It’s probably fair to say that Bloober Team, the Polish studio behind a host of horror games, had a fairly mixed track record going into last year’s Silent Hill 2 remake: incidents like the infamous baby bonk sequence and The Medium’s widely criticized ending left many long suffering Pyramid Head fans anxious about what would happen when the studio got their hands on a classic. But then, the remake came out, and despite some critiques, most people seemed to like it.
Building on that relative success, the studio is continuing on a survival horror trajectory with its latest: Cronos: The New Dawn. It’s a time travel story. More specifically, it’s one starring a laconic heroine in a futuristic diving suit laden with Giger-esque psychosexual imagery, as she follows the orders of an enigmatic organization that speaks in cryptic directives. And somehow this very specific situation is only one part of a sprawling narrative that involves pandemics and the fall of Marxist-Leninist Poland.
And then there’s the game part: a familiar yet well-executed Resident Evil/Dead Space-inspired affair where you shoot a bunch of sci-fi zombies in the head—but with a twist! Said infected humans love merging with the corpses of their comrades to form bigger and more imposing flesh creatures unless you intervene. This premise has the player darting from one side of the battlefield to the other to break up these unions, all while dodging elongating limbs and acid attacks. While Cronos’ ambitious storytelling begins to unravel in its final act, its well-orchestrated tension, alien imagery, and rock-solid survival horror loop mostly make up for its lackluster climax.
This journey begins with a long list of questions. Your character, referred to as “Traveler ND-3576,” awakens from a metal womb and is given vague instructions by a robotic voice in service of something called The Collective. Donning a suit that draws more than a little inspiration from the design of the unnamed extraterrestrial pilot in Alien, The Traveler sets out on a quest through a post-apocalyptic Poland. Humanity is nowhere to be seen, having been infected with a mysterious disease that turned them into freaking flesh monsters with the innate desire to merge. From here, The Traveler jumps between the present and the past of communist Poland’s New Dawn district (inspired by the real-life Nowa Huta in Kraków), as they follow The Collective’s orders in tracking down human “Targets” for “Essence Extraction.”
And while your overriding directives are esoteric, the means with which you’ll be carrying them out will be familiar to survival horror fans: scavenge for ammo, make do with limited inventory space, and blast various unsettling creatures with guns. While you’d be forgiven for accusing the game of being a “Dead Space knock-off” at first glance, given how it also features a protagonist in futuristic armor who finds messages written in blood that educate you on how to interact with the game’s core mechanic, there are plenty of differences that give this experience its own compelling specifics.
For starters, there’s your weapon, the Relic, a shifting firearm that’s most damaging when charged. With its initial pistol-like mode, The Sword, you’re basically encouraged to stand in place while readying a powerful blast. In practice, this often means you’re forced to stare down the nightmarish flesh beasts approaching you as you (hopefully) ready a headshot that will stun them. However, perhaps your most important tool is The Torch, a close-range flamethrower blast that sets everything on fire in a radius around you. As the in-game tutorial points out, this basically serves like a dodge or a block, letting you interrupt incoming attacks.
Another of The Torch’s essential functions is that it helps you prevent the Orphans from merging with dead enemies by burning them or the corpse they’re trying to absorb. While at first, I thought the game’s repeated insistence to “not let them merge” was a bit overblown, eventually fights became more chaotic, making it clear just how bad things can get if you don’t take an active approach —if left unchecked, your foes will continue to combine until they create hulking monstrosities that eat through ammo, leaving your guns are dry as you desperately sprint through maze-like hallways. The Torch’s ability to instantly stop a merge can be invaluable, but of course, it’s a limited resource that requires careful consideration each time you use it.
As someone whose strategy in Resident Evil 4-inspired games is to 180 at the first sign of danger and run as far away as possible before finding a vantage point at maximum range, so I can keep the icky zombies away from me, Cronos often requires you to get up close and personal, making its encounters tense and frantic. And perhaps most interesting is how your limited ammo encourages innovation, setting up situations where you kite a group of Orphans until they’re clumped together, before turning on a dime towards to stun them all with flames before finishing them with a shotgun. And while your only defensive move besides your Torch is a somewhat leisurely paced run, enemy attacks are telegraphed enough that as long as you sprint in the correct direction with the right timing, you can avoid these strikes for the most part (assuming you didn’t get greedy going for a charged point-blank headshot). If there’s one big flaw to the running and gunning segments, it’s that, at least on my mid-end PC, the game ran quite poorly, with the types of stutters and frame drops that for whatever reason seem all too common among Unreal Engine 5 games.
Anyway, while that extensive breakdown about shooting guys may leave the impression that The Traveler scores more kills than Leon Kennedy, a surprising element here is just how patiently these encounters are doled out. There are long sequences of silence, as you work through surreal, dilapidated environments defined by impossible physics; I forgot to mention that something called The Anomaly has messed up space-time, causing floating debris and wonky gravity. This video game loves foreshadowing in all forms, whether it’s hearing an Orphan banging on a locked door you’ll inevitably need to pass through, or through setting up “We Don’t Go To Ravenholm” styled verbal warnings about some messed up place you’re told not to go to before you inevitably go there.
The relatively frequent gaps between the action give room for creeping psychological horror where temporal disturbances and stolen souls create haunting imagery. These elements are further elevated by some genuinely excellent sound design where knocks, groans, and gurgling Biomass remind you that you’re not alone as you work through the belly of the beast. Meanwhile, creeping synths capture the alien strangeness of The Collective’s unknowable technology, as ethereal choirs tease out the underlying religiosity of this distant organization.
These sights tie into the best parts of a narrative that, unfortunately, is eventually let down by unsatisfying answers. At its best, this story combines a sense of both fear and awe towards the unknown as the script’s unabiding love for cool-sounding proper nouns pairs with technology that transforms our world into something else entirely. It all creates a desire to understand The Traveler and the purpose of her quest, lending this story a page-turner quality hard to find in games that want to scare the crap out of you—I can’t speak for others, but I usually prefer playing this genre in small bursts so I don’t freak out. There’s some clever merging of story and gameplay here, especially when it comes to one specific mechanic that has you make some brutal choices.
However, because this is a time travel story, things aren’t all inexplicable monoliths and techno-religiosity. We’re also taken to the past; Warsaw Pact-era Poland in the ‘80s, to be more precise. Unfortunately, this is where things get a bit rockier. The first element that hurts this part of the story is that the human characters aren’t particularly compelling, coming across like over-the-top archetypes due to clunky dialogue and stiff performances. Then there’s the relatively straightforward COVID metaphor regarding “The Change” (the event that caused humanity to become freaky flesh monsters), as people contend with an affliction that quite literally makes its victims want to be near each other: this aspect of the story is fine, albeit a bit trite.
Layered on top of this are critiques of communist Poland, which is portrayed as incompetent, corrupt, and ineffectual in the face of this pandemic. There are a few flashes of something here, like how a workers’ movement in opposition to the government charts out a more nuanced political argument than “commies are bad”—it should be noted that a trade union had a massive hand in toppling the real-world Polish People’s Republic—but it’s not quite enough to redeem how these points ring hollow due to where things end up. Disco Elysium, this is not.
From top to bottom, the narrative appears to be an indictment of collectivism: the Change causes people to converge into a gross, fleshy mass, the New Dawn district is a portrait of communism gone wrong, and an organization very literally named The Collective has some shady dealings. It’s a thematic thread that doesn’t really come together.
Maybe the worst part is that the sci-fi goodness hooked me at the start. The mystery of uncovering the purpose of The Traveler’s quest kept me engaged in every tidbit, as she meets an initially interesting character who shares a part in her past. That is, until the ending. To avoid spoiling specifics, I’ll just say that events pivot from the humming inexplicabilities of Giger to something that much less effectively channels another famous sci-fi work, Frankenstein, as the narrative crumbles due to an unearned late-stage pivot that relies on an off-screen relationship. Also, it does The Traveler dirty.
What it basically comes down to is that despite posing some big questions, the story doesn’t have much to say in the face of the end, whether that’s the end of humanity, the end of the Soviet dream, or the end of a single life. Perhaps there are other in-game endings that offer more than nihilism, but the two I saw (after reloading a save) left me underwhelmed.
Still, while the explicit storytelling didn’t come together, this doesn’t entirely undermine the game’s strong sense of ambiance or the tension of its survival horror loop. Whether it’s frantic encounters that have you juggling between weapons, scares amplified by a demonic flashlight that loves to turn off at inopportune times, or the satisfaction of progressing through these interconnected areas, the act of working through Cronos: The New Dawn is a well-measured mixture of frights and thrills. While its narrative failings prevent this experience from merging into a cohesive whole, at least it channels the appeal of its video game inspirations.
Cronos: The New Dawn was developed and published by Bloober Team. Our review is based on the PC version. It is also available for the PlayStation 5, Nintendo Switch 2, and Xbox Series X/S.
Elijah Gonzalez is an associate editor for Endless Mode. In addition to playing the latest, he also loves anime, movies, and dreaming of the day he finally gets through all the Like a Dragon games. You can follow him on Bluesky @elijahgonzalez.bsky.social.