Artdink celebrate 30+ years of A-Train with a game that goes back to the past

While a lot of long-running video game series tend to be fairly high profile for most of their existence, some of them can creep up on you. In the case of A-Train (A Ressha de Ikou), Japanese company Artdink's railway simulation game, you might be shocked to find that the series has been going since 1985 -- 32 years of building a city off the back of the rails. While immensely popular in Japan, the series has rarely risen above cult status in the West -- its highest profile outing was back in 1992 when the third game in the series was published in America by Maxis (and Ocean in Europe) as, simply, A-Train. A lot of its other outings in the West have weirdly been on consoles -- the PlayStation got the fourth game, AIV: Evolution, as a launch title, there was a very poorly received version of A-Train HX for the Xbox 360, and there's been a couple of handheld releases in recent times. However, the series has returned once again with Artdink announcing A-Train PC Classic for release on the Steam platform in roughly two weeks' time.

The new A-Train is notable for having considerably older aesthetics than more recent installments such as A-Train HX that have usually gone with full 3D (often resulting in them being panned for substandard 3D graphics).. Instead, railway building in the new game is done in the classic isometric style, with a look that's reminiscent of the earlier games in the series as well as the likes of SimCity 2000. You can choose to view your city in 3D by taking a tour of your rail track, but most of the game will be played in good ol' 2D -- this is a decision that may well help the series as it takes it away from competing with the successful and graphically intensive likes of Cities: Skylines.

The look of the new A-Train is closer to the modern handheld installments -- probably wiser than trying to imitate ol' Skylines.

Of course, A-Train isn't just your average city building sim -- it is very much based around mass transit, particularly the rail. As you build an ever more complex and efficient railway system and develop the land around your stations, your city will gradually grow with the help of the computer as important resources such as coal, iron and people are funneled in -- slowly turning your area from a wet patch of grass with a railway line through it into a sprawling modern cityscape. The game can be tricky to get at first, and the actual aim of the game hasn't always been communicated too well by Artdink -- which in many ways has contributed to A-Train games often getting rather poor receptions in the West. If the game is approached as a more traditional city building sim, people are likelier to be confused and annoyed by the game -- instead, the focus is on combining rails, roads and trams in a way that makes sense and helps your city to grow in terms of size and population.

The first A-Train game in the West, with glorious high-rise buildings all over. Often misunderstood then, but hopefully not now.

The new A-Train promises to do what the series has largely always been known for: There will be multiple scenarios introducing competitors who will build their own networks, the chance to develop both an overground and an underground transport system, the ability to play through various different ages from the modern era to the days of steam locomotion, the sort of intensive tutorial that hasn't always featured in these games, integrated Steam Workshop support so you can share your creations with others, and of course -- lots and lots of trains. More trains than Sabin can physically suplex, in fact. If you fancy yourself as a capable Fat Controller then barring the presence of any leaves on the line, A-Train PC Classic will hit the virtual shelves on June 8th -- and who knows? Maybe people will actually get the game this time and not immediately dismiss it as just another city builder.