Denshattack! Knows When to Pull Brakes

2026-07-15T08:00:00+01:00 | 2-minute read

Fact Sheet
Original Title
Denshattack!
Genres
Action
Release Date
July 15, 2026
Length
HowLongToBeat: 6-10 hours
Reviews
Eurogamer: 5/5
PC Gamer: 63/100
OpenCritic: 89/100
Creators
Developer: Undercoders
Publisher: Fireshine Games / Boltray Games
Platforms
Microsoft Store: Digital
PlayStation 5: [Digital] (https://store.playstation.com/en-gb/concept/10015063)
Steam: Digital
Switch 2: Digital
Xbox Series: Digital

Website

Denshattack! is a hectic game. There’s something going on almost every second, whether it’s drifts, grinds, boosts, flips or any other movew I’d expect from a classic Tony Hawk or 3D Sonic game. Sometimes things get too hectic for their own good: barrages of comic-book visual effects obscure the end of rails, and the sound cue doesn’t arrive in time to respond. It’s understandable: even the best arcade-style games can’t escape some trial-and-error. The question is whether trial-and-error begins to prevail towards the end.

Denshattack!

It doesn’t. Instead of throwing everything at me at once, Denshattack! deliberately holds off major mechanics until later stages, after it ensures I’ve mastered the basics. Manual and sequencing tricks are keys to get a high score, but I don’t learn about them until late into the first region. And then when I think I have it figured out, the game never stops recontextualizing mechanics and building on top. There’s almost Nintendo quality to how invention never stops from stage to stage, and there are quite a lot of them.

Denshattack!

Still, the most important thing in training is not just building on top, it’s taking breaks. And in Denshattack!, there are plenty of breaks. Spray cans and film rolls aren’t collectibles of purely completionist nature, they’re ways to put stickers on my train and fill the in-game fanzine. They, along with visits to hot springs, reveal character and cultural backgrounds that doen’t pretend they’re the focus of the game but aren’t ashamed of themselves as well. And then there’s the loading screen, something so inconsequential that I could’ve ignored it, but I just can’t.

Denshattack!

This loading screen is a thing of beauty. It doesn’t last for too long. There’s barely any movement in frame. It’s stylish and sweet, with just three colors and lots of space. It flows the transition between the in-game map and stage replays well. As it appears, I can take a breath, giving the last seconds of peace to analogue sticks and triggers. In just a few seconds, I’m going to bulldoze them. But for now, let my heartbeat go down. Everything needs a brake, even a skate-like train that seems to be better off without it.

© 2025 - 2026 pew illusion

🌱 Powered by Hugo with theme Dream.

About Me

My name is Anton, I’m a video game creator who proudly overthinks tiny aspects of game design. Every week, I take a game I’ve been playing and find a detail that may often not be its main focus. But it still deserves love, doesn’t it? Besides these aspects, I pay special attention to general game flow and game feel.

When I play new games, I like to take notes. They often end up messy, and I can’t share them with anyone. I even have trouble reading them later myself! So now I turn them into cohesive posts that not only I but others can read. I also need every excuse I can get to play new games, old games I’ve never played, old games I have no excuse to replay as well as games outside my comfort zone.

I try to avoid spoilers for the newer games I bring up, but sometimes I see no better way to make a point. So if you don’t want to be spoiled, I recommend avoiding the posts on the games you haven’t played but plan to play.

Credits

Way of the Hunter 2

Way of the Hunter

This Is the President

Favorite Games

killer7

Super Mario Galaxy

Half Life 2

Resident Evil 4

Device 6

Favorite Studios

Nintendo

Capcom

Simogo

Treasure

Socials