Our Verdict
The 3D never clutters, and a wealth of game modes means there's something for everyone, but underneath it all, Truxton Extreme remains a traditional retro shooter.
For
- Restrained 3D visual design
- Retro gameplay true to the originals
- Plenty of modes and features
Against
- Some checkpointing could be better
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Publisher Clear River Games
Developer Tatsujin
Release date 27 May
Format Nintendo Switch 2 (reviewed), PS5, Xbox Series X|S, PC (Steam)
Platform Unity
Having rediscovered the Truxton series on the excellent Evercade VS, I was concerned that moving from pixel art to full 3D for Truxton Extreme, the series first proper sequel in 34 years, could muddy the core loop of speeding around predicted enemy patterns and using screen-engulfing, flashy weapons to mop up the waves of alien ships. The use of 3D can give devs carte blanche to go too big, clutter the screen and make everything harder to see.
Thankfully, developer Tatsujin understands what makes a retro shooter work: when to push the excess and when to wind it in and let the game play out in waves, clear enemy patterns. Made in Unity, 3D models are detailed just enough to lift them up but not so much as they get in the way, and scenery, while it does spin and evolve in a way only 3D can offer, is never overcooked as in the recent R-Type Dimensions III Remake. Bringing retro games up to date, here on Nintendo Switch 2, can mean more detail for better design, but Tatsujin swerves the mistakes of others and keeps Truxton to its traditions of readable enemies and memorable stages.
Despite the visual upgrade, Truxton Extreme manages to retain the DNA of the classic shooter series. That feeling of weaving between shots and being on the edge of death, game design built around memorising enemy waves, learning which weapon to collect and when, is still here. The jump to 3D is the obvious headline and, honestly, it's far better than I expected, but what really makes Truxton Extreme is how every stage is packed with personality, huge mechanical horrors rise out of nowhere, the enemy patterns feel logical, bosses unfold into ridiculous screen-filling monsters, and explosions have a lovely sense of weight – those classic 80s turrets mop up shots and pop satisfyingly, while larger enemies explode into little 3D pieces that scatter about the screen. But the clever bit is, Tatsujin knows when enough is enough, when to overdo the spectacle and when to wind it in.
Keeping it retro
The game itself hasn't forgotten why people still love the old Toaplan shooters decades later either. Once you start collecting upgrades, everything clicks into place. You're darting around the screen at ridiculous speed, and the weapons make everything fun – the Power Shot, the piercing Truxton Beam and the devastating Thunder Laser that spreads and locks onto enemy ships need to be collected on the left to drift by, depending on what's filling the screen. As well as screen-clearing bombs and auto fire, a neat new EX Shot can be powered up by destroying enemies, and when released sends faster, denser streams of shots out of the little ship. Add in manual speed boosts, and you have enough control over how and when to attack and dodge. While it doesn't push too many new ideas, what's here works really well.
There’s a mix of game modes to explore, which is nice, as many retro games can be limited in this respect. So, while Truxton Extreme features a hard-as-nails Arcade mode, where missions become memory tests, there’s also a Story mode that can feel more approachable, and the comic panels introducing the missions lend the mode a fuller-featured feeling. While Story mode feels a little easy, it’s a bit of smoke and mirrors, as there are three characters to play through the same six-stage missions with; each one ratchets up the difficulty slightly. Both Story and Arcade have the same approach to checkpointing, and while I find restarts fairly even, you can be placed a little too far back when heading into a boss fight, which can turn learning into repetition, and there's a difference between making you improve and simply making you replay sections you've already mastered.
The biggest surprise for me is Heart Starter. This is essentially a beginner mode, but it never feels patronising. Instead, it gives newcomers enough breathing room to actually appreciate what's happening, soak up the gorgeous enemy designs and enjoy the wonderful bosses without exploding every thirty seconds. If you've always fancied trying a classic arcade shooter but bounced off their reputation, this is exactly where I'd start.
Oddly enough, though, the mode I kept drifting back to wasn't any Arcade, Story or Heart Starter, but Arena, a mode that strips everything down into frantic two-minute score attacks, and it's brilliant. No long commitment, no story, no messing around, just launch, blast everything in sight and chase another high score. Playing on Switch 2, it became my favourite way to spend ten spare minutes on the sofa, except it was never ten minutes, because every run ends with the need to restart and do just a bit better on the next run. And that’s always been Truxton's secret sauce: the joy isn't simply reaching the end of a mission, but the fun comes in mastering the stage and dominating the waves of enemies.
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There are a lot of nice little touches to explore too, such as the Model Viewer to explore unlocked 3D assets, the comic can be re-read once Story mode missions are completed, and online rankings for anyone who loves competition.
Truxton Extreme succeeds because it knows exactly where the line is between challenge and spectacle, and fundamentally it doesn't try to shake things up too much. It brings the series into 2026 with gorgeous but balanced 3D visuals, a handful of smart new modes and enough quality-of-life improvements to welcome new players, but it never loses sight of what made these games special in the first place.
out of 10
The 3D never clutters, and a wealth of game modes means there's something for everyone, but underneath it all, Truxton Extreme remains a traditional retro shooter.

Ian Dean is Editor, Digital Arts & 3D at Creative Bloq, and the former editor of many leading magazines. These titles included ImagineFX, 3D World and video game titles Play and Official PlayStation Magazine. Ian launched Xbox magazine X360 and edited PlayStation World. For Creative Bloq, Ian combines his experiences to bring the latest news on digital art, VFX and video games and tech, and in his spare time he doodles in Procreate, ArtRage, and Rebelle while finding time to play Xbox and PS5.
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