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Bloober Team has been a target for critics in the past. Following the announcement of its new game Cronos: The New Dawn, a team from the Polish studio including Wojciech Piejko who served as a designer and director of Silent Hill 2 Remake, sat with Gamespot to talk about the future of the studio.

Bloober Team Says It Has Found Its Niche And Will Stick To It

According to Piejko, the studio might have just found its niche and was tired of making ‘shitty’ games. Piejko said while Silent Hill 2 proved critics wrong, the studio is out to prove with Cronos: The New Dawn that it was not a fluke.

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“We don’t want to make a similar game [to Silent Hill 2],” Piejko said.

Cronos: The New Dawn is Bloober Team’s first project following the successful release of Silent Hill 2. Piejko said that with Cronos: The New Dawn, Bloober Team want to prove that they cam build something special from scratch.

Cronos: The New Dawn is regarded as Bloober Team’s first original survival-horror IP, years after Layers of Fear and Observer which were both light on gameplay elements. The project was in development during the pandemic.

The game director/ producer Jacek Zieba doesn’t intend Cronos: The New Dawn to be their comment on the COVID pandemic, although the story has references to a pandemic.

Piejko said, “We were afraid of [the pandemic plot point] at the very beginning”. Bloober Team believes it is ready for the next phase of evolution.

“Nobody believed we could deliver, and we delivered,” Zieba said. “That was a big honor, that we, as Bloober, could work with Silent Hill and Konami. As horror creators, we love Silent Hill, like, I think, most horror fans [do.]”

Bloober Team appreciated the positive reception when Cronos was revealed. According to Piejko, the studio was relieved to see how the negative comments from Silent Hill 2 has dissolved to a positive comment.

“We want to find our niche, and we think we found our niche, so now we just–let’s evolve with it,” said Zieba. “And how that happens is more complex, but it also happens organically in a way, like with [2016’s] Layers of Fear, people in the studio were like, ‘Okay, we made some shitty games before, but we [can] evolve.”