Chronos: Before the Ashes
A Souls-lite with one genuinely clever trick up its sleeve: every death ages your hero, slowly turning a brawler into a wizard whether you like it or not.
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My first impression of Chronos: Before the Ashes was that it looked lighter than its reputation suggested. The cartoony art style, the stripped-back environments, the almost fairytale-ish premise of a chosen hero entering a labyrinth once a year to hunt a dragon, none of it screams "Souls game". And that turns out to be exactly the right frame for it. This is a Souls-lite first and a Souls game second, and players who walk in expecting the weight and brutality of FromSoftware's catalogue will walk out disappointed. The one thing Chronos does that genuinely nobody else was doing at the time is its aging mechanic. Each time you die, your hero ages a year, and the gate back to the labyrinth only opens once every twelve months. Starting at 18, the character can comfortably pump points into Strength, Agility, and Vitality to play as a straightforward melee bruiser. But as the years accumulate, physical stats cost more to upgrade while Arcane gets cheaper, nudging you toward sorcery and crystal abilities whether you planned for it or not. Hit milestone birthdays, every decade up to 80, and you pick from a trio of permanent perks that range from raw stat bumps to expanded parry and dodge windows. It is a fascinating idea that adds real weight to every encounter, because a careless death is not just a reset, it is a birthday you did not want. The catch is that the rest of the game does not always rise to meet that mechanic. Combat uses light attacks, heavy attacks, a block, a dodge, and a parry, spread across a starting choice of sword or axe and a handful of weapons you find later (hammers, bigger swords, the usual). Stamina drains only when blocking, not attacking, which makes fights feel more forgiving than a standard Soulslike. That is either a feature or a bug depending on your tolerance for the genre. The parry system is there but badly tutorialized, most players will default to blocking and dodging and never feel the gap. More critically, the combat can feel sluggish, enemy stun-locking is a real complaint in user reviews, and the camera, which has its roots in a 2016 Oculus Rift exclusive, can get awkward in tight spaces. These are not dealbreakers, but they are consistent friction. The puzzles scattered through the labyrinth, environmental item-combination problems, light logic challenges, actually hold up better and give the game a mild adventure-game texture that sets it apart from the average Soulslike. The world itself mixes post-apocalyptic sci-fi ruins with high-fantasy labyrinth sections in a way that works better in atmosphere than in visual fidelity. The art is simplified, a legacy of its VR origins, and some areas feel sparse. But there are standout moments, one sequence where you are shrunk to ant size and fighting amid giant furniture is genuinely memorable. The story is thin, told mostly through environmental detail and brief NPC exchanges, and fans of Remnant: From the Ashes hoping for substantial lore payoff will find it light. It stands fine as a standalone, but it is not going to reframe the Remnant universe for you. At roughly eight hours on a first run across three difficulty settings, this is a short, self-contained package. It is best suited to players who are curious about the Soulslike genre but want something less punishing to start with, or to Remnant fans who want context for the world. Veteran Souls players will clock its limitations inside the first hour. The aging mechanic alone is worth experiencing once, it is the kind of idea that deserved a bigger, more polished game around it. What it got was a competent, occasionally charming, budget-tier action RPG that does one thing exceptionally well and everything else adequately.

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- Processor
- AMD FX-8320 (3, 5 GHz) / Intel i5-4690K (3, 5 GHz) or better
- Memory
- 4 GB RAM
- Graphics
- GeForce GTX 660 / Radeon R7 370 with 2 GB VRAM
- DirectX
- Version 11
- Storage
- 8 GB available spa…
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- Processor
- AMD FX-8320 (3,5 GHz) / Intel i5-4690K (3,5 GHz) or better
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- 8 GB RAM
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- AMD Radeon RX 480 / NVID…
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Información del juego
- Desarrolladora
- Gunfire Games
- Distribuidora
- THQ Nordic
- Fecha de lanzamiento
- 1 dic 2020
