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Dawn

Until Dawn at 10: how Supermassive overcame Sony scepticism and used the science of fear to make a modern horror classic
Game Reviews

Until Dawn at 10: how Supermassive overcame Sony scepticism and used the science of fear to make a modern horror classic

by admin September 6, 2025


“There was a big thing where Sony didn’t like the game when we released it,” Until Dawn creative director Will Byles recalls. “They really hated it in fact, and pulled all the marketing. It was really frustrating.”

It wasn’t the reception Until Dawn studio Supermassive Games was anticipating after spending half a decade developing the now-beloved cinematic horror game, but any concerns Sony might have had were quickly forgotten. When Until Dawn launched in August 2015, it was a critical and commercial hit, scaring up a legion of fans and even winning a BAFTA. Ten years later, Until Dawn is now rightfully considered a modern horror classic, fondly remembered both as a bold experiment in storytelling and a hugely entertaining game in its own right – one that still holds its own today. And with its tenth anniversary now here, we sat down with Byles to discover how it all came to be.

1.

Byles’ career had already been an eventful one by the time he joined Supermassive Games in 2010. He’d started out as an artist before moving into theatre as an actor, director, and prop maker, and it was his skill in model making that eventually took him down a different path toward animation, initially under the guidance of Paddington and Wombles animator Barry Leith, then at famed Wallace and Gromit studio Aardman.

It was a journey that would lead to computer animation and, later, a stint at EA, where Byles – then serving as art director on Battlefield – began dreaming about what else games could be. “I could see a future inside gaming that was more than just hardcore design and much more about the aesthetics, the storytelling, the narrative and beauty of it,” says Byles. And then came developer Quantic Dreams’ Heavy Rain.

Until Dawn creative director Will Byles. | Image credit: Will Byles

“There wasn’t anything really like it out there,” Byles recalls. “Sony, quite bravely I think, went: let’s give that a go, [and] it came out and got a great reception.” It was a success Sony was keen to replicate, and so it approached Supermassive, then a second-party studio, with an idea. “They said to [co-founder Pete Samuels], ‘Can you make a game like this as well?’, and Pete said, ‘Not right now, but I know a man who can.'” And that was where Byles joined the story.

Supermassive’s first attempt at an interactive drama was, by Byles’ own admission, ambitious to the point of unworkable. “It was a non-UI [game] where everything you did was basically a choice all the way through. And it had a sort of adaptive way to deal with stuff; if you wanted to open a door, you could just walk up to it. But [there was] a modifier so if you held the stick forward, you’d basically kick it in… But when we built a prototype, you didn’t know those choices were happening, they just were happening all the time. So that invisibility became its own worst enemy… We pitched to [Sony] which they really liked, but they ultimately said, ‘Listen, it’s a bit too complex.'”

Meanwhile, another project within Sony was struggling to coalesce. “They’d already started making it in Sony’s London Studio and it had problems,” explains Byles. “[So Sony said], ‘Given you’re doing this kind of interactive story stuff, why don’t you have a look at that?'” And that was how Supermassive inherited the game that would eventually become Until Dawn. Known as Beyond, it was a first-person horror title designed for PlayStation 3’s Move motion controller that told the story of a masked killer terrorising a group of teenagers at a snowy ski lodge.

“The way you played it was with a flashlight [mapped to Move],” recalls Byles, “and you had a bunch of QTEs and stuff. There were some great things in it, some quite clever ideas, but it was very literal, and the story was a difficult sell… It was very dark. One of the girls had got pregnant by her boyfriend the year before and had an abortion because she’d spoken with some of her friends. And then this boyfriend had decided to kill everybody who was involved in it. So [Sony] gave us this and said, ‘Listen, please just rewrite this and do something with it because it’s not working [and] we’d really like to push this to another level.’ So I rewrote the whole thing.”

Until Dawn as it would eventually look five years later. | Image credit: Eurogamer/Supermassive Games

Supermassive’s work on Until Dawn, then still planned for PS3, began in 2011, with Byles drafting a 100-page story treatment charting the game’s journey – minus the branching narrative that would come to define it – from beginning to end. “If that works then that’s a starting point,” he explains. “But if it’s not an engaging story, you start again.” The essence of London Studio’s original idea, though, remained. “It was definitely not [a case of] throwing the baby out with the bath waters,” says Byles. “There were a few names we kept, the balance of eight teenagers, the teen horror… And I personally really like [the mountain] aesthetic. But we really pushed it to a very different level, to a self-aware sort of Scream style… where we started off as one thing, this teen slasher, but switched it around so that’s not the thing at all.”

Byles describes Supermassive’s vision for Until Dawn as a “deliberately pitched” teen horror. “Once it’s up and running,” he elaborates, “it starts to kind of unravel a little bit. A lot of it was designed to really foil your expectations, [so] we intentionally made all the characters very primary coloured to start off with, like a sort of teenager’s facade. [At that stage in life], your biggest worry really is about who you are; we wanted everyone to be at the pinnacle of self-actualisation with all their own little demons and [then, as their survival instincts kick in] start pulling bits away [until they’ve] become a more realistic, genuine person. There was a lot of that, trying to start it off from this position of not ridicule but certainly, ‘We know we’re not a serious horror film-stroke-game.'”

“It’s very difficult working with a publisher on subjective storylines, because everybody above a certain level has got feedback [and] you really do end up in a committee level of story writing where almost nothing from the original has stayed.”

For Byles, though, Until Dawn’s narrative – which gradually swaps classic slasher tropes for more cryptozoological concerns – wasn’t just about subverting audience’s expectations. “I was actually very deliberate in making sure there wasn’t a psycho hitting people,” he says. “A very lazy way of giving jeopardy is putting somebody who’s mentally ill into a position of killing people… I’ve had close relationships with people who’ve struggled with mental illness and I thought, ‘I’m not going to be part of something that’s perpetuating a level of stereotyping.’ [The character of Josh] is suffering badly from the trauma of losing his sisters and is reacting to it in a way that’s maybe not quite proportional, but he certainly isn’t murdering people.”

Another storytelling rule the team adopted came not from movies but rather Byles’ frustration with Heavy Rain. “There’s a bit in the typewriter shop,” he explains, “where you’re playing as the detective and they murder somebody. It happens outside of you knowing it and from then on you don’t know you’re the murderer. And it really annoyed me… that wasn’t just a bit of misdirection, it was an absolute lie. That was being disingenuous. So we had a rule that no player character could know anything of pertinence the player didn’t know.”

Larry Fessenden and Graham Reznick promoting Until Dawn. | Image credit: Will Byles

With the narrative groundwork laid, Supermassive turned to renowned horror filmmakers Larry Fessenden and Graham Reznick to develop Until Dawn’s initial story outline into a full, and more genre-authentic, script. “It’s very difficult working with a publisher on subjective storylines,” Byles explains, “because everybody above a certain level has got feedback. And that ultimately makes things insanely difficult, even more so when it comes to script and dialogue, because you really do end up in a committee level of story writing where almost nothing from the original has stayed; you’ve ended up with this sanitized, bowdlerised version.”

“So, we made a point of going to find film writers, in a way to try and avoid those conversations over the scripts. We just said, ‘Listen, these people make horror films all the time… whatever they come up with, effectively that’s okayed. No one’s allowed to say it’s not unless it’s broken something, unless it’s breaking the law, or whatever. And then we can have a conversation.'” The hope, ultimately, was that the approach would result in a slightly more sophisticated script than those typically seen in video games at the time.

2.

With Until Dawn’s story pieces in place, Supermassive could start building them out into a game. And while its status as an interactive drama meant player choice was already a given, the team was keen to take things further. “We asked ourselves right at the very beginning really, what’s the important thing in a horror movie? And one of the big things is jeopardy. But in video games, you didn’t really have jeopardy because you could just start from where you left off… So we threw in a rule that everybody can live and everybody can die, [and that] you couldn’t go back… because otherwise death was basically just a failstate rather than a story element. We didn’t want any of that. We wanted [the story] to literally change as you went on.”

As Byles recalls, that immediately made choices more consequential, “because if I die and I’m playing Ashley, and I like Ashley… I’m going to be really, really upset… so that whole thing set up a level of consequence and tension we didn’t have [before].”

Until Dawn’s core cast of characters, and their respective performers. | Image credit: Will Byles

But arranging a story around characters who weren’t guaranteed to make it through to the closing credits brought its own complications, which Supermassive approached by developing a narrative structure Byles refers to as the “circles of destiny”. Essentially, this imagines the story as a wheel, with each character’s journey following its own ‘spoke’ from an outer starting place to a converging point in the centre.

“If one of them dies halfway through, the structure is still there,” Byles explains. “All these other spokes are still there. And as long as you meter those out… you can absolutely guarantee you’ll get to the end of the story with at least one or two of those characters just by writing it that way. But that doesn’t mean you haven’t got 50 deaths available up until that point.”

All of which left ample room for different player-driven permutations to Until Dawn’s story, but there were limits. “Ultimately, because you’ve got a finite budget,” says Byles, “the more branching you have, the less you can spend on any one particular branch. So it’s always going to impact the quality and the story. Stories can’t make themselves – they do need to be honed and engineered and worked out – so we had a rule… that if we came up with a really good idea and it was on a branch, the other branch had to be equally as good.”

As it happened, Supermassive’s aborted original attempt at developing an interactive drama for Sony had already taught the team a valuable lesson: that less is more. “We [originally] thought it would be more exciting to have this almost unlimited level of branching, and that’s really not the case,” Byles explains. “People want a really good story that you can control as you go through it… It turns out choices are much more about the appearance of the choice and the feeling you get when you make a choice than the choice itself.”

Byles points to developer Telltale Games’ celebrated The Walking Dead series – and its infamous “X will remember that” prompts – as a great example of this idea in action. “Often they didn’t make any difference,” he says, “but there was the awareness you had as a player like, ‘Shit, that feels like I’ve done something, but I don’t know that I want them to remember that'”. Similarly, Until Dawn’s Butterfly Effect alerts, which would appear in response to certain choices, were designed to imbue player decisions with a sense of weight and tension. “Just going to players, ‘Listen, that’s a thing now’, honestly made such a difference, [creating] that level of expectation and understanding of how consequential things were.”

Some choices are more impactful than others. | Image credit: Eurogamer/Supermassive Games

Not that every choice moment in Until Dawn was equally consequential. “Things happen from all of them,” Byles explains. “It’s just how much happens. I’m loath to say they didn’t [all] matter, but I’m also very aware that [some of them are] cursory. The number of actual Butterfly choices that really made a difference – whether people lived or died because of them – I think was nine in the entire game.”

As the team discovered, though, even choices that appeared minor on paper could weigh heavily on players’ minds. “There’s a funny thing,” says Byles. “As well as the… actual outcome [of a choice], there’s another outcome which we didn’t know about at first but that we now utilise a lot, which is the contextual outcome.”

“If you have a conversation with somebody who has just told you they hate you,” he elaborates, “every part of the conversation that follows is a different conversation regardless. It might be the exact same words and it might be performed in the exact same way, but fundamentally it’s a different conversation because you feel differently about it.”


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Among Until Dawn’s myriad choices, there was one branching path the team assumed only a few players would be foolhardy enough to follow – an assumption that proved almost comically wrong once the game hit shelves. In Chapter 9, shortly after learning Wendigos can mimic voices, Ashley hears her missing friend Jessica calling – and players are given the choice to either stick with the group or splinter off to investigate.

“Within a horror context, you stick with the others,” laughs Byles. “Of course that’s what you do. We thought, ‘No one’s going [to investigate]’, but we’ll put it in there anyway.” Supermassive even offered the option to rejoin the group shortly after, assuming players would soon regret their earlier decision. And finally, for those who’d pushed ahead regardless and suddenly found themselves dealing with a violently banging trapdoor, it implemented one last opportunity to turn back and avoid a messy end. “We thought by that stage maybe one out of a thousand would open that trap door,” recollects Byles. “It was 50/50. It was extraordinary!”

3.

While Until Dawn’s choice and consequence system provided a unique way to manipulate tension, its teen slasher trappings meant Byles – a life-long horror fan – and Supermassive could also delve deep into more traditional cinematic scares. “For years I wanted to make the scariest thing there is,” explains Byles, “and I did a lot of research on horror and fear; why some horror films work and some don’t; what goes on physiologically and emotionally. And it’s such an interesting area of creativity because fear is such an atavistic emotion [and] there’s a whole thing about managing that within a narrative.”

Fear can be manipulated through mood, through suggestion, and through other means – but the horror movie staple is, perhaps, the classic jump scare. “It’s really easy to make a loud noise and a big flash of a face, and you literally could scare anyone doing that,” explains Byles. “And Until Dawn has its fair share of jump scares – maybe a little too many for my liking; it’s a [method that’s a] bit cheap and it’s a bit obvious and after a while it becomes quite boring.”

“It’s really easy to make a loud noise and a big flash of a face, and you literally could scare anyone doing that [but it’s a] bit cheap and it’s a bit obvious and after a while it becomes quite boring.”

“There’s a thing about fear… where you can’t be frightened for very long,” he continues. “Eyes dilate and all kinds of things happen to your vascular system, your nervous system. Your breathing changes and you go into a fight-or-flight response state, but that can only last a little while… because your adrenaline starts to drop; your body gets tired and wears itself out… So if you try to keep people frightened for 90 minutes [in a movie] or 10 hours in a game, you’ll fail 100 percent. What absolutely works is if you do that then let it fall away; add in levity, a bit of a love story, it doesn’t really matter as long as it’s not horror or frightening. Manipulating that is good fun to try and do, but I’d have a few arguments about that because ultimately it’s a subjective art form.”

In an effort to ensure its scares were hitting the mark, Supermassive eventually turned to science. “Galvanic Skin Response testing measures the electricity conduction in your skin,” Byles explains, “and the wetter it is the more conductive it is. They put a load of electrodes on your hands, and I think a couple on your head. As you play, an alarm sounds if you go into that arousal state of fear… You can literally watch it in real-time; a player will be walking down a corridor and a noise will happen, then suddenly the little graph peaks. And if you go into a really big scare, it goes off the charts. So it’s a really good way of saying, ‘Okay, it’s not subjective, it’s objectively scary amongst this cross-section of people.'”

Motion controls were also used to heighten tension. | Image credit: Eurogamer/Supermassive Games

As Byles recollects, there was one scare the team was particularly proud of, involving Chris, Ashley, and a locked basement door. “We purposely got it to a stage where it’s very, very tense, and [as Ashley opens the door] we stuck in an over-the-shoulder perspective and put players back in control… Only once they’d started moving forward did the actual ghost come out and scream in their face. It got everybody, but it took ages to design it in a way that made sure that [response] happened each time. It was definitely one of the more technical ones.”

Throw in the occasional splash of gore to complement the tension and scares (“Gross had to be the smallest [part of the mix],” says Byles, “otherwise it starts to become gratuitous and loses strength; it just becomes comedy”), and Until Dawn’s horror language had been defined.

Mike and Jessica’s long walk up the mountain. | Image credit: Eurogamer/Supermassive Games

To pull these disparate elements into a cohesive experience, Supermassive homed in on several key mechanics its designers could deploy between cinematic sequences: a choice for players to make, an action scene, or exploration scenes to give the story some breathing room. “It would be, ‘Okay, we’ve got the story, now where should we start putting these things?'”, Byles explains. And over time, the team established a structural rhythm that was intended to keep a balance between its interactive and non-interactive elements, and to ensure players remained engaged. “We tried to keep each [cinematic] sequence less than a minute long,” explains Byles, “less than a page basically, and if you got to two pages, you’d probably pushed it too far.”

As Byles recalls, some of Until Dawn’s more deliberately languid pacing initially proved contentious during development. “There was a lot of resistance to that,” he says, “especially chapter three, when Jessica and Mike are wandering up to the lodge; it takes around 25 minutes and almost bugger-all happens on that entire journey… Ultimately it’s just them having a chat… but we looked at other games like Life is Strange, and whilst it’s not horror, it’s very much about relationships and that’s more powerful than you think. Having access to that within horror became really a big deal. If you don’t care about the people, then you can have as much horror as you like. It doesn’t matter.”

A saucy – but not too saucy! – moment. | Image credit: Eurogamer/Supermassive Games

As for that other classic teen slasher staple, sex, Supermassive moved cautiously. “There’s a lot of underlying innuendo [in Until Dawn],” explains Byles, “and there’s obviously the scene where Jessica and Mike can both get down to their underwear… but we were very aware of the level of exploitative sexism that can happen inside these kinds of stories [even though that’s] part of the point of them, certainly back in the 80s. So we didn’t want to be puritanical about it, but we also didn’t want to be gross – it was a fine line.”

4.

Supermassive’s initial PS3 version of Until Dawn featured many core elements carried over from London Studio’s earlier Beyond – the first-person camera, for instance, and a control system built around pointing a Move-powered flashlight. But the release of PlayStation 4 in 2013 gave Sony and Supermassive an opportunity to take Until Dawn’s horror further, and that started with a shift to a third-person camera – something the team had already been tentatively exploring.

“There was a really annoying thing about being in first-person,” Byles recalls. “Having your light source going down the same axis as your viewpoint means you just get flat lighting; you get no side lighting, no rim lighting, no back lighting, and there’s no beauty to it. Every time we went to a cutscene, it was like, ‘My god this looks so much better’. The snow and the woods and the moonlight and the characters, it all looked great. So when Sony said, “Listen, let’s do this for PS4,” we went, “Okay, [but] we need to do it in third-person,” and they said yes.”

“The hard thing was making sure the player wasn’t lost inside that,” explains Byles, “keeping them oriented in the right way… it’s harder than a follow-cam first-person. Way harder. But there’s something potentially very scary about [a cinematic camera]; if I can frame what you can see, I can organise a scare or organise a level of tension just based on that.” Byles points to a carefully framed moment during Until Dawn’s seance scene, one of the few times a genuine ghost appears on-screen. “Beth is just standing in the background and almost no one sees it because we made a point of getting no one to see it.”

When you know you know… | Image credit: Eurogamer/Supermassive Games

The jump to PS4 would also, albeit more indirectly, herald the birth of one of Until Dawn’s most iconic elements: the unsettling psychotherapist Dr. Hill.

As Byles remembers it, the Hill scenes – where he addresses players directly in first-person, forcing them to make choices relating to their deepest fears – were not in the original PS3 design plan. “We went out to Gamescom in 2014 and we were really aware that the whole choice thing was very divisive,” Byles explains. “People were like, ‘What do you mean by choice? What’s going on with this? You’re not really branching.’ And there was a lot of scepticism around how it would pay off, whether it would make a difference. And the interface, that was a big deal… At the time, as far as I remember, the PS4 still allowed you to use the funny little triangle at the front as a Move controller, so you could make a choice with a joystick or without a joystick.”

Crowds gather to play Until Dawn at Gamescom. | Image credit: Will Byles

With all this in mind, Supermassive built a questionnaire-like level Gamescom attendees would need to complete before delving into Until Dawn’s demo proper. “It was about showing them how to make a choice,” Byles explains, “almost like a tutorial.” And to add a bit of thematic flavour, the team included choices such as whether players were more afraid of spiders or zombies. “[They] made no difference to the game whatsoever,” Byles notes, “but everyone [who tried the demo] thought they did; they thought it was going to slightly adapt their game, to make it more zombie-based if they’d chosen zombies. So, we came home with that feedback and it was like, ‘My god, this is interesting.'”

As it happened, the team had already been contemplating introducing a storytelling element that would enable it to address players directly – specifically to establish the idea that while past events couldn’t be changed in Until Dawn, its choice mechanics made it possible to influence what happens in the future. “And we thought, ‘Okay, this is quite an interesting format; we could tie it into Josh and his mental illness'”, says Byles.

“So it was at that point we decided to kind of fake a first-person perspective where, for a narrative reason, you were talking to a psychiatrist as yourself effectively, and within that you’d be asked a series of questions that would make changes in the game. So you might be attacked with a needle instead of gas if you said you were afraid of needles, or if you say you’re fond of zombies, Dr. Hill literally starts to rot, and he’s almost become a zombie by the end of the game. They were relatively cosmetic, but they were enough.”

Dr. Hill was a relatively late addition to Until Dawn. | Image credit: Eurogamer/Supermassive Games

The shift to PS4’s more powerful hardware also brought Byles closer to fulfilling another ambition. “I’m probably ultimately a frustrated filmmaker,” he explains. “I wanted to make Until Dawn as close to a film as we could get it.” And PlayStation 4’s increased oomph, in combination with Horizon developer Guerrilla Games’ Decima engine, gave the team at Supermassive the space to pursue a more cinematic ideal. “There was a lot of stuff that we could do that we wouldn’t normally have done before,” says Byles. “So, snow was very good, we got a lot of the new shaders that were suddenly able to be developed.”

“There’s a thing you learn in filmmaking very early on which is that you almost always stick a fog machine into a set before filming anything to give it depth,” he continues. “So, making sure everything in Until Dawn had that on a filmic level – the snow, the amount of dust particles – was huge for believability… and just the way we lit it too; even environments that perhaps aren’t the best looking can look amazing if they’re lit in the right way.” Supermassive even went as far as to give each character their own invisible lighting rig, orientated against the camera norms. This essentially functioned as a portable three-point illumination set-up, helping overcome environmental lighting limitations and enhance Until Dawn’s cinematic feel.

One of Until Dawn’s most ambitious elements, though, was its animation. “I decided I wanted to try and push [things] once we went to PS4,” says Byles. “So we talked to these guys called 3lateral in Serbia who’d been [developing techniques that] meant we could do ridiculously good facial animation for the time. Unbelievable facial animation that was as close to a film as possible… it’s 10 years old [now but] it still knocks the socks off a bunch of stuff today.”

Peter Stormare, Wolfie the dog, and a body performer during motion capture. | Image credit: Will Byles

To facilitate that process, Supermassive hired a mostly new cast when Until Dawn moved to PS4, keeping only a handful of actors – including Brett Dalton as Michael and Noah Fleiss as Christopher – from the PS3 version. These were complemented by new additions including Rami Malek as Joshua and Hayden Panettiere as Samantha – who was a well-known face at the time thanks to her role as the cheerleader in hit TV show Heroes. “We pushed for the names,” recalls Bayles, “[Sony] didn’t want names at all… but there was also a budget limit. Peter Stormare [who played Dr. Hill] was really expensive, so we could get him for a day, but we needed some of the people for a lot longer than that.”

“I think as a rule our industry is a little brutal with actors. I think we see them as commodities, and I’ve seen shoots where actors are treated quite perfunctorily.”

Calling on his past experience in theatre, Byles directed Until Dawn’s cast himself. Recording sessions initially took place in LA in 2014, the core group of actors working through 40-50 pages of complex branching script each day. However, practical considerations meant the shoot was limited to capturing facial animation, while body capture happened later in the UK’s Pinewood Studios. These latter sessions utilised different performers, replicating the filmed moves of the original cast. “I now do everything together,” notes Byles, “because it kind of works out better, but in those days it was such a massive ask.”

Byles also believes his experience helped tease out performances that weren’t necessarily typical of games at the time. “Being an actor on stage is really scary,” he explains. “Being an actor in a motion studio is really scary. People don’t get how scary it is… You’re in a white box room studio; you’re in a leotard covered in dots; so unless you’re in good shape, if you’re anything other than buff, they’re not flattering. You’ve got a helmet screwed tightly to your head which can give you a headache and you’ve got to give a performance. It’s a hostile environment… and I think as a rule our industry is a little brutal with actors. I think we see them as commodities, and I’ve seen shoots where actors are treated quite perfunctorily.

Byles directing Rami Malek during motion capture sessions. | Image credit: Will Byles

“What happens on a game shoot is a bunch of different directors turn up; there’s a performance director, there’s the creative director, there’s the audio director, there’s often the art director, and at the end of every take there’s a discussion and a bunch of feedback given by people who don’t really know how to direct actors. It’s really soul destroying for actors if they’re engaged in the part to be told, ‘Can you do it like this?’ Getting a good performance out of an actor is mostly allowing them to give a good performance as opposed to confining an actor to a very specific set of parameters you’ve decided you want.

“So, for instance, the big performance Rami Malik gave where he’s being dragged to be tied up, which is an extraordinary performance, was me just telling him what was going on beforehand and him just going for it. There are games out there that absolutely do it nicely,” adds Byles, “but the majority don’t… so that had never really been done in that way before and it allowed a subtlety of performance.”

Tying all this together, of course, was sound. To complement audio director Barney Pratt’s work, Supermassive turned to Jason Graves – who was working with Larry Fessenden’s Glass Eye film company at the time – to compose Until Dawn’s score. “He’s a great horror musician,” says Byles, “and if you listen to any of his other work, it’s really evocative. We were very much against going down the big orchestral route because… we’d strayed into mythology – the whole kind of indigenous population level of mythology – so we didn’t feel like we wanted to overly westernise it. We didn’t want to exploit it either. There was a definite conscious decision not to make it [sound] old-school Hollywood and in a way make it more like an indie film.”

5.

Eventually – two studios, two consoles, three versions, and half a decade of development later – Until Dawn was ready for release in 2015. But what should have been a celebratory time for the team at Supermassive was, as Byles recollects, hampered by a last-minute loss of confidence at Sony. “There was a big thing where Sony didn’t like the game when we released it,” he says. “They really hated it in fact, and pulled all the marketing… It was really frustrating.”

Byles blames Sony’s sudden change of heart on a mock review of Until Dawn the company had commissioned about three months before its launch. “The person who did the mock review hated interactive narratives and said, ‘This is a 50 at best’,” explains Byles. “And on the basis of one person’s review, [Sony] just went, ‘Let’s pull the marketing’… I’d written Until Dawn 2. They killed that. It was unbelievable. They thought it was going to go out to die a death.”

“On the basis of one person’s review, [Sony] just went, ‘Let’s pull the marketing’… I’d written Until Dawn 2. They killed that. It was unbelievable. They thought it was going to go out to die a death.”

Sony’s lack of marketing didn’t go unnoticed by the public, either. Speaking to Eurogamer shortly after Until Dawn’s release, Sony Computer Entertainment’s then-president of worldwide studios, Shuhei Yoshida, addressed the situation, claiming the company had decided to focus on “big third-party titles like Destiny” in the run up to Christmas and “didn’t see the need to push Until Dawn that much from the platform marketing standpoint”.

Any fears around Until Dawn’s potential proved unfounded. It launched to a positive critical and commercial reception in August 2015, and would go on to be named Best PlayStation Game of the Year at the Golden Joysticks, even winning a BAFTA for Best Original Property in 2016. “When it did come out and suddenly got a good reaction,” Byles recalls, “lots of people [at Sony] came steaming in saying they deliberately did a stealth launch… It was frustrating.” Even Yoshida later admitted to Eurogamer, “I think everybody was caught by surprise by the positive reaction.”

Until Dawn was enough of a success that Sony later resurrected the series for a PSVR prequel, The Inpatient, as well as a non-canonical PSVR arcade shooter spin-off, Rush of Blood. And while Byles never got to revive his original Until Dawn 2 idea, he teases it was planned to feature the Nixie, a water spirit found in Germanic folklore, as its monster.

Supermassive onstage for Until Dawn’s win at the BAFTA Games Awards 2016. | Image credit: BAFTA

As of early 2022, Until Dawn on PS4 had officially surpassed 4m sales, and the public’s ongoing affection for the series has been significant enough to help buoy it toward a revival. Last year saw Until Dawn get the remake treatment on PS5 and PC, courtesy of developer Ballistic Moon, and it received a movie adaptation – one reimagining the game’s core branching story elements as a time loop narrative – earlier this year. There’ve even been persistent rumours, spurred on by the remake’s new endings, that an Until Dawn 2 is in development at Sony’s Firesprite Studio. Supermassive, too, has capitalised on Until Dawn’s success, launching its similarly styled The Dark Pictures Anthology series, and Byles’ own summer camp horror The Quarry.

As to why Until Dawn has endured, Byles – who departed Supermassive in 2022 to found Dial M for Monkey – has a few thoughts. “I look back on it really fondly, and every time I either play it or see it, I’m always amazed at how good it still looks. It’s interesting because I’m working with the literal cutting edge of facial technology at the moment and it’s scary good, but there was a charm to the stuff in Until Dawn that we’re still having a hard time getting.

“I think it was Sony’s most completed game that year, and the number of people who played it not just once but more than once, 10 times, was extraordinary.”

“I think maybe [that’s] partly due to the brewing process. It did take five years to make, even though we made it twice, so there was a degree of maturity in some of the ideas… It was such an effort to make it and such a struggle to put everything new we did in it, and there [were things that] just hadn’t been done before. I think a big part, too, is that it doesn’t take itself seriously… we very purposely went, ‘This is just a bit of fun, come along for the ride’… but done in a really honest way. There’s a kind of truth to it, I think, and we never ever pretended it wasn’t anything but what it was.”

As our conversation comes to a close, Byles shares one last anecdote. “I [went] to do a talk at Middlesbrough University,” he recollects. “I think it was relatively soon after we’d released Until Dawn and I was still very bruised by the negativity that had gone on around it. I went up and there was just love for the game; I was astounded.” And the people that loved Until Dawn seemingly really loved it. “I think it was Sony’s most completed game that year,” he says, “and the number of people who played it not just once but more than once, 10 times, was extraordinary… We started seeing Until Dawn cosplay, tattoos, and I couldn’t believe we’d done something that even on a tiny level had become part of a zeitgeist in a way. And weirdly, as the years go by, it becomes even more so.”



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The New Dawn launches on Nintendo Switch 2
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The New Dawn launches on Nintendo Switch 2

by admin September 5, 2025


Cronos: The New Dawn, the new survival horror game from Bloober Team (developers of the Silent Hill 2 remake), has officially launched across all major platforms including PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch 2 after a successful early access period. Set in the haunting ruins of New Dawn—a world inspired by Poland’s Nowa Huta district—the third-person horror experience unfolds across two timelines: a decaying post-apocalyptic future and the gritty industrial 1980s, creating what critics are calling “the best horror franchise debut in over a decade” with widespread acclaim for its distinctive storytelling and unique approach to the survival horror genre.

The end has come — but the story is just beginning. Cronos: The New Dawn is now available for all players on PC (Steam, GOG, Epic Games Store), PlayStation 5, Xbox Series X|S and Nintendo Switch 2. After a critically acclaimed early access phase and a positive reception from players around the world, the full release marks the beginning of a bold new era in survival horror genre.A Bold New Chapter in Survival HorrorFollowing the Sept. 3 global pre-release on PlayStation 5, Xbox Series X|S, and PC (Steam, GOG, Epic Games Store), Bloober Team is thrilled to announce that Cronos: The New Dawn is now also digitally available on Nintendo Switch 2.From the acclaimed developers of the SILENT HILL 2 remake, Bloober Team presents Cronos: The New Dawn — a third-person survival horror experience like no other. Set in the haunting ruins of New Dawn, a world inspired by Nowa Huta, a real historical district in Kraków, Poland, the game unfolds across two timelines: a post-apocalyptic future decaying in despair, and the gritty, industrial 1980s reality. This powerful duality blends retro realism, dystopian sci-fi, and a retro-futuristic atmosphere to create a deeply immersive world filled with tension, mystery, and terror.A New Survival Horror Game Acclaimed WorldwideSince its Early Access launch, Cronos: The New Dawn has received widespread praise from international media outlets, with reviews going live as the embargo lifted. Critics have highlighted the game’s distinctive storytelling and gameplay, noting its unique spin on the survival horror genre. It has been awarded high scores and strong endorsements across the board. As Windows Central writes: “Cronos: The New Dawn is the best horror franchise debut in over a decade.”Physical Editions Coming Soon to Nintendo Switch 2Starting Sept. 5, the physical Standard Edition of the game for PlayStation 5, Nintendo Switch 2, and PC — created in collaboration with EMEA distributor Bandai Namco Entertainment Europe—will be available at major retailers across the EMEA region and Australia.In the Americas, pre-orders are now live for the Nintendo Switch 2 physical edition, priced at $59.99 and produced in partnership with Skybound Games, the physical distributor for the region.Each physical copy includes the standard base game, a unique Traveler skin, access to a cache of valuable digital supplies, and a set of collectible physical stickers inspired by the haunting world of Cronos.

For more news on Cronos: The New Dawn, stay tuned to GamingTrend! Take a look at our review as well!


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The main character from Cronos The New Dawn looking out across a desolate encampment
Product Reviews

Cronos: The New Dawn review: a merging of survival horror greats that struggles to find its own identity

by admin September 3, 2025



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A few hours into Cronos: The New Dawn, I saw it. A corpse slumped against the wall, a message scrawled in blood above him: “Don’t let them merge”. If it wasn’t already clear that the latest survival horror game from Bloober Team was drawing from some of the genre’s greats, that warning, a nod to “cut off their limbs” seen in equally foreboding lines of jagged crimson in Dead Space, hammered the point home as subtly as a boot stomp to the skull.

Review info

Platform reviewed: PS5
Available on: PS5, Xbox Series X, Xbox Series S, PC, Nintendo Switch 2, Mac
Release date: September 5, 2025

A feeling of déjà vu was a running theme in my time playing through Cronos. Here’s the main character, gun hoisted high in Leon S. Kennedy’s iconic pose from Resident Evil 4. Here are my limited crafting resources straight out of The Last of Us, ones I must choose to make either ammo or health items. Here are my gravity boots, pinched from Isaac Clarke’s locker on the USG Ishimura.

  • Cronos: The New Dawn at Loaded (Formerly CDKeys) for $51.29

It’s perfectly fine to be influenced by other works, especially when they are as iconic and genre-defining as the ones I’ve listed above. But when it just feels like you’re retreading the same path with less confidence and not bringing enough new ideas, what’s really the point of it all?

(Image credit: Bloober Team)

Now, that opening may read like I came away massively disappointed by Cronos: The New Dawn. In some aspects, I certainly did. It is painfully derivative in many areas, to the point where it made me question if anything has changed in sci-fi survival horror games in the last 20 years.

But, unsurprisingly, given its influences, it’s also a game that plays well. Combat is tense, shooting is solid, resource management is challenging, exploration is unsettling, and the environments drip with atmosphere. And there are kernels of ideas that, if only they were more fully realised or executed better, could have elevated the game beyond a decent – if standard – survival horror.

Let’s start with the premise: you play as the Traveler, an undefined being encased in a cross between a spacesuit and a diving suit. The game starts as you’re activated by a mysterious organisation known as The Collective and told to travel through time to extract important survivors after an apocalyptic infection dubbed the ‘Change’ turns most people on Earth into grotesque and amalgamated monstrosities.

The nexus point of the disaster is Poland in the 1980s, which at least makes for a unique setting that’s far from the spaceships and abandoned mining planets we usually find ourselves stomping around. There’s an inventiveness to the world design, too, which not only sees the infestation overrun dilapidated buildings, roads, and subways with a gloopy and pulsating biomass, but also fractures entire structures to create floating, twisted, and mind-bending new forms.

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Add to that violent sandstorms and heavy snowfall, and safe to say, it’s not a pleasant stroll. I had to seriously pluck up some courage to carefully inch forward in many locations, especially towards the latter half of the game, when everything is so consumed by the effects of the infection and dotted with poisonous pustules that you feel suffocated by it – even if this trap is overplayed a dozen too many times.

Skin-crawling

(Image credit: Bloober Team)

Visually, it is disgusting (in all the right ways), but huge credit has to go to the audio. It masterfully ramps up that oppressive and stomach-churning atmosphere with all sorts of sloshing and wheezing and bubbling that gives a terrifying sense of life to the coagulated mass that surrounds you. One of the best gaming headsets is recommended.

If Cronos was all just trudging through fleshy corridors, then Bloober Team would have smashed it. Unfortunately, other parts of the game don’t excel in the same way and are merely fine or disappointing in comparison.

Combat is one. The gimmick here is that dead enemies remain on the ground and can be assimilated by other creatures to become larger and stronger foes – hence the bloody message of “don’t let them merge”. Fortunately, you come equipped with a torch. Nope, it’s not a bright light, but a burst of flames that can incinerate corpses and stop this merging from taking place.

Best bit

(Image credit: Future)

Cronos: The New Dawn finds its identity more as the game progresses and the section in the Unity Hospital is when the game hits its stride. It’s one of the scariest and creepiest places to explore, as you descend further into the bowels of the building, where the infection has taken even greater hold and you uncover some horrifying secrets about the impact of the Change.

That leads to the main flow of combat. Take down targets with your weapons, then prevent any survivors from merging by setting the bodies ablaze. It’s a setup that can create some tense encounters – ones where you’re busy dealing with one target, only to hear the awful sounds of two bodies smushing together in the distance (shoutout to the audio design again), and knowing there’ll be an even greater threat if you don’t introduce them to the cleansing flames immediately.

The problem is that I could count on one hand the number of times I felt seriously threatened by the risk of enemies merging. Too many encounters had too few enemies, were in too small spaces, or were littered with too many (respawning) explosive barrels, that I could comfortably handle the situation. It was only towards the end of the game when I felt overwhelmed in some encounters, needing to more strategically pick my targets, hurriedly craft ammo on the fly, and regularly reposition to burn dead enemies so they couldn’t merge.

Burn, baby, burn

(Image credit: Bloober Team)

It isn’t a disaster, just a shame that Cronos doesn’t really make the most of its main idea. Instead, the overwhelming feeling I had was that I was just playing Dead Space again, swapping between the limited ammo in my pistol, shotgun, and rifle to blast away everything. Outside of rare encounters, the mechanics of merging and burning feel like massively underused and unimpactful parts of the game.

It’s a common feeling. Take your main objective of ‘rescuing’ the specific survivors. I use quotation marks there because the actual process of saving them is kept ominously vague, and is instead best described as extracting and absorbing their soul to gain the knowledge needed to save humanity.

It’s here when I thought Cronos might step up from its clear inspirations with some fresh ideas. Not only is there a morbid mirroring at play (wait, are we the baddies?), but those other lives bouncing around inside your head lead to all sorts of different visions and hallucinations, depending on the characters you choose to save.

In its cleverest moments, who’s knocking about in your noggin can influence the environment or completely change how you perceive things in the world to create some genuinely spooky moments. Once again, though, outside of less than a handful of instances, this idea isn’t explored any further when it’s rife for some really interesting, exciting, and unique possibilities.

It frustrates and disappoints me more than anything. I really want to be clear that Cronos: The New Dawn isn’t a bad game: it plays fine, looks good enough, and runs well. Although I’d stick to performance mode on consoles if you can to get a smooth 60fps, as the quality mode feels far too jittery.

I just can’t help but feel that with the way it relies so heavily on what worked in classic survival horror games from yesteryear, I may have travelled back two decades myself to play it.

Should I play Cronos: The New Dawn?

(Image credit: Bloober Team)

Play it if…

Don’t play it if…

Accessibility

Cronos offers a range of standard accessibility options, including three color blind modes for green, red, and blue color blindness, as well as the option to add clear interaction indicators and subtitles in multiple languages that can be fully customised in terms of size and color.

The game has one Normal difficulty setting, with a Hard mode unlocked after you finish the game once. To customise the difficulty, though, you can adjust settings to get a more generous aim assist and alter whether you hold or tap for quick time events.

A center dot can be added to help alleviate motion sickness, while the game also provides options to reduce or turn off camera shake and sway.

How I reviewed Cronos: The New Dawn

I played Cronos: The New Dawn for around 16 hours on a PlayStation 5 Pro on a Samsung S90C OLED TV using a DualSense Wireless Controller. I mainly played in Performance mode, but I also tried Quality mode for a brief time and found the graphical improvements minimal compared to the benefits of a smoother frame rate.

I swapped between playing audio through a Samsung HW-Q930C soundbar and a SteelSeries Arctic Nova 7, and I definitely suggest headphones for the best experience.

I completed the main game and spent a lot of time exploring the environment to uncover as much of the story and as many hidden extras as I could find.

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Cronos: The New Dawn Review - The Iron Hurtin'
Game Reviews

Cronos: The New Dawn Review – The Iron Hurtin’

by admin September 3, 2025



Coming off the Silent Hill 2 remake, the biggest question I had for Bloober Team was whether the studio had fully reversed course. Once a developer of middling or worse horror games, Silent Hill 2 was a revelation. But it was also the beneficiary of a tremendously helpful blueprint: The game it remade was a masterpiece to begin with. Could the team make similar magic with a game entirely of its own creation?

Cronos: The New Dawn tells me it can. While it doesn’t achieve the incredible heights of the Silent Hill 2 remake, Cronos earns its own name in the genre with an intense sci-fi horror story that will do well to satisfy anyone’s horror fix, provided they can stomach its sometimes brutal enemy encounters.

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Now Playing: Cronos: The New Dawn Review

Cronos: The New Dawn looks and feels like the middle ground between Resident Evil and Dead Space. Played in third-person and starring a character who moves with a noticeable heft that keeps them feeling vulnerable, it’s a game that at no point gets easy in its 16- to 20-hour story. All the hallmarks of a classic survival-horror game are here, from its long list of different enemy types that demand specific tactics, to a serious commitment to managing a very limited inventory, and especially to the feeling of routinely limping to the next safe room, where the signature music becomes the soundtrack to your brief moments of respite before you trek back out into the untold horrors that await you.

Cronos is set mostly in the future, decades after a pandemic referred to as The Change has left most of the world in shambles. Mutated monsters called orphans roam the abandoned lands of Poland, which fell before the Iron Curtain did in this alternate history tale. As the Traveler, you’ll move through time, extracting the consciousnesses of key figures who might help you work out how The Change occurred and how to fix things.

The story’s impact is stunted by the main character’s attire, which looks like an all-metal blend of a spacesuit and a diving suit, completely obscuring her face at all times. This, coupled with her cold, almost robotic delivery, made it hard for the game to emotionally resonate with me, though, like most good stories, the inverted triangle shrinks from big-picture problems down to an interpersonal level. It does, by the end, achieve something closer to emotional weight.

Still, while the narrative specifics sometimes miss their mark, the setting helped keep me invested. I love a good time-travel story, and Cronos’ saga combines Cronenbergian body horror with mental mazes akin to Netflix’s Dark. I found myself obsessing over all of the optional notes and audio logs, hoping to stay on top of the twisting, deliberately convoluted plot. Cronos starts with a good sense of intrigue, and though I didn’t feel attached to any characters by the end, I was invested in the grand scheme of things. It’s also a good example of the difference between story and lore: While its beat-by-beat narrative is merely fine, its world-building is much more interesting and had me eager to learn more about the way the world succumbed to its sickness.

The worldbuilding of Cronos is intriguing, though the characters themselves don’t often do well to support its intended emotional weight.

One of Cronos’s coolest visual touches is the glove-like machine The Traveler uses to extract the minds of people from the past. Long, wiry, metal, almost Freddy Krueger-like prods unfold from The Traveler’s knuckles and dig into people’s skulls–and she’s the good guy of the story. It’s an unforgettable, uncomfortable sight and reminds me that even when Bloober Team’s past games didn’t often have memorable gameplay, they weren’t short on horrific sights.

Bloober Team swore to me several times across multiple interviews that the game isn’t at all inspired by the COVID-19 pandemic, which really strains credulity early on when so many of the loose notes you’ll find refer to things like social distancing, lockdowns, and crackpot conspiracies around vaccines. The studio told me at Summer Game Fest that any allusions to the real-life pandemic were subconscious at best. I don’t see how, but nonetheless, taking my own experience with the pandemic into this game heightened the intrigue. Our timeline didn’t lead to mutated monsters, but I found it interesting to witness the Polish team grapple with a pandemic depicted as something like what I lived through–at least early on–set to the backdrop of its nation’s Soviet era, exploring how communism would’ve led to different outcomes, even before you throw in the creatures made of multiple heads and many tentacles.

Where Cronos really shines is in its combat. The Traveler is equipped with a number of guns, but nearly all of them are better used with charged-up shots, meaning the second or two between charging a shot and hitting an enemy can be very tense. Monsters don’t stand still while you line up your shots, and like many great horror games, this is not a power fantasy. Missed shots are stressful because they waste ammo and allow the monsters to persist unabated, but such shots can be hard to avoid given the sway of your weapons and their charging times, combined with the sometimes complex enemy movement patterns. Even after many upgrades to my guns, I never became a killing machine. Most of my greatest combat achievements came in the form of creatively using gas canisters, exploding a small horde of enemies at once, thus saving a lot of bullets for my next struggle.

Like in the team’s remake of Silent Hill 2, even fighting just two of Cronos’ grotesque enemies at once can be a test of endurance, aim, and wit. A great feature of Cronos is that bullets can penetrate multiple enemies, so sometimes I’d kite multiple “orphans” into a line, then send a searing shot through their deformed, mushy torsos all at once. Featuring sci-fi versions of firearms like pistols, shotguns, SMGs, and eventually even a rocket launcher–all meant to be carried in a severely restricted inventory space that can be upgraded over time–Cronos takes some obvious cues from Resident Evil. Thankfully, like in Capcom’s series, you’ll rarely have more than just enough ammo to eke out a victory in any encounter.

Combat is tense at all times. Cronos doesn’t relent.

What ties all of this together is the game’s “merge system.” The mutants can absorb the bodies of their fallen, creating compounded creatures that double- or triple-up on their different abilities. For example, if I killed an enemy that was able to spit acid at me and I didn’t burn its body away, another enemy may approach it and consume it, with an animation that looks like guts and tendrils ensnaring the dead, resulting in a bigger, tougher monster standing before me. In one sequence, I’d regrettably allowed a monster to merge many times over, and it became this towering beast the likes of which I never saw again, partly because I tried my hardest never to allow such a hellish thing to come to fruition once more. It’s for this reason that combat demanded I pay close attention, not only to staying alive, but when and where to kill enemies. Ideally, I’d huddle a few corpses near each other, so when I popped my flamethrower, its area-of-effect blast would engulf many would-be merged bodies at once.

That’s if the best-case can be achieved, though. This is a horror game, so I often couldn’t do this. Sometimes I was forced to accept some merged enemies, which then meant dedicating even more of my ammo to downing them–merged enemies don’t just gain new abilities, they also benefit from a harder exterior, creating something like armor for themselves. Because of all of this, combat is difficult from the beginning all the way through to the final boss. It levels well alongside your upgrades, matching your ever-improving combat prowess with its own upward trajectory of tougher, more numerous enemies.

While I want and expect some difficulty in a survival-horror game, Cronos does include a few notable difficulty spikes that had me replaying moments several times over. After a while, these would get frustrating, often because they felt like they demanded perfection, especially as it relates to preventing merges. If too many enemies merged, I simply didn’t always have enough ammo to kill them, and the game’s Dead Space-like melee attacks are much too weak to rely on–not to mention that virtually every enemy in the game is considerably more harmful when fought up close. Keeping my distance and resorting to firearms was key, but if all my chambers were emptied and enemies still roamed, it was likely I’d need to force my own death and try to kite and burn them more efficiently next time.

On two occasions, I even resorted to totally respeccing all my gun upgrades, forcing all my attention onto just two guns. This might sound like a clever workaround, but it felt more like I was brute-forcing my way past a difficulty spike that was best not to have been there in the first place.

Thankfully, these moments don’t color most of the experience. Combat is unforgiving, but mostly not unfair. Boss battles are very tough too, and I ended just about all of them in the “blinking red screen” phase of my health bar. These are achievements in a horror game. I ought to feel tested consistently, and Cronos’ way of lining all its optional paths with both more rewards and more monster encounters quickly taught me that no savvy scavenger hunt for a few spare bullets or health kits would go unpunished. Though this formula became predictable over time–the game almost never gave me an optional path free of hazards–I didn’t find it frustrating. I was glad to find a challenge around every corner.

Finding stray cats is a fun and very rewarding side quest during the 16- to 20-hour horror story.

Like a lot of horror games, I find Cronos to be tense, but not scary. I admit some of that is probably due to decades of desensitization as a massive horror fan, but some things do still unnerve me, and Cronos doesn’t really hit in that way. Some of the enemies and hazards caused me to move slowly through its world in a way I greatly appreciated. Sometimes, one wrong step would do me harm, like enemies crashing through walls and knocking me over if I wasn’t careful. But mostly, its scare language is one of throwing more monsters at you, not leaving you to worry about when the next one might appear.

Cronos tries toying with atmospheric soundscapes akin to what Bloober Team seemed to learn from working on the GOAT of horror atmosphere, but it doesn’t enjoy similar accomplishments–not that they would be easy for anyone to achieve. In this case, I feel that’s because Cronos’ world is much more aggressive overall than Silent Hill 2’s, and doesn’t leave space for things to just breathe as often. Sometimes, the quiet is the horror, but as mentioned, Cronos is more akin to Resident Evil or Dead Space than the series this studio has already helped revive. It’s survival-horror for sure, but it leans a bit more toward action than some of the genre’s titans. Thankfully, a great soundtrack full of synth-heavy songs suits the world very well. It gives the game a sense of character that it sometimes lacks when judged on the merits of the actual people in its story.

There are aspects of Cronos the team would be wise to improve upon with its next horror game. Particularly, knowing when not to challenge me with combat, but instead leaving me with a guttural sense of dread, could go a long way to marking future projects from Bloober Team as being on the level of its landmark remake project. Still, that’s not to say what the team has done here is less than great in its own right. Cronos: The New Dawn is Bloober Team cementing itself as not just a studio obsessed with horror–it’s been that for over a decade already. This is Bloober Team becoming a trusted voice in horror.



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Cronos: The New Dawn Review - Solid Survival Horror
Game Reviews

Cronos: The New Dawn Review – Solid Survival Horror

by admin September 3, 2025


Despite nearly sharing its name with a joyful Mario squid enemy, developer Bloober Team makes horror games almost exclusively, but its track record is spotty. Its last game, however, the 2024 remake of Silent Hill 2, was met with nearly universal acclaim. The positivity surrounding that game inspired confidence in Cronos: The New Dawn, and while there are some clear lessons the team has taken away from its time in foggy scary town, Bloober’s time-travel horror game is not without its pain points. If you’re in the mood for something that recalls games like Resident Evil 4 and Dead Space, though, Cronos might hit the spot.

 

Taking clear inspiration from the 1995 Terry Gilliam film, 12 Monkeys – a movie I like a lot – Cronos: The New Dawn follows the Traveler awoken without memory for a mission of such great importance that it is treated with religious reverence. A mysterious incident in 1980s Poland caused a horrific disease outbreak that infected humanity, turning us into violent, powerful monsters with the ability to merge together to become even more violent and powerful. The Traveler must survive the present and go back in time to extract the memories of important individuals to figure out what happened and hopefully prevent it.

The science-fiction premise is fascinating, and whether intentional or not, the art direction emulates the dangerous and hopeless mood of 12 Monkeys well. I was intrigued by the Traveler’s robotic devotion to the Collective and its mission to save humanity, but emotionally, I was left hanging. The ending devolves into difficult-to-track ambiguity that left me more confused than curious to learn more. It also doesn’t help that the protagonist is faceless. She never leaves her diving suit or removes her helmet, so moments meant to feel weighty and important often come off as goofy, with the performance relying on large swinging arm gestures.

The narrative’s shortcomings, however, are offset by generally solid survival-horror mechanics. The Traveler makes her way through the pre- and post-apocalyptic eras of Poland, finding keys to open doors, managing her inventory, keeping track of ammunition, and fighting monsters (named Orphans here) as conservatively as possible. The gameplay is familiar without ever straying too far out of the bounds of the genre, and I appreciated it for that. I was rarely surprised by the task at hand, but as a fan of survival horror, I welcomed the reliable and generally well-balanced gameplay.

Shooting feels pretty good, and the ability to charge every weapon for a stronger attack without expending extra ammo created intense moments of Orphans stumbling toward me while I waited to fire off a shot at the last second. The Traveler is also able to play with gravity later in the game, and it leads to some enjoyable visuals while maintaining the basic fun of the shooting.

 

I did miss the ability to do the quick 180-degree turn seen in comparable games and would occasionally get frustrated by not being able to do much to dodge enemy attacks outside of trying to run away. Cronos also frequently makes what are meant to be jump-scare moments damaging at best and lethal at worst. These always frustrated me because many are unavoidable, and I would die, and then the horror would evaporate on the second attempt because I knew what to look for. I signed up for a horror game, and I don’t mind getting jump-scared, but it shouldn’t always kill or nearly kill me. At that point, it’s more frustrating than frightening.

Cronos: The New Dawn has an excellent, thoughtful premise that feels dark and dangerous, but does a poor job of executing on its promising sci-fi ideas. A questionable religion born from trying to save the world in the face of a rampaging disease with clear parallels to the global pandemic we all recently experienced is great fodder for a story, but I was left shrugging my shoulders by the end. Thankfully, the gameplay, though familiar, offered plenty to pull me through the approximately 12-hour experience to see the end.



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Cronos: The New Dawn review - Bloober matures with a twisty psychological horror
Game Reviews

Cronos: The New Dawn review – Bloober matures with a twisty psychological horror

by admin September 3, 2025


Cronos: The New Dawn is Bloober Team’s best original game yet. An immersive romp through a suffocating portrayal of 80s Poland, where your journey is far from what it first seems.

Cronos: The New Dawn invites you into a rich and authentic representation of 1980s-era communist Poland in the wake of a terrifying cataclysm – The Change – that has completely wiped out humanity. This strange disease has rendered mankind into grotesque beings, set on merging into aggressive clumps of biomass and in the process becoming all-powerful. It’s our protagonist’s job – the Traveler, ND-3576 – to travel back in time and ‘awaken’ lost souls who refuse to move on. The one key imperative to note here, when you aren’t soaking in all the impending doom, is: don’t let them merge. The game won’t let you forget this in a hurry.

Cronos: The New Dawn review

Survival horror enthusiasts will be glad to hear that Cronos: The New Dawn has all the markings of some of the genre’s biggest cult classics: Dead Space, Resident Evil, Alan Wake, and Silent Hill are pulsing through the roots of the biomass-coated environments you’ll be battling with here. But don’t be fooled: this is no Dead Space clone, and despite initial appearances, in no way are Cronos’ borrowed elements done on the cheap. Bloober Team has successfully created something wholly distinct, mixing the best parts of these games into something authentically new, and in turn showcasing everything it has learnt from the development of the exceptional Silent Hill 2 Remake. In many ways this is Bloober Team’s strongest original work yet.

Storytelling especially – through notes, newspaper clippings, the environment, and the souls of those who remain trapped in the past – is where Cronos shines, with the most attentive of players being rewarded for truly immersing themselves, and taking the time to explore everything this haunting world has to offer. Stepping into the hefty boots of Traveler ND-3576, you’ll travel back in time to reclaim the trapped souls of those who died to The Change, all at the whims of the mysterious Collective. This organisation and their goals are never truly explained; instead, it’s left to you – and ultimately the Traveler – to figure out what their real goal is. As the Traveler initially adheres to the commands of The Collective mindlessly and robotically, those that she meets begin to make this morph into a much more personal story of the implications of The Change, and the fact that many refuse to move on from it.

Here’s Eurogamer’s video team detailing Cronos: The New Dawn for you.Watch on YouTube

As is to be expected from Bloober Team by now – who are growing from a slightly hit-and-miss studio to one with genuine expertise in psychological horror – there’s a lot more that lurks beneath the surface. Nothing is as it first seems, and by the end your expectations of this story will have been upturned for the better.

Many of the answers you’ll be searching for here won’t be given to you, but found, by carefully taking in your environment and paying close attention to decorations, graffiti, littered debris, and more. Some of these are small, pointed moments – take, for example, a fellow traveller you meet with a prosthetic, robotic arm and leg; in the next area he sends you to, just a short walk away, you’ll find something that looks an awful lot like a pair of dismembered traveller’s limbs. Others are more significant to the story at large; countless theories about The Change can be found in intimate diary entries from the deceased, with your own theories forming as you encounter audio logs from fellow Traveler’s, scientists, and military personnel, or graffiti and comic-books depicting artistic representations of the experience of The Change… and the Traveler’s part in it.

While wading through decaying buildings and diving through time and space, it’s your job to track down people who were key to the Change to extract their souls with a device called the harvester, a contraption that could be straight out of A Nightmare on Elm Street which sees needle-sharp blades extend like claws from the traveler’s suit. As you make your way through this ruined take on 80s Poland – accompanied by a synthy, 80s-era soundtrack, as well as the guttural noises of foes to constantly put you on edge – you’ll meet the elusive Warden, a guide to other Travelers who immediately appears to have motives of his own. But what exactly are those motives? It’s queries like this that’ll keep you enthusiastically pressing on.

Image credit: Bloober Team

ND-3576’s bid to awaken those lost to The Change soon becomes a quest to extract whoever can give her the most answers about this affliction, her role in it, and her true identity. It’s selfish, really, but you’ll soon find that a lot of the characters in this harrowing tale are only out to serve themselves (for the most part). You can’t trust anyone. Through the influence of The Warden, and the questions raised by the lost souls she meets, this stoic Traveler – who often feels robotic – slowly becomes more human. She stops blindly following orders to extract specific targets and starts to question what The Collective’s real motives are, whether she could have been responsible for The Change, and who she really is under that heavy-metal suit.

Without sharing too much, as you meet more people it becomes apparent that you’re playing as the person that everyone thinks is the bad guy (which I find quite interesting – it’s something we don’t often get to do in a genre usually intent on casting you as the everyman-slash-cop-slash-special agent that’s typically at least trying to come to the rescue). People are hostile towards the Traveler, scared of her, and convinced she’s the one who’s responsible for The Change that has robbed them of their lives. As a result, you’re constantly battling with whether or not you’re helping these people, or whether you’re the monster they’ve been led to believe you are. As the Traveler slowly becomes less robotic, and more intent on getting answers about The Change and her employer, The Collective’s part in it, so do you. This slow and steady development from robotic worker to human – of both the Traveler and the Warden, as they grow to learn more about the human experience – is heartwarming, but also concerning. You’re prompted to wonder who these characters really are beneath the suit, and what their true intentions may be. (I’d love to elaborate here but, alas: spoilers).

Image credit: Bloober Team

Cronos’ darker truth is where the real meat of this story lies, the thing that sees you constantly pressing forward in search of answers (“Tell me, what exactly happened in the Steelworks?”). Or at least pressing forward in-between moments spent petting the collectable cats, a much-needed bit of respite in this otherwise lawless land, where nowhere and nobody is safe.

While Cronos: The New Dawn stands out where its story and character development is concerned, gameplay sometimes left a little more to be desired. Cronos plays most similarly to a Resident Evil game, where inventory management is incredibly important and resources are scarce, and while I welcome the challenge, Cronos falls into the frustrating category rather than fun more often than I’d like.

The upside is, as I mentioned above, that Cronos: The New Dawn may borrow plenty of things from other horror series, but it rarely feels derivative. In fact the end result feels genuinely refreshing in a genre that so often sticks to its trusted formats. One of the more unique elements, for instance, is that merge system, which is effectively the direct opposite of Dead Space’s dismemberment system – and something you will need to give very careful consideration to throughout Cronos. By leaving the corpses of Orphans behind – Orphans being the range of enemies you face, those who have been sadly inflicted by the plague that was The Change – you run the risk of new ones merging with their bodies, becoming even more formidable in the process. And you don’t want to be wasting ammunition in Cronos by any means.

Image credit: Bloober Team

Likewise, extracting the essences of people, the Traveler’s main objective, isn’t as redundant as you first think; these essences offer different perks for your build, such as one character’s essence letting you deal more damage to burning enemies, or another allowing you to retrieve 10 percent more Energy (your in-game currency), with trade-offs coming from the limit to how many of these you can store. These also lead to some of Cronos’ most interesting, hallucinatory moments: the souls that the Traveler harvests ultimately haunt her physically, with their frustrations – and therefore their presence – only becoming more prevalent throughout the game. Be prepared for jump-scares (not that you ever can be).

By the same token, those who dismiss the merge system will soon find it comes to bite them. There’s a reason the game is constantly reminding you “don’t let them merge” and “burn their bodies”; adhere to that, or you might as well be playing on hard mode. And the unique tools provided in Cronos are again part of that sense of newness – an Emitter that lets you manipulate time oddities to traverse new terrain, Gravity Boots that let you walk on walls and fly from platform to platform, a Conductor that creates electrical paths to power generators. All provide puzzle-solving aspects to an otherwise combat-heavy game, and grant some relief from otherwise brutal fights. That said, the Gravity Boots and Platforms are perhaps the weakest of these, sometimes feeling quite repetitive and maybe a tad gimmicky. The game is self-aware of what it’s doing though; it knows it can be repetitive in places (especially where turning on generators is concerned) and the Traveler says as much. And those tools – and new weapons – are at least provided at a pace that keeps things from getting tiring.

Image credit: Bloober Team

Similarly important to concentrate on is your inventory, which is again where some minor frustrations can creep in. Games that focus on inventory and resource management aren’t new by any means, but it’s taken to a whole new level here, and for the most part forms the kind of challenge I think survival horror veterans will welcome. Those less well versed might find themselves struggling, however. You can only carry a select amount of crafting materials and items (which can be upgraded over time using an upgrade item, found through exploration, called Cores), and it means you must strategically plan your enemy encounters. You don’t want to waste ammunition on uncharged shots, nor do you want to waste explosives, so you’re very quickly forced to take combat a little slower and learn from any mistakes you make (such as letting them merge!). Mastering this then makes encounters easier, and it’s rewarding to feel your character become more powerful – not just because of the upgrades offered to you, but because you’re learning that the combat priority here isn’t always just shooting. (And when ammunition does get low and things do get ropey, the environment’s always there to be used to your advantage; more often than not, there’s a canister or two waiting to be blown up.)

Prioritise your inventory upgrades early, as well as the firepower of your weapons, and you’ll be off to a good start, but without careful consideration of your upgrades and resources, Cronos: The New Dawn can later become a matter of constantly running back and forth from save points, simply because you’ve found yet another key item and once again have no room for it. Add the horrors that are the Orphans – and the Merge mechanic – into the mix, and you’ll regularly find yourself in some very troubling situations. Fortunately, while mistakes can and very likely will be made here, the opportunity to re-spec your build or simply change your approach is available and encouraged.

Between inventory management and the merge system, Cronos requires strategic approaches to fights, and you’ll want to be prepared to die plenty. Various bouts with waves of Orphans saw me coming back with new strategies (and more explosives). Rewarding as that can be, the pitfall that Cronos falls into is that some of these combat sequences, where there are an abundance of Orphans on your tail or you’re forced to fight many in a closed space, are more difficult than boss encounters. Perhaps this is intentional, but it made a few boss fights (excluding two later fights in the game, which you should otherwise definitely look forward to) feel underwhelming.

Image credit: Bloober Team

At the best of times, combat and traversal is punchy and satisfying. Firing off charged shots, switching between powerful weapons and tools, watching enemies explode as you kite around beautifully, faithfully crafted environments that, despite their decay, display the beauty of Poland – it’s all good fun. At the worst of times, however, Cronos is a real test of patience, and can lead you to lean into cheesing certain moves for survival. Stomping is mapped to the same button as shooting, which means accidentally slamming your foot on things is easily done, while it’s easy to fall into simply kiting enemies to explosive canisters.

Without careful resource management, too, you can find yourself trapped in some very challenging combat sequences without enough ammo or explosives to navigate them – Orphans everywhere, merging away with abandon. This often saw me spending my hard-earned Energy on ammunition, rather than saving for the upgrades I wanted, and that was with real concentration on preventing enemies from merging to the best of my ability. I’ll be the first to admit I could’ve always managed my resources better – don’t make the same mistakes I did! – and maybe this is simply a skill issue. But this still feels like it can get a little out of hand.

Cronos: The New Dawn accessibility options

Aim assist, revisitable tutorials, and colourblind options. Customisable subtitles (size, transparency, dyslexia-friendly font), adjustable sensitivity and fully remappable inputs for keyboard and controllers. Independent sliders for music, dialogue, and sound effects. Adjustable interaction indicators, toggles for sprinting, and QTEs input method can be adjusted. There are flashing light effects that cannot be turned off. Camera shake and sway can be turned off. Motion blur can also be turned off, though there are scenes later in the game where this seems to occur regardless of this setting. No lower difficulty modes.

While I have my qualms with some aspects of Cronos: The New Dawn’s combat and inventory systems (and even had a less-than-pleasant issue that saw the final boss despawn mid-fight for me) what I absolutely can’t deny is that Bloober Team has created an incredibly immersive adventure – one that can test your concentration and strategy as much as your patience. Persevere through demanding fights and use the environment to your advantage, and you’ll find plenty to enjoy here. Cronos’ jumpscares got me on more than once occasion; its story of disease, identity, and companionship will tug at your heartstrings between all the horror; and through the exquisite execution of 1980s Poland – Bloober Team’s home country – and it’s detailed environmental storytelling, you can see just how much passion has gone into this brutal excursion. Cronos: The New Dawn is ultimately a showcase of Bloober Team’s strengths; both the lessons it’s learned from previous games and the major success of the Silent Hill 2 Remake. And crucially it’s also something new, a game where you have to bring something of your own to it, to piece together and find meaning in its elusive story, and to devise strategies for survival. The end result is worth all the struggle.

A copy of Cronos: The New Dawn was provided for this review by Bloober Team.



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Gabriel Angelos and some of his Blood Ravens
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The Blood Ravens’ Chapter Master Gabriel Angelos won’t be in Dawn of War 4 so it can focus on relatively ‘normal’ heroes instead

by admin September 1, 2025



Jan Theysen, creative director of Dawn of War 4 at King Art Games, recently told IGN that Dawn of War’s original protagonist Gabriel Angelos won’t be returning for their sequel. “That was actually one of the decisions we made relatively early. We don’t want Gabriel Angelos in the game,” he said.

Gabriel Angelos was the star of the story campaign in the original Dawn of War, though he didn’t feature in all of the sequels and expansions. If you played Dark Crusade as the Blood Ravens they were commanded by Davian Thule, and in Soulstorm by Indrick Boreale. For Dawn of War 2 you played a nameless force commander known only as “Commander,” though Angelos did eventually appear at the head of your reinforcements, and took over in Dawn of War 3—though the less said about that the better.

“For us, he felt a little bit overpowered,” Theysen said. “It’s a little bit weird to have either this slightly overpowered character from the beginning of the game, which is a little bit off, or you have to do, ‘Oh, well, he lost his memory and he lost all his power,’ which is also a weird trope.”


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The trailer for Dawn of War 4 does show the return of other Blood Ravens. It’s narrated by Scout Sergeant Cyrus, who seems to die at the end—though if he stays that way I’ll be shocked. (He probably crosses the Rubicon Primaris, though if he became a dreadnought that would be neat too.) The chapter’s Chief Librarian Jonah Orion is back as well.

“We basically said we want more ‘normal’ heroes,” Theysen explained. “So we have Cyrus and we have Jonah coming back, but they’re all, power level-wise, more similar to normal units.”

Warhammer 40,000: Dawn of War IV Official Announce Trailer | Gamescom Opening Night 2025 – YouTube

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Which is neat. Dawn of War 4 does seem like it’s toning down the disparity between wildly OP characters and paper-thin troops in Dawn of War 3 to return to something more like the original, where your heroes were badass, but if you didn’t keep an eye on them could suddenly find themselves in a world of hurt.

As our Fraser Brown said after a few hours going hands-on with Dawn of War 4, “Blood Ravens—even their Terminators—ain’t immortal. The relentless green tide can whittle them down, and the orks have some mean machines that can crack open space marines like tins of beans.”

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Neolithic Dawn steps into early access on SteamVR on September 4th
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Neolithic Dawn steps into early access on SteamVR on September 4th

by admin August 30, 2025


Time to head way, way back. 10,000 B.C. specifically. Neolithic Dawn has done well on Meta Quest, and now is shifting it’s adventure onto PCVR. You’ll be able to check it out on September 4th, see more details below.

London, UK, 28th August 2025 – After a successful Early Access launch on Meta Quest, Neolithic Dawn is preparing for its next big adventure, stepping onto SteamVR for PCVR players. The exciting VR survival game from indie team Neolithic will begin its new journey on September 4th 2025. 

Whisking players back to 10,000 BC North America, step into the shoes of a hunter-gatherer and tame this wilderness as the epic story unfolds. After being discovered by a tribe as a baby, the player’s journey will be long and fraught with danger as they rediscover their homeland and learn of their destiny. This will be an adventure across time, as Neolithic Dawn features multi-generational permadeath. Death does not mean the end, only a new beginning as players become their descendants, returning decades later. In doing so, experiencing generational changes to the landscape, passing on skills and seeing the world evolve.

The SteamVR edition will include all the features and improvements of the Meta Quest version. Additionally, PCVR players will be able to enjoy a richly detailed world with enhanced graphics. Improved textures, draw distance, weather effects, and more create a prehistoric ecosystem just waiting to be explored. 

“The team is excited to finally unveil the Steam version of Neolithic Dawn for PCVR players, who have been a core part of our community since day one,“ said James Bellian, CEO & Founder of Neolithic. “We pushed the rendering limits of the Quest to bring this dynamic world to life, and have done the same on PC for the best visual experience possible.”

Stay tuned to GamingTrend for more Neolithic Dawn news and info!


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"I don't think RTS is back; I don't think it's ever really gone away": Dawn of War 4 devs on taking over from Relic and reviving a legend of the genre
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“I don’t think RTS is back; I don’t think it’s ever really gone away”: Dawn of War 4 devs on taking over from Relic and reviving a legend of the genre

by admin August 23, 2025


Dawn of War 4 is back, and I’m feeling pretty good about it. You can read my full thoughts on actually playing it – or really, playing the one available skirmish about six times over and over – in our big Dawn of War 4 preview, but alongside that hands-on time we also had a virtual sit-down with DoW 4’s brand new development team.

The top line is that the studio has, at least at first glance, done a pretty comprehensive job of taking the original Dawn of War – and a few sprinkles of its sequels – and turned it into a properly modern entry. It’s honed in on the first of the trilogy as inspiration, for starters, bringing back classic aspects like full base-building and standard RTS style maps with requisition points and all the regular gubbins. And, aside from maybe just missing a bit of campy levity here and there, the developers have also got the tone pretty spot-on, going full grim, dark, and down in the muck and mud.

Put it down on paper like that and it all sounds simple enough, but naturally for new developer King Art Games, a studio based in Bremen, Germany – which has only produced one RTS before, in 2020’s generally well-received Iron Harvest – following on from heavyweight strategy studio Relic was of course a challenge.

Image credit: Deep Silver / Plaion

You might be wondering how a storied series such as Dawn of War came to be made by a studio with such a short history of strategy game development (albeit one with a long history of developing all kinds of games overall, from point-and-click adventures to browser games, via the Nintendo DS’s Inkheart, tactical RPG The Dwarves and more, stretching back to its founding in the year 2000.) The answer involves a little bit of serendipity – but also, a clear indication that King Art earned its role here on absolute merit.

“It came a little bit out of nowhere,” studio co-founder, creative director, and DoW 4 game director Jan Theysen tells me. The team was working on its debut RTS, Iron Harvest, at the time, and “since it was a Kickstarter, we were very open and showed a lot of behind-the-scenes stuff, a lot of our technology and what we can do in terms of visuals, and so on,” he explains. “And someone at Games Workshop saw that. They basically came to us and said, ‘You know, hypothetically, if we would do a Dawn of War 4, what would you do with it?'”

Theysen assumes Games Workshop asked “a bunch of different developers” the same thing, and so the team went away and made a proper presentation just to try their luck. “Let’s come up with the concept and let’s do our best,” as Theysen puts it. “But we didn’t really expect this to go anywhere, right?” The studio sent over the presentation, focused back on Iron Harvest, and later on after the game was released, a few conversations with publisher Deep Silver later (and probably a lot more convoluted conversations than that behind the scenes) and the decision was made. Dawn of War left franchise custodians Relic, which had a couple of tricky years before its recent move to independence from Sega, and came to its surprise new home in Germany.

“Relic is a studio that we owe a lot to,” Elliott Verbiest, senior game designer, added. “As the entire genre of real-time strategy owes them a great debt for all the work they’ve done, across not just Dawn of War but all their other titles… for us it’s an enormous honour to pick this up.” There’s a little pressure, understandably. “It does feel like we are trying to fill very, very big boots in this regard,” he continues, and is keen to emphasise the studio’s desire to “do that legacy right… that we can say: Okay, the things Relic did really, really well, we can only hope that we follow in their footsteps.”

Image credit: Deep Silver / Plaion

How did King Art decide what to focus on for a new Dawn of War game, and which elements did it feel were particularly important to get right? “There is not really a ‘Dawn of War formula’,” Theysen says, noting the difference even from the first DoW to the much smaller-scale, more tactical DoW 2, let alone the change again to DoW 3. But the team “knew that people were interested in this more classic style of RTS, with base building and economy and research,” and so ultimately opting to focus specifically on the original felt like the most sensible choice. “When in doubt, it’s Dawn of War 1 – but then the point is, of course, that it’s a 20-year old game. What you can’t do is just pick a feature, put it in a new game and assume that it feels the same way that it did for people 20 years before. So we basically asked ourselves: how did Dawn of War make us feel 20 years ago? And how can we evoke the same feelings again today?”

Theysen has some smart answers there. “Dawn of War’s battles feel very distinct, because they’re relatively big battles and they take a while, right? It’s not like they’re fast, surgical strikes – it’s more like ongoing, big battles. You might lose a few units, or you can put a lot of resources in your battles and make sure your units don’t die… eventually maybe you won the battle, but you lost the war, because you paid too much in resources.” The other big example? “Synch kills.”

The studio asked what people loved in the original, and synch kills came up repeatedly – those being the bespoke animations for when a unit, like say a hulking Space Marine Dreadnought, executes another with a flourish, like say picking up an Ork, spinning it around and crushing it in its mechanised hand. That in turn led to one of Dawn of War 4’s defining new additions in the “combat director”, a brilliant visual flourish that means all units, in melee, battle each other with specific, synched up combat animations, as though each fight’s fully choreographed rather than playing out in standard RTS style, with units broadly swinging at the air in their enemy’s general direction.

As for those challenges, Theysen says there were a few. The team already knew what it wanted to improve after Iron Harvest – “could there be bigger armies, or could there be more base-building?” – and used those to “get the cogs turning” for how it might go a step further with Dawn of War. The biggest, in Theysen’s terms, was simply “the overall complexity” of RTS games as a whole, coupled with Warhammer’s expansive, intertwining lore and the sheer number of units and things going on in a Dawn of War game. (King Art’s keen to boast the “more than 110” figure for units and buildings, which is undoubtedly impressive at launch.)

Theysen’s also keen to point out the studio’s history of pivoting quite successfully between genres, if never truly breaking out into the gaming mainstream before Iron Harvest. “We have our 25th anniversary this year, and we did a lot of different games and a lot of different genres on a lot of different platforms, and it was pretty natural for us to just take on a new genre,” he says.

Image credit: Deep Silver / Plaion

“We usually tackle it by really doing our homework and really trying to figure out what makes these games tick, and play a lot of them and analyse a lot of them. Read everything you can – read about RTS development and so on. Then it really comes down to making educated guesses, and having a lot of people play the game often, right? And getting feedback.” The studio did that a fair bit with Iron Harvest, giving it to that game’s die-hard Kickstarter community early and then iterating.

“This, by the way, is also something we want to do with Dawn of War 4, now it’s finally announced,” he adds. “We want to make sure we get it in the hands of the players to get their feedback and input – because to be honest, it’s so complex and so complicated that, for example, with four really different factions to balance for multiplayer, you just need a lot of people playing the game.”

And then there’s that combat director. The idea actually came from a “hardcore Dawn of War 1 fanatic” at the studio, in Thomas Derksen, the developer’s head of animation. “That was his game,” Theysen says, “his whole teenage years were Dawn of War 1, and he basically said: Okay, if we do this, we do it right.”

None of the team were particularly convinced it was possible, “but basically him and a couple of animators and tech artists and coders, they dug in and, I don’t know, half a year later, they came up with the system that basically dynamically puts little snippets of animations together to form new combat animations.” The result sounds incredibly complex. “It figures out, okay, I’m a smaller unit fighting a bigger unit, that unit is heavy, so there are certain things I can do and I can’t do. There’s an explosion left of me and there’s I don’t know, another ally on the right, this means I could do the following things, and then the system basically dynamically puts together the animations and it works great. Looks great, I think. And is super fun – you always wondered how it would look if a Redemptor Dreadnought fights a Tomb Spider, right? And now you can see it!”

One of those other big challenges was fitting the game into pre-existing Warhammer 40K lore. The return of John French, a prominent Black Library novel author who also wrote on games such as Rogue Trader, certainly helps there. As does opting to set the game on Kronus once more, the planet of the series-peak single-player campaign in the original’s Dark Crusade expansion. Theysen could share a little more of the setup here: “We basically follow the story of Cyrus and Jonah from the previous games,” (Cyrus featured in DoW 2, and Jonah in both 2’s Chaos Rising expansion and DoW 3) “and they go to Kronus in the hope to maybe find some brothers there, or maybe find recruits to rebuild the chapter a bit. But of course, it’s 40K, so everything goes horribly wrong.”

Image credit: Deep Silver / Plaion

The 200-years-later choice meant the team could use the present-day version of 40K, including all of the story that’s happened since Dark Crusade’s release, but the story itself will be intentionally “Kronus-centric,” as he puts it. “The wider effects might not be the biggest but, let’s put it this way: part of the story is to make sure that actually there are no wider effects for the rest of the galaxy, and it stays contained…”

As for how the four-part campaign will work – which can be played entirely in co-op if you like, it’s clarified – Theysen also shared a little more. There’s really one campaign for each of the factions – Orks, Space Marines, Necrons, and newcomers Adeptus Mechanicus – and then within each of those campaigns there are decisions you’ll have to make which then thread into the next. One example: “when you play the Ork campaign, eventually you have to decide [between] two different war bosses… the Beast Snaggas, which is more like the wild, original Orks, or the Bad Moons, which is more like mechanics, mechs, and so on… and in the end only one of those guys survives or stays around.” Then in the next campaign you play as another faction, the chosen boss is the one you’ll be fighting as, say, the Necrons.

This is all set up on a kind of “world map,” as Theysen puts it, where you’ll be able to select different missions based on what units or bonuses each might unlock for completion, “similar to Dawn of War 2,” Theysen says. “Where you can say: Okay, what do I get here? Who am I fighting? And okay, actually, this mission sounds the most fun, I’ll play this one.” Some of those missions will be mutually exclusive – you can’t play all the missions in one playthrough – encouraging multiple runs. And likewise it sounds like there’ll be a bit of those classic vendettas you can build with the AI, at least to some extent – with the Space Marines for instance, in one scenario you can either save a city, or save some other territory, with the one you don’t choose being conquered and you later on having a chance to exact revenge.

On the topic of differing factions, I was also keen to know why King Art’s team chose the four they did here. “Some of it was relatively straightforward, some of it a little less so,” Verbiest says. The Blood Ravens were a given, having first appeared in Dawn of War itself, and similarly essential were the Orks – “a no-brainer,” Verbiest says, given the roots in Dawn of War one and their prominence there. After that things got more interesting. As well as being pretty prominent in 40K more widely at the moment, the studio chose the Necrons specifically because of how Dawn of War 3 ended (or didn’t end). “They were kind of teased towards the end of Dawn of War 4, and that was something that never really came to fruition, unfortunately. So it’s kind of our way of saying to the fans, essentially: Hey, we’re making good on this particular promise.”

The Adeptus Mechanics, meanwhile, came about because the studio wanted to include a faction that had never been included in Dawn of War before. “It kind of helps a little bit because we worked previously on Iron Harvest,” he adds, “so we have a lot of experience with big walking machines and the like.” Any chance of more down the line via expansions, if things go well? “Unfortunately, I can’t say anything regarding future content,” is the predictable reply.

Image credit: Deep Silver / Plaion

There’s plenty more the team is keen to talk about, as our conversation begins to run short on time. “You probably get more stuff in this game than in any other – not only Dawn of War, but probably most RTS games,” Theysen says, at least in terms of what’ll be there at launch. Skirmishes are “very, very configurable,” for instance, multiplayer maps can be configured too, as can enemy behaviour. The Last Stand, a horde mode from DoW 2, returns here and is playable solo with multiple others in co-op. The sense, above all, is that King Art games is naturally proud, and quite optimistic, about what it’s been able to produce so far. After playing it I think it’s very much justified.

It also leads on to a final question, which feels frustratingly inevitable with conversations about RTS games these days (though I’m well aware I’m saying that the one asking it). Does the team feel good about the state of the RTS these days? Is there optimism here beyond just Dawn of War 4, for such a venerable genre to at least regain a bit of its lost footing? Does all this “death of the RTS” stuff feel a bit overblown?

“RTS definitely isn’t the mainstream genre that it was maybe 20 years ago or something,” Theysen says. “And you know, if you expect, creating an RTS game like Age of Empires 4, sell a couple of million [copies] and then you know, call it a disappointment or whatever – or at least not a success – then okay, what do you expect?

“I think from our side,” he continues,” we know that there is a core RTS target audience that really likes to play RTS, and hopefully plays Dawn of War 4 because it’s a big, good RTS. Then we have this other target audience with 40K fans, who are interested in the game because it’s a 40K game… and we also hope to reach some players that are maybe looking for a good way to get into 40K, because it’s notoriously hard to get into such a big and complex universe.” (Worth noting here: Dawn of War 1 was my own personal introduction to 40K as a goofy little tween myself, so Theysen might be onto something.)

Verbiest’s answer meanwhile is simple enough, and one that, hopefully, Dawn of War 4 will help to ring especially true: “I don’t think that the RTS is necessarily back,” he says. “I don’t think it’s ever really gone away.”



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August 23, 2025 0 comments
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'New Dawn': Ripple CEO Reacts to Fed Governors Embracing Crypto
Crypto Trends

‘New Dawn’: Ripple CEO Reacts to Fed Governors Embracing Crypto

by admin August 23, 2025


  • Fed governors embracing crypto 
  • “New dawn” for Ripple

Ripple CEO Brad Garlinghouse has commented on how rapidly attitudes toward crypto have changed over the past year, describing such a drastic shift as “a new dawn.”

Garlinghouse claims that discussions at this year’s SALT 2025 investment conference feel very dramatically different, with regulators and policymakers being more open to the nascent asset class. 

While many attendees at SALT have been in crypto for a long time, the change in tone (on-stage, 1-1 convos) from even a year ago is dramatic and very palpable.
I don’t think many of us had “multiple Fed governors publicly embracing crypto technology” on our bingo cards…a new… https://t.co/5dwLNZKdIe

— Brad Garlinghouse (@bgarlinghouse) August 22, 2025

Fed governors embracing crypto 

The Ripple boss has noted that even Federal Reserve governors are now embracing crypto, which is a very surprising development for him personally. 

Governor Michelle Bowman, for instance, has argued that regulators should abandon their overly cautious mindset toward digital assets. 

Instead, they should opt for a proactive approach that would make it possible to foster innovation. 

As reported by U.Today, the Fed recently ditched its cryptocurrency-focused supervision program, which is another step toward legitimizing cryptocurrencies. 

Governor Christopher Waller also insisted that such innovative technologies as tokenization and smart contracts are not, in fact, scary. 

“New dawn” for Ripple

It is also a new dawn for Ripple in particular, considering that the legal battle between the enterprise blockchain company and the SEC is finally over. 

As reported by U.Today, the United States Court of Appeals for the Second Circuit put a definitive end to the case earlier today. 





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August 23, 2025 0 comments
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