PS5
Cronos: The New Dawn
(ESRB - Standard)
Publishers:
Offline play
Yes
(*)Download required
Yes*
(*) Download required: Significant pieces of content are missing from this physical release or has major issues (more details bellow)
(*) Disclamer: PS5 consoles with detachable disc drive: PS5 Slim (CFI-20xx models) and PS5 Pro (CFI-70xx models), require an internet connection to activate the disc drive at the setup.
Tested by DoesItPlay on Base PS5
* This title was given an Orange rating for download required due to frequent framerate issues, most cutscenes not working properly and potential soft locks.
Test Notes:
* Played in Performance Mode, runs at 60 FPS. Frame rate drops occur. These vary from minor to severe in certain circumstances.
* When starting the game a popup about connecting to the internet appears. This can be skipped without issue.
* During some cutscenes the character model would snap into place repeatedly.
* Various visual bugs occur. This includes clipping, pop in, floating objects, ghosting and texture loading.
* When stomping an enemy’s body the blood effect causes the framerate to drop.
* During a cutscene the character was observed moving forward but with the character model facing to the side.
* Occasionally subtitles will stop being displayed. Loading a save or restarting the game fixes the issue.
* During an enemy fight the characters gun and aiming reticle was invisible. After about 15 seconds they reappeared.
* Majority of cutscenes have sound effects missing. Voice audio was also observed being delayed on some cutscenes. Several cutscenes also appear to abruptly end early as if they were skipped.
* Observed a door missing with an empty void being visible.
* After getting the fourth Phylactery the fourth characters information can be scrolled to but the menu will not scroll to show the characters picture.
* During an optional dialogue with the Warden, after all options were exhausted, selecting leave dialogue caused the game to be stuck in the dialogue screen. After using circle to skip the screen the dialogue option appeared again. Selecting it this time did nothing and control of the character was possible again.
* After activating the train for the second time, a door that you need to go thru to progress would not allow us to pass thru it. Auto save could no longer be used as every time it was loaded the same issue occurred. Loading a manual saved allowed progress past the issue.
* After defeating the final boss, during the cutscenes after, a copy of the bosses model was seen in the background.
* All trophies earned unlocked properly.
Content Completed:
* Main story completed.
* Majority of cats and collectibles found.
Additional Notes:
* Physical release includes a sticker set & code voucher for extra in-game content (bonus Traveler skin, 4x pistol ammo, 1x shell patch [small] & 1000x energy).
* Build Version: 1.000.000 ("Ver. 20250617_2212-301636" via in-game menu), Install Size: 21.47 GB
* Disc ID Code: PPSA-24096/US
* Spine ID Code: 2113061
* Number of Players: 1
* Audio Language Supported: English
* Menu/Subtitle Language Supported: English, French, German, Italian, Japanese, Korean, Polish, Portuguese - (Brazil), Russian, Simplified Chinese, Spanish, Spanish - (Latin America), Traditional Chinese, Turkish, Ukrainian
* Accessibility Options: 'Color Blind' modes (ex. green, red & blue), interaction indicator / button button style & size, quick-time event prompt (tap or hold), 'Adaptive Trigger' & controller vibration intensity, aim assist, camera shake, ambient & general camera sway, static HUD & center dot w/ opacity choice
* Quality/Performance Option: Yes
Additional playthrough:
-- Unfortunately, numerous cut-scenes appear to have significant issues with the most severe problem being those that automatically skip themselves from the halfway point onward. Strangely, it tends to happen most often after making a dialogue choice during an 'Extraction' scene. Other undocumented instances might exist, but noted abrupt scenes include:
~ The Traveler is supposed to choose between two brothers occurs with one being a designated target and another in the midst of an infection. When the tester selected "[The target is] coming with me," the respective character said he wasn't going to leave his sibling and the scene suddenly blacked out. It jumped immediately into the next sequence with the protagonist saying an essence has been acquired. The related trophy still popped for it.
~ The Warden playing the piano in the bar before being tasked to restart the Terminal.
~ 'Extraction' scene for a doctor found at the end of the hospital location. Related trophy failed.
-- Also tied with major cut-scene trouble concerns a large number of missing sound design layers, unfinished special effects &/or soundtrack application. Off-sync audio & lack of lip-sync are present. Some cinematic sections have nothing other than the spoken dialogue, basic ambient noise & occasional music on the audio side. It might be a curious observation, but the most affected scenes often happen during the temporal rift areas. For example, three subsequent story segments related to the character Edward Wisniewski had numerous sound faults. In his 'Extraction' scene, none of the audio played for Edward thrashing a table, sitting in a chair, the Traveler retracting the suit claw along with simple footsteps for both characters in comparison with a video play-through. In the follow-up 'Ascension' scene, the footsteps for the Traveler, the chair device booting up & teleportation sound were not present. Voice distortion is also absent for characters brought into the otherworldly dimension. Those were simply a few instances of incomplete sound work within the first-third of the game with plenty more scattered throughout the experience. It might be fair to estimate almost half the game suffers from these problems.
-- Lighting faults or texture issues can also occur. In the opening best line test, the Traveler has an unpolished idle animation with abrupt shifts in loops. Such unrefined movement can surface infrequently, with the protagonist even becoming briefly transparent in rare spots due to close camera placement, particularly in the dialogue choice moments for select sequences. Increasingly common moments of character models clipping into things (ex. attire, improper seating on surfaces, etc.) or items snapping / floating in hands during cut-scenes are also present. As an example for drastic lighting changes, the otherworldly 'Ascension' scenes have a subdued, desert-like look whereas updated play-throughs depict it with a harsh, deep red presentation. Small bits of texture flickering can be seen in very small parts of environmental design along with ghosting particles for drifting weather effects. Turning the camera in the closest main entrance corner of the hospital lobby near the windows causes the sunlight to drastically shift in placement dependent on position.
-- After beating the boss fight at the Abbey, a standing version for a deceased character kept flashing every couple of seconds over top of the body. In the last cut-scenes of the game, a stationary model of the final boss stood around in the area with position dependent on location of defeat. As a result, the character can block / clip into various camera angles.
-- Doctor Weronika Kaminski appears to have an unfinished design without glasses & polygonal modeling for her attire becomes heavily apparent during her last scenes for the game.
-- After obtaining a fourth character essence, their respective character portrait can't been seen on the 'Phylactery' sub-menu as that part refuses to scroll down. However, the portfolio information can still been seen to the right-hand side of the screen, but requires flipping back-&-forth between the page tabs to properly appear.
-- After the 'Ascension' scene regarding one of the brothers at the end of the Steelworks area, a gateway off to the right behind the Terminal chair was open into an incomplete void with various environmental spots scattered throughout. The player couldn't enter & reloading multiple saves, including a manual file before the last boss fight at the Steelworks, failed to fix the oddity. Thankfully, it isn't the essential pathway needed to continue progression which is actually on the second floor outside of the station hub. Noteworthy as the in-game direction objective indicator technically points toward the general direction.
-- While speaking with The Warden for additional dialogue after the hospital level, selecting the 'leave' option caused both characters to stand silently almost like unheard audio was taking place between them. After a quick camera change took place, pressing the 'circle' button to skip a cut-scene bumped back into game-play with the 'leave' option window appearing again. Selecting it did nothing in particular even after player control briefly resumed.
-- Even outside of combat, frame-rate slowdown is noticeable. It becomes very choppy when stomping defeated foes with a large amount of blood splashing into the vicinity while severing limbs in the process. Doing the same attack repeatedly can still bog the frame-rate, but it can sometimes ease up as the gore effects become more restrained. Battling against enforced brute enemies that spew acid can greatly bog down the frame-rate into choppy presentation. Dismembered parts can also twitch from clipping issues with the level design. Defeating regular enemies occasionally have a visual peculiarity where a piece of debris can be seen floating off to the side of their feet.
-- Enemy A.I. can rarely become unresponsive with two instances where Orphans would stop in place shortly after becoming re-enforced with tentacles. Attacking them with fire weaponry would return them to normal function. On one occasion at the Steelworks, a re-enforced brute enemy within a gated encampment area became near impossible to defeat requiring 5+ torch canisters, 20+ charged handgun bullets, 5+ charged shotgun shells with 5+ melee attacks before it finally died.
-- Numerous broken trophies. Story-related extraction for Dr. Zybert, "For Good and for Ill," didn't register potentially due to the auto-skipped cut-scene. "The Catfinder" never appeared for the tenth & final cat found in the cemetery. Even loading a manual save just before the interaction & petting all of the pets in the hub area after returning for the final trip didn't fix it. "Unadulterated Joy," for finding all comic books, malfunctioned as well despite finding all items.
-- Leaving the save area at the cemetery near the bell tower often caused a lot of static / popping sound in the audio which would usually last for 3-to-5 seconds before gradually fading away.
-- Passing mention of a curious design choice to have various floor debris that'll often cause the Traveler to act like she's hung up on something. Simply moving around will eventually allow the character to back off the obstacle.
Content Completed second playthrough:
-- Completely playable offline. A patch would be highly recommended due to incomplete story content & multiple performance issues, including potential soft-locks. Beaten on 'Normal' difficulty via 'Performance' mode with default settings except for disabling subtitles. Used saves to obtain "Ending A: A Flicker of Hope" & "Ending B: I Am Free". A second play-through on 'New Game+' for the alternate third ending, "Free from All the Scars," was left untested for reference. 'Hard Mode' & 'Leviathan' costume were available after finishing the game. Most attempted trophies unlocked as necessary with one story-related & two collectible accolades failing to register (see "Test Notes" above).