown. Coming back after a few days is smooth thanks to strong journaling and maps. There’s no pressure to log in daily, no co-op schedules to maintain, and no seasonal grinds vying for your calendar.

Tips

  • Treat each session as “one big thing”: a tomb, a Fieldwork chain, or a story chapter, so progress feels tangible and finishable.
  • Before stopping, fast-travel back to a hub or safe area and watch for the hat-shaped autosave icon to avoid losing progress.
  • Plan your run as a single playthrough plus optional cleanup; skipping New Game+ keeps the experience focused and prevents it from turning into a long-term commitment.

Moment to moment, this game asks you to stay mentally present. You’re watching patrol routes, scanning for climb points, remembering puzzle clues, and choosing when to sneak, bluff in disguise, or throw punches. That mix keeps your mind engaged, but the pace is generous. Long conversations, cinematic scenes, and stretches of simple traversal give you time to coast and enjoy the atmosphere instead of white-knuckling every minute. For a tired adult after work, this lands in a sweet spot: you can’t completely zone out with a podcast, yet you don’t need the laser focus of a competitive shooter. The puzzle complexity is mostly about paying attention to notes and the environment, not doing brutal logic gymnastics under time pressure. When you’re in combat or active infiltration you do need to watch the screen, but cleared areas and tombs are safe enough to pause, look away, or quickly handle real-life distractions.

Tips

  • When you’re drained, prioritize short Fieldwork jobs or a single tomb so the amount of decision-making stays comfortable for one session.
  • Lower combat difficulty if juggling stealth, brawling, and puzzles at once feels overwhelming, letting you concentrate more on exploration and story.
  • Use the journal and map often instead of holding every detail in your head; treating them as external memory keeps sessions more relaxing.

Learning the basics here is pretty gentle, especially if you’re used to first-person games. Early chapters walk you through punching, blocking, stealth takedowns, and whip traversal at a relaxed pace. Within a few hours you’ll understand how Fieldwork, Mysteries, and Adventure Books plug into each other well enough to make sensible choices. The depth lives in refinement rather than complexity. Over time you’ll figure out which books best fit how you like to play—more stealthy, more punchy, tougher, or more traversal-focused. You’ll learn enemy rhythms, recognize environmental shortcuts, and get better at improvising when plans go sideways. That growth makes later encounters smoother and lets you pull off sequences that feel properly heroic. Crucially, you don’t need to push that mastery very far to finish the story. This isn’t a game where late bosses demand perfect execution or encyclopedic system knowledge. If you enjoy getting better, the game will reward you; if you just want a competent Indy, normal play gets you there.

Tips

  • Spend your early book upgrades on survivability and basic melee so mistakes are less punishing while you’re still learning the ropes.
  • Experiment with stealth, disguises, and direct brawling in the same areas to discover which approach feels most natural before heavily committing your upgrades.
  • If you return after a break, warm up with easier Fieldwork or cleaned-out hubs to rebuild combat and stealth feel before big story missions.

Emotionally, this plays like an Indiana Jones film more than a horror game or punishing roguelike. You’ll get rushes of adrenaline during collapsing ruins, last-second jumps, and messy bar fights. Stealth slip-ups or boss attacks can spike your heart rate, but the consequences are usually just a short rewind, not losing hours of progress or a beloved build. On default settings the difficulty is firm but fair, and you can nudge combat or puzzle challenge up or down independently. That flexibility matters if you’re coming off a stressful day and don’t want every encounter to feel like an exam. The story does dig into heavier themes—Nazism, obsession, faith, aging—but it wraps them in pulp energy and banter rather than unrelenting bleakness. Overall, expect moderate tension with some thrilling peaks, not a constant emotional grind. It’s exciting enough to feel like an event, yet forgiving enough that you won’t dread picking it back up tomorrow.

Tips

  • If a boss or set-piece starts to feel stressful instead of fun, temporarily drop the Action difficulty and focus on enjoying the spectacle.
  • On work nights, aim for 60-minute sessions so cliffhangers and tense moments stay exciting rather than leaving you wired before bed.
  • If certain themes or imagery weigh on you, lean on the accessibility options and take longer exploration-focused breaks between heavier story beats.

Frequently Asked Questions