Investigating the Architects of the Haunted and Brutalistic Realm in Cronos: The Fresh Beginning
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Bloober Team has positioned itself as a significant entity in the horror gaming sector, with a collection that features both original creations and adaptations of well-known franchises. Their involvement in titles like “The Blair Witch” and the “Silent Hill” series has showcased their skill in crafting immersive and frightening experiences. With innovative concepts such as “The Medium” and “Layers of Fear,” they have displayed a talent for designing intricate worlds that engage players.

Their newest endeavor, “Cronos: The New Dawn,” is set to be one of their most ambitious projects to date. This game promises to provide a distinctive and unsettling experience that horror enthusiasts are eagerly awaiting. As the launch date nears, CGMagazine had the chance to converse with Game Director and Lead Writer Jacek Ziemba, and Lead Narrative Designer Grzegorz Like, to delve into the creative process behind this upcoming title.

The idea for “Cronos: The New Dawn” originated during the concluding phases of “The Medium” development. The team split into smaller groups to brainstorm fresh concepts, resulting in two proposals: one featuring a bizarre illness in a Polish housing estate, and another about a time-traveling individual sent to save people from an apocalypse. Ultimately, these concepts were combined to establish the foundation of “Cronos: The New Dawn.”

The developers aimed to ensure that “Cronos” felt unique in comparison to their earlier work, especially “Silent Hill.” They opted for a sci-fi backdrop with a time-travel element to investigate psychological horror in a novel manner. The game seeks to strike a balance between storytelling and gameplay, evolving from their prior titles, which were heavily narrative-centered.

Bloober Team’s exploration through various horror games has imparted crucial lessons that have been utilized in “Cronos.” Each title has played a role in their evolution as a studio, from playing with horror components in “Layers of Fear” to integrating dialogue options in “Observer.” With “The Medium,” they acquired skills in managing cutscenes and character emotions, while “Silent Hill” offered a basis for third-person gameplay and combat mechanics.

“Cronos: The New Dawn” unfolds in a world that is intentionally alien and inhospitable. The incorporation of the Polish language and brutalist architecture adds to the oppressive ambiance, making players feel diminutive and alone. The game’s main character, referred to as the traveler, possesses more knowledge than the player from the outset, crafting a narrative that develops as players advance.

The marketing approach for the game has focused on captivating players without disclosing too much, allowing them to engage with the game enveloped in mystery. The developers have constructed a narrative that invites players to explore thoroughly for answers, ensuring that the experience is both absorbing and intellectually stimulating.

With “Cronos: The New Dawn” on the verge of release, it promises to be a fascinating addition to Bloober Team’s remarkable collection of horror games, delivering a novel and immersive experience for fans of the genre.

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