Silent Hill 2's development was rough on Bloober Team because of online 'hate', but now that it's proved itself it wants to 'show what we can do on our own' with Cronos: The New Dawn

A factory being ripped apart
(Image credit: Bloober Team)

Bloober Team's Silent Hill 2 was a pleasant surprise. While the studio had been responsible for several fairly well-received horror games since its pivot to the genre with 2016's Layers of Fear, none of them boasted the sophistication of Team Silent's GOAT. There was a gulf between Bloober Team's spooky walking sims and the 2001 twisted survival horror game, and expectations were not high.

I found Konami's decision to choose the studio to be baffling at the time. I quite liked Observer, its gloomy cyberpunk outing, but I found the Layers of Fear series to be both derivative and, when it came to the scares, pretty cheap. Silent Hill 2, though, seems to have shown it was up to the challenge. While we called it a "fun but flawed take" on the original in our Silent Hill 2 review, it's gone on to be the studio's greatest success, and currently enjoys an "Overwhelmingly Positive" rating on Steam.

It's set both in 1980s Poland and a pandemic-ravaged future, and as a fan of Bloober Team's previous sci-fi outing—also set in its homeland of Poland—my interest is piqued.

The studio considers this stage of its evolution to be "Bloober Team 3.0", its second phase as a horror developer. "We want to be a horror company," Zieba said. "We want to find our niche, and we think we found our niche, so now we just—let's evolve with it."

Fraser Brown
Online Editor

Fraser is the UK online editor and has actually met The Internet in person. With over a decade of experience, he's been around the block a few times, serving as a freelancer, news editor and prolific reviewer. Strategy games have been a 30-year-long obsession, from tiny RTSs to sprawling political sims, and he never turns down the chance to rave about Total War or Crusader Kings. He's also been known to set up shop in the latest MMO and likes to wind down with an endlessly deep, systemic RPG. These days, when he's not editing, he can usually be found writing features that are 1,000 words too long or talking about his dog.