Cronos: The New Dawn’s Combat Is Inspired By Alan Wake And Dead Space

Cronos: The New Dawn's Combat Is Inspired By Alan Wake And Dead Space

As a seasoned gamer with over two decades under my belt, I can confidently say that Bloober Team’s upcoming title, Cronos: The New Dawn, has piqued my interest like no other. Their remake of Silent Hill 2 was a masterpiece in its own right, and now they’re diving headfirst into the abyss once more.


Bloober Team is currently experiencing great success with their recent release, a revamp of Silent Hill 2. Already, they are focusing on what lies ahead.

Information about “Cronos: The New Dawn” has been sparse up until now, but in a recent chat, they’ve shared some insights into the game’s battle mechanism.

Wojciech Piejko, as the Game Director for Bloober Team’s project, is drawing ideas from other remarkable games within the same genre, such as Alan Wake, Dead Space, and Resident Evil.

In the game Dead Space, players must sever Necromorph limbs; in Alan Wake, they utilize a flashlight against foes; and when playing Cronos, one should anticipate a unique gameplay mechanic that will be revealed upon play.

Piejko explicitly mentions a unique gameplay feature, which has always been a defining characteristic of these titles.

However, to truly highlight a game’s novelty, it’s crucial to have a solid understanding of the basics, more so when the player has the choice to eliminate opponents as an available strategy.

For the purpose of demonstration, Piejko illustrates a scenario showing how to provoke anxiety and suspense without requiring a fight scene.

Cronos: The New Dawn's Combat Is Inspired By Alan Wake And Dead Space

During the interview with MP1st, he breaks down the scene in great depth, but to put it concisely, it centers around presenting a looming threat, forcing the player into hiding in preparation for a later confrontation, only to never actually engage in the anticipated conflict – instead leaving the tension unresolved.

The monster doesn’t notice you; it’s a familiar type of foe known for its strength and difficulty. So, you carefully approach from behind while it’s not looking. As you explore the rooms, you locate the key. Now, it’s time to return, face the monster again. On your return journey, you hear the noise once more, but it mysteriously ceases. You investigate the corridor and find that the monster has vanished. Where could it have gone?

Despite limited information about Cronos: The New Dawn, particularly its gameplay aspects, Piejko anticipates that the upcoming interview will offer gamers a robust preview of what lies ahead in the game. As of now, it’s set to be released sometime in 2025.

Cronos: The New Dawn And The History Of Horror Encounter Design

Cronos: The New Dawn's Combat Is Inspired By Alan Wake And Dead Space

In ancient days, many horror video games would manage gunplay by making the main character move slowly and awkwardly, a style often referred to as “tank controls”. The original Resident Evil series is one of the most famous examples, although it wasn’t the only game that implemented this method.

Indeed, such mechanical elements are quite efficient and align well with the game’s narrative, giving them praiseworthy merit.

Given that the character is an inexperienced civilian finding themselves armed with a firearm for the first time, it’s only natural that their aiming might be clumsy – after all, handling such a weapon could feel just as alien to them as navigating this gaming world does to us.

Many contemporary video games are moving away from complex mechanisms to some extent. While the core design essence remains, developers need to come up with new elements when the player assumes a character who is trained in using firearms, as often seen in games like Resident Evil.

In Piejko’s words, a player becomes deeply engaged in a scenario when their survival instinct kicks in. The less interruptions or mistakes in control, the stronger the sense of immersion – however, this can make players seem mightier than the creatures they ought to fear.

When traditional control measures fall short, it’s the innovative design solutions that take center stage – a topic that is primarily discussed during Piejko’s interview.

Essentially, battles in Cronos have a resemblance to RE and Dead Space settings, yet we remain storytellers first and foremost, so anticipate a significant focus on narrative and immersive exploration. The Traveler’s survival depends on their suit, weapons, and abilities, but they are highly susceptible to the horrors hidden within the remnants of an ancient world. Prepare for encounters where you’ll be outnumbered, requiring careful tactics to survive.

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2024-11-28 02:38