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Cronos is, at least, more of a game. Instead of being a horror-tinged walking simulator, Cronos is a third-person shooter in the vein of Dead Space and Resident Evil 4, with a slight favoring to the former, given the two armored-clad protagonists. This is a notable development since tiptoeing around for currency and ammo is more engaging and adds the welcome stress of managing an inventory. Beelining straight to the goal in less mechanically dense games is boring and leaves little room for tension to fester, and not being able to feel the fear through the mechanics was a key part of Blooberโs prior failings.
Rating: 2/5
| Pros | Cons |
|---|---|
| Moody, synthy soundtrack | Horribly tuned combat |
Distinct lack of tension and scares | |
| Terribly paced story and dialogue | |
Cynically explored themes |
Cronos‘ Combat Lacks the Deft Touch of Other Horror Games

The transformation into a more gamey video game, while an improvement over tedious walking, is little more than a theoretical upgrade. Gunplay, for example, is thoroughly infuriating for a multitude of reasons. Most guns can shoot normally or be charged for extra oomph, but only the latter seems to actually do any noticeable damage. Orphans, Cronosโ goopy monsters, tank through hits at an alarming frequency โ leading to many cheap shots โ and hardly react to anything short of a powered-up pellet to the dome or chest. Having to build up power for each shot sounds like it would sow tension, yet it absolutely does not. Bullet sponge enemies who shrug off hits disempower players by making them feel weak.
Disempowerment is seemingly crucial to the genre, but that’s not quite the case with action horror shooters like this. This adrenaline-fueled subgenre is more about overwhelming players than making them feel like they can’t fight, as beautifully shown in Resident Evil 4โs iconic village shootout. Ammo distribution is a key component of this fantasy and yet another way Cronos falters. Boxes or freshly slain Orphans will frequently drop nothing even if ammo is running dangerously low, even during boss battles and more chaotic skirmishes. The thrill comes from always being on the knifeโs edge, and the deft resource drops in games like Dead Space, The Last of Us, and Resident Evil 4 ensure the player is perpetually on that precipice when played on most difficulties. Cronos severely lacks this deftness and pays the price โ running out of bullets is a huge pain and pushes players out of that riveting Goldilocks zone.
Artificial ammo scarcity is partially a symptom, though, as itโs a byproduct of the aforementioned spongy enemies as well as the lack of any suitable alternatives to traditional firearms. Melee strikes are slow and functionally useless, and there are no other reliable ways to slaughter without firing off a bullet or grenade. The gameโs limited-use flamethrower wastes its potential by having such few charges and not automatically refilling, two oversights that radically diminish its utility. Melee weapons and telekinetic gadgets in other games aren’t just there for varietyโs sake; they play a crucial role in combat balancing by making a low ammo count not as much of a death sentence.
Cronos Isn’t Scary (and That’s a Big Problem)

Cronosโ combat, in addition to being stingy and tedious, also just lacks an identity. The enemy merging mechanic that is supposed to give Cronos its own sauce, ironically, never comes together. Grunts can inherit additional powers like armor or acid-spitting from nearby carcasses, but it rarely happens and only once again highlights the gameโs other issues. Enemies don’t aggressively merge with each other because that would only make the paltry amount of flamethrower fuel used to torch corpses even more apparent. And when they do merge, it’s not always a given there will be enough ammo to deal with the newly formed deadlier hybrid. Cronos also never twists or plays with this mechanic, so there’s nothing to keep players on their toes. It’s an excellent idea in theory, but executed in such a limited and half-baked fashion, rendering the whole thing a huge bust.
Cronos also isn’t scary enough to make up for its dreadful action. Jump scares are almost always extremely rinky-dink, Alan Wake 2-esque full-screen flashes with loud screams or pedestrian โmonster bursts through doorโ sequences (which, for some godforsaken reason, punishes non-clairvoyant players by damaging them if they’re even remotely close). These sit alongside the more pathetic sequences that suddenly teleport players into a different enemy-filled dimension before cutting back at the last second and having objects slowly move forward or fall as if they’re possessed. It’s all wildly hacky, and there’s been little done to cleverly surprise players or make them fear every hallway. There is one grabby, wall-bound enemy type that forces careful scanning of each surface, and those can instill a welcome bit of paranoia, but they’re repeated so often and cumbersome to track down because of their poorly mixed audio cues.









