More games should be on rails (literally)
Several recent gaming releases are bringing attention back to “on rails” game design—linear, heavily scripted experiences built around orchestrated sequences. Nintendo’s Star Fox remake preserved the tightly choreographed levels from the 2002 Star Fox 64, demonstrating that the original’s design holds up nearly two decades later. Separately, indie developer Undercoders released Denshattack!, a high-speed train game through Japan that applies similar rail-based design philosophy to a different context. The title features carefully constructed sequences of flying, flipping, spinning, and grinding mechanics tied to the train’s movement, treating the game more like an interactive roller coaster than a traditional train simulator. Both releases suggest that despite the industry’s long preference for open-world and player-agency-focused designs, tightly scripted rail-based games remain engaging and can anchor diverse gameplay experiences.