When it comes to survival horror, it’s Capcom’s world, and we’re just living in it. Two decades of “Resident Evil” remakes and sequels have proven time and again that there is no better, or more popular, scary series in gaming than the house that Jill made.
And after the wild success “RE 7” ushered in (alongside indie hits like “Outlast” and “Amnesia”), Konami saw a path to revive their “Silent Hill” franchise. Paired with Bloober Team, the subject of today’s review, they gave us the excellent remake of “Silent Hill 2” which was made in the same vein as the “Resident Evil 2” remake. With “Layers of Fear,” “Observer,” “Blair Witch,” and “The Medium” under their belt, what else would Bloober Team be able to pull off next?
Enter “Cronos: The New Dawn.” It’s like “Resident Evil” but in space. But not “Dead Space,” that’s a different thing entirely.
Bloober Team, a Polish developer, set this game in outer space, but you end up in a distorted Poland from the ’80s most of the time. It’s sort of like the upside down place in “Stranger Things,” but with more red goop and floating platforms. It’s a game set in a country frozen in time and space with snow falling and gross alien slime everywhere — growth enveloping Eastern European slums.
And as evocative as the imagery can be, it’s also sometimes visually noisy to the point where you get lost roaming around its levels and broken apartment buildings filled with monster closets. But I definitely noticed some reused assets and visual design from “Silent Hill 2” — especially in the hospital and tenement sections. Their work on Konami’s masterpiece is definitely in the DNA of this game. The controls, the spooky vibes, the lackluster enemy variety, and the vague storytelling are all there.
Thankfully, the combat is much improved here. Although it has problems. All you get is a shotgun and pistol for half the game, and the only real way to damage enemies is to charge up the shots. That makes your aim so much more unstable, and thus lies the inherent tension of the game. It’s apparently terrifying to not be able to land your shots, lose ammo, get hit, die, and that leads to a lot of frustrating encounters.
I like almost everything this game has to offer, but the inability to dodge or avoid attacks, the intentionally weak melee/stomp combo, and the very sparse inventory space and crafting materials make for a sandpaper-rough experience compared to the sublimely balanced “RE” remakes.
Almost everything in this game is scarce. The context for the story, the proper names of characters, and especially the items. If you’re into that, you’ll love “Cronos.” In fact, if you’re into lore dumps and audio recordings, then man do I have the video game for you.
I grew tired of having to charge my shots and aim for the heads of the one enemy you fight over and over (a mutant man with a long arm that whacks you), but getting to use the time reversal power to regenerate infinite exploding barrels IS fun. As is getting a fully automatic pistol halfway through. But by then, you’re either in for the scares and the narrative or out completely.
I will say, the game gets scarier as it goes, and better overall. The level design, cut scenes, delirious boss battles, and mixing and phasing between two realities and worlds ala “The Medium” — it all picks up steam as it chugs along.
Upgrading your kit and suit, increasing your item inventory, adds to the fun in a way I wish the beginning has more of. But all in all, this has what it takes to become a cult hit someday. Right now, it’s just buried in the busiest time in the calendar.
It’s not as good as “Silent Hill 2” (that source material was just too exquisite), but this is a step in the right direction for a team that has been vaulted into the spotlight for its work in the horror genre. Hopefully, their next remake can up the game, and the thrills.
“Cronos” is available now for PC, Xbox, and PlayStation.
Image Credit: “Cronos: The New Dawn,” Bloober Team





