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Denshattack Delivers High-Speed Trick Action in Anime-Inspired Campaign

Steve Bauman PC gaming and playtesting editor Next-Gen Gaming Blog

Post by Steve Bauman

Denshattack Delivers High-Speed Trick Action in Anime-Inspired Campaign Next-Gen Gaming Blog
Denshattack Delivers High-Speed Trick Action in Anime-Inspired Campaign

Denshattack brings a unique blend of trick-based gameplay and anime storytelling, letting players pilot trains through a dystopian Japan while chaining combos and tackling inventive levels. Here's what stands out in its campaign

Denshattack has arrived with a premise that stands out even in a crowded indie landscape: players take control of a train in a future Japan, performing tricks and stunts across a series of inventive tracks while unravelling a story inspired by classic anime. The game's campaign follows Emi, a ramen-delivering train jockey, as she navigates a climate-ravaged country dominated by the Miraido megacorporation. Alongside a cast of misfits, Emi enters the underground world of Denshattack, where skill, style and speed are the keys to success.

Campaign Structure and Story

The narrative in Denshattack is intentionally familiar, drawing on well-worn anime archetypes and story beats. Emi's journey to become the top Denshattacker sees her facing off against rival gangs, each with their own distinctive leaders and personalities. As she defeats these opponents, they join her crew, echoing the structure of many shōnen anime. While the plot doesn't break new ground, it serves as a lively backdrop for the game's core focus: chaining together tricks and mastering each course.

The campaign is estimated to last between 10 and 15 hours, taking players through a variety of locations across Japan. Each area introduces new mechanics and environmental challenges, ensuring the experience remains fresh throughout. The story is delivered with a light touch, prioritising momentum and character interaction over heavy exposition.

Trick System and Gameplay Mechanics

Denshattack's gameplay is built around a robust trick system mapped to the right analogue stick, reminiscent of classic skateboarding games but adapted for train controls. Players can perform basic moves with simple flicks, while more advanced tricks require complex inputs similar to fighting game commands. The game encourages variety, penalising repeated moves and rewarding players who expand their repertoire.

Chaining tricks is essential for high scores and progression, with the Tricktionary feature providing an accessible reference for learning new moves. As players improve, they unlock deeper layers of the system, including the ability to access alternate routes known as the Yaoyorozuo, or 8 Million Roads. These rainbow-coloured tracks offer new paths and opportunities for skilled players, adding replay value and depth to each level.

Level Design and Replayability

Levels in Denshattack are designed for both spectacle and mastery. Courses range from racing through abandoned cities and volcanic landscapes to performing stunts on Ferris wheels and even inside kabuki theatres. Each level contains multiple objectives, such as racing rivals, achieving high scores, or completing specific challenges. Optional dares add further replayability, encouraging players to revisit stages and refine their performance.

Collectibles scattered throughout the campaign can be used to unlock new trains, each with unique strengths and weaknesses. Customisation options, including spray paint and stickers, allow players to personalise their trains. The inclusion of in-game zines, curated by Emi's companion Fernando, provides additional lore, character backgrounds and even ramen reviews, adding flavour to the world without slowing the pace.

Boss Encounters and Technical Details

Boss battles punctuate the end of each area, introducing large-scale encounters that blend seamlessly with the game's trick mechanics. These fights range from facing off against combined trains to duelling with a sand-snake locomotive or a moving castle equipped with heavy artillery. Each boss encounter is designed to test the player's mastery of the game's systems without departing from the established gameplay loop.

Individual missions are relatively short, but the combination of branching paths, unlockable trains and optional objectives ensures substantial replay value. The game's soundtrack features energetic, catchy tracks that complement the action, while generous checkpointing and supportive in-game feedback help mitigate frustration during challenging sections.

Denshattack's campaign is reported to last between 10 and 15 hours for a standard playthrough, with additional time required to complete all optional objectives and unlock every train. The game's trick system supports a wide range of inputs, and the Tricktionary feature is available at any time for reference. While the learning curve can be steep, especially for players unfamiliar with fighting game-style inputs, the game is designed to reward persistence and experimentation.

Trick-based games like Denshattack rely on responsive controls and clear feedback to support chaining moves and maintaining flow. The right analogue stick is used for trick inputs, with more complex moves requiring precise combinations. This approach is similar to fighting games, where input accuracy and timing are crucial. The Tricktionary acts as an in-game move list, allowing players to review commands and practice new tricks. Mastery of these systems is essential for accessing alternate routes and achieving high scores, making the learning process a core part of the experience.

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