
Game intel
Metro Rivals: New York
Reputation is paramount; strategy is key, and all-out speed can make or break everything. Welcome to Metro Rivals—a genre-defying subway simcade game where you…
Dovetail Games, the studio best known for serious rail sims like Train Sim World, just announced Metro Rivals: New York – a “sim‑cade” subway racer built in Unreal Engine 5 and powered by Reactional Music’s real-time, procedural soundtrack tech. It’s up for wishlisting on Steam, Epic, PS5 and Xbox Series X|S today, aiming for early 2026. The pitch is wild: gritty, competitive subway racing in NYC where the music adapts to your driving, with the option to buy commercial tracks that plug straight into the game’s reactive score.
“Sim‑cade” is the right word here. Dovetail’s co-CEO Gemma Brown frames it as Crazy Taxi meets Need for Speed: Underground, which tells me the focus is speed, spectacle, and competitive edge, not timetable punctuality and brake curves. For a studio known for rivet-counting authenticity, that’s a refreshing pivot — and potentially the smartest way to use the New York City subway: a high-speed labyrinth with personality and danger baked in.
This is also Dovetail’s first UE5 project. If they truly lean into Nanite and Lumen, we could get dense station geometry, grime and tiles that actually read under dynamic lighting, and fast tunnel transitions without the usual pop-in that plagues high-speed urban games. The promise of “procedural generation” suggests dynamic encounters — rush-hour crowds, service disruptions, rival AI behaviors — though the release stops short of spelling that out. I want to see how they translate “racing” to subway cars without losing the fantasy; it needs clean rulesets, readable hazards, and a 60fps target on consoles or it won’t land.
Reactional’s pitch is bigger than one game: fully native, reactive music that you can swap on the fly, with commercial tracks sold as in-game purchases. Think the stylistic impact of NFS: Underground’s soundtrack, but reactive to your moment-to-moment play — bass kicking as you nail a perfect overrun, drums shifting as you switch lines — and, crucially, you paying to add more tracks.

On paper, that’s cool. Games thrive when audio supports flow. If Reactional’s tech maps musical structure (tempo, key, stems) to gameplay events reliably, the right song at the right second could make threading a packed express feel electric. But let’s talk friction:
We’ve seen licensed music used smartly (Forza Horizon’s stations, GTA’s radio, Fortnite’s emotes), and we’ve seen music games shut down despite devoted fans (Fuser). Reactional wants to turn music into a scalable cosmetic layer like decals or emotes. That could be a win for personalization — or a new way to nickel-and-dime a core experience that should already come with a killer soundtrack. Given Dovetail’s history of sprawling DLC libraries, the community is right to keep eyes open here.

I’ve spent enough time with Dovetail’s sims to know they care about the feel of trains — the audio, the weight, the environment — even when performance hiccups happen. Moving to UE5 and chasing arcade intensity raises new challenges: input latency at speed, collision readability in tight tunnels, AI rivals that aren’t rubber-band nightmares, and a camera that sells velocity without inducing nausea. If Metro Rivals hits those fundamentals, the “New York attitude” they’re touting could shine.
The procedural talk is intriguing for replayability. Imagine commuter density shifting your route risk, dynamic service advisories forcing mid-run choices, or scoring that rewards risky transfers. That’s the kind of systemic chaos that gives a racer identity. Until we see raw gameplay, though, “procedural” is marketing fog. Show me a three-minute uncut run with music swapping on the fly and I’ll believe.

For now, Metro Rivals: New York is one to wishlist if you’ve ever wanted an arcade racer with heavy steel and third-rail sparks. The concept is fresh, the tech is ambitious, and the city is perfect for high-stakes chaos. Just keep your expectations measured until Dovetail shows the goods — and keep your wallet guarded if “pay-to-vibe” creeps too far into the core experience.
Metro Rivals: New York is a UE5 “sim‑cade” subway racer with reactive music and purchasable commercial tracks, targeting early 2026. It could be a banger if the driving feels great and the music tech truly syncs with play — but watch the monetization and demand real gameplay before you get fully onboard.
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