Bottom Line: MachineGames took the most famous silhouette in adventure cinema and hid it behind your own eyes — and somehow made the character more present, not less. This is the rare licensed game that understands its source material as a set of verbs rather than a costume.
The Gameplay Loop
The core rhythm is: arrive somewhere gorgeous, get overwhelmed by it, get quietly obsessive about it. A hub opens, the journal fills with half-legible leads, and you start pulling threads. Some lead to critical-path story beats. Many lead to optional tombs that are, frankly, better designed than the mandatory ones — self-contained puzzle boxes with a clean premise, an escalation, and a payoff.
What makes this work is friction placed deliberately. You don't get a waypoint conga line. You get a journal entry that says something oblique, a photograph you took twenty minutes ago, and a room that suddenly makes sense. The onboarding is patient enough that the first hub teaches you to read environments, and by Gizeh the game trusts you completely. That trust is the best thing about it.
Combat is where the loop gets more argumentative. MachineGames has built an encounter design that actively resists the player's muscle memory. You walk into a courtyard with six guards and your instinct — twenty years of first-person training — says find cover, find a gun, clear the room. Do that and you'll die, loudly, having summoned reinforcements. The intended read is: scout, find a uniform, whip a rifle out of the one guard who matters, and then knock him unconscious with a mandolin. When it clicks, it's the most Indiana Jones a game has ever felt. The improvised melee has real heft — hits land with a crunch and a stagger, blocks and dodges have honest timing windows, and the animation work sells contact better than most dedicated brawlers.
Where It Strains
The stealth is the game's weakest structural pillar, and it's weak in a specific, fixable way: enemy detection is inconsistent. Sometimes a disguise carries you past an officer at conversational distance. Sometimes a guard clocks you through a doorway at forty meters with no clear line of sight. In a system this punishing — and it is punishing, with alarms that cascade fast — inconsistency isn't a difficulty setting, it's a communication failure. You can't play around rules you can't infer. This is the single most common complaint from players, and it's legitimate.
Gunplay is the other soft spot, and here I'm more forgiving. It's bad on purpose. Weapons are unwieldy, ammo is scarce, firing is a commitment. The design intent is clear and I respect it. But intent doesn't fully rescue execution: when the game forces a firefight in its later acts, you're handed a tool the entire experience has trained you to distrust, and it feels exactly as unsatisfying as you'd expect.
The Mid-Game Sag
The hubs are the game's best idea and, eventually, its most exhausting one. The middle stretch — roughly the transition out of the Vatican and into the wider world — starts padding density with checklist content. Field notes that don't say anything. Mysteries that resolve into a small stat bump. There's a difference between a world that rewards curiosity and a world that taxes it, and there are hours here that cross the line. It's the open-world tithe, paid in full.
Interface and Information Design
The journal is excellent. Handwritten, period-appropriate, and genuinely legible as a puzzle-tracking tool rather than a decorative quest log. Translations accumulate, sketches annotate themselves, photographs slot in beside relevant riddles. It's skeuomorphism that earns its keep — the diegetic framing isn't decoration, it's how you actually navigate a mystery.
The third-person shifts during climbing and traversal are the one place the game blinks. They're clean and they solve a real legibility problem — hand-over-hand ledge work in first person is nauseating — but the transitions are abrupt enough that you notice the seam every time.



