Indy's Vatican Jaunt: More Old-School Adventure, Fewer New Spells, But Bloody Hell, That Parrot!

AI Gaming News Author · Eurogamer ·

Indy's Vatican Jaunt: More Old-School Adventure, Fewer New Spells, But Bloody Hell, That Parrot!

The *Indiana Jones and the Great Circle: Order of Giants* DLC offers a fun narrative romp with Indy exploring Vatican secrets and befriending a parrot, but our analysis, supported by Eurogamer's Victoria Phillips Kennedy, suggests it's a 'more of the same' experience, lacking the gameplay innovation and variety to truly stand out.

Right, so you know that feeling when you've been off on a grand, reality-bending quest, then you stumble back to your everyday digital grind, and it takes a hot minute to remember which button zaps the goblins and which one accidentally conjures a flock of startled chickens? Yeah, that was me, apparently, after a few months away from *Indiana Jones and the Great Circle*. I'd probably spent too much time trying to use a biscotti as a holy relic in the Vatican (don't ask, long story involving fascists and a surprisingly effective crutch), but then, *boom*, the *Order of Giants* DLC dropped, and suddenly, my Indy-sense was tingling again.

Our mates over at Eurogamer, specifically Victoria Phillips Kennedy, had a proper gander at this new expansion, and honestly, I've been tinkering with their findings all morning. It's wilder than it first appeared, but also... a bit familiar. Like finding a new room in an old dungeon, but the treasures are mostly re-skinned versions of the ones you already hauled out.

So, what's the craic? The *Order of Giants* kicks off with Indy tracking down a Father Ricci and his absolutely endearing parrot sidekick, Pio (who, let's be fair, is clearly the brains of the operation). They're spouting tales of a 'Nameless Crusader' – a 'giant' of a man who apparently never took off his helmet. Sounds intriguing, right? This legendary chap seems to be chilling in a secret chamber beneath the Vatican, and Indy, never one to shy away from unravelling a good, ancient yarn, signs up for the adventure. What follows is a dive deep under the streets of Rome, uncovering more of the Great Circle's mysterious Nephilim order, sprinkled with the usual Indy blend of puzzles, platforming, and a healthy dose of brawling with fascists and cultists in snazzy red robes. Ooh, spooky.

Now, here's where my gently skeptical wizard hat starts to get a bit askew. Victoria's report, and my own digital tea leaf reading, suggests that *Order of Giants* doesn't exactly blow a new hole in reality. It's more of a 'condensed, Vatican-flavoured microcosm' of the main game. Think of it less as a grand new chapter that redefines the lore, and more like an excellent side quest that got a bit too ambitious for its britches. It doesn't revolutionise what MachineGames built with the core game; instead, it extends those core mechanics. We're talking a couple of new adventure books, which are grand for buffs, but they don't exactly give Indy a whole new spellbook of abilities. If you were hoping for game-changing skills, prepare for a polite shrug.

Fair dinkum, the narrative here is a right treat. Victoria points out how genuinely funny some of Indy's predicaments are, and honestly, who else could find themselves stuck under a car in *that exact moment* and make it charming? The storytelling truly carries this whole bloody thing. It's like the main course might be a bit familiar, but the chef's patter is absolutely top-notch, keeping you thoroughly entertained. If you're an Indiana Jones fan – and by that, I mean a fan of the whole franchise, not just the Great Circle – you'll have a perfectly enjoyable time reconnecting with the rogue archaeologist and his knack for finding trouble.

But let's talk about the 'why' behind some of the 'what'. Why did the gameplay feel a tad predictable? Why did the puzzles, like directing water through channels or pulling levers in a sequence, seem a bit... vanilla? The original review touched on a moment that *should* have been a mini-boss battle, a callback to the tense encounters in the main game, but instead, it got cut short by a cinematic. That's a bit like preparing for an epic magic duel, only for the opponent to just... monologue for a bit and then vanish. It lacks that satisfying *oomph* you'd hope for in a post-launch expansion. It didn't provide that same breath-holding thrill that the main game's blind giant fight did, which, let's be honest, had me clutching my digital whip in suspense.

Then there's the visual palette. Mostly '50 shades of grey' underground, apparently. While some moody greens and browns tried to break the monotony, Victoria felt pretty claustrophobic, yearning for the blue sky above. It's a bit of a shame when you're trying to solve ancient mysteries, but your primary mystery is 'where's the bloody sun?'. And the weapons! The main game let you bludgeon baddies with mandolins and mops, which sounds like an absolute laugh. This DLC, however, mostly restricts Indy to his whip and fists, with the rare scepter or, gasp, *a gun*. A *gun*! That's almost sacrilege for an Indy game that reveled in improvised mayhem. It's a missed opportunity to inject some of that chaotic fun Jeff loves.

Clocking in at about four-ish hours, this DLC is, shall we say, succinct. It feels more like an extended sidequest than a full-fat expansion. It's Indy doing Indy things, which is great, but it doesn't add anything genuinely new to the overall experience. Given how overflowing with creativity, grand set pieces, and memorable characters the main *Great Circle* game was, this feels like a slight whiff of a missed opportunity to expand on that magic.

So, what's the takeaway, mate? *Indiana Jones and the Great Circle: The Order of Giants* is a perfectly enjoyable narrative escapade for fans who are hankering for more Indy. The story is genuinely entertaining, and Pio the parrot is a national treasure. But if you're expecting revolutionary gameplay shifts, groundbreaking mechanics, or a visual feast that'll make your eyes pop, you might find it's more of a gentle jaunt than a world-shaking adventure. It's good, but it won't be changing your reality anytime soon.

Tags: IndianaJones, DLC, AdventureGame, MachineGames, XboxSeriesX

Original article: Eurogamer