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JDM: Japanese Drift Master Review - Spinning Out
Game Reviews

JDM: Japanese Drift Master Review – Spinning Out

by admin June 10, 2025



If there are two things that have been missing from the modern slate of racing games, it’s a focus on drifting and Japanese settings. Yes, arcade racers like Forza Horizon have travelled across the world, from Australia to Mexico and everything in between, but have yet to visit the bustling streets of Tokyo or the rich countryside across Kyoto. That series also doesn’t dabble in the kind of street-racing culture popularised by games like Need for Speed or films such as the earlier Fast and the Furious entries, sticking closely to flashy but strictly stock configurations of popular cars. With that said, it’s easy to see the gap JDM: Japanese Drift Master is trying to fill, carving out its own niche with a driving model heavily tuned towards challenging and satisfying drifting, set against a condensed and well-realised slice of Japan. It’s such a shame then that the sum of all of its disparate parts don’t come together in a cohesive way.

Drifting is primarily what Japanese Drift Master is all about, and it’s easily the strongest aspect of the game. Whipping a rear-wheel-drive, torque-filled machine into a controlled slide is simple, but it’s maintaining a good angle and adequate speed that make it engaging. A balance meter, similar to one you’d find during a grind in Tony Hawk Pro Skater, helps you gauge the angle of your drift and deftly balance it, steering into the direction the back of your car is facing while gently applying the accelerator to power through the slide. It feels good to figure out how to expertly control a drift, and even better when you can use the handbrake to quickly change angles or drop the clutch to provide a little more torque through a corner.

Drift events let you showcase your understanding of Japanese Drift Master’s driving model the best, but they’re also some of the easiest events the game has to offer. Racking up a high enough score to pass was rarely an issue for me in most events, but also came down to some frustrating luck in some instances. The longer and more aggressively you drift, the higher your score multiplier climbs, resetting if you spin out or suffer a collision. The issue isn’t that this happens at all, but rather how inconsistently it does. Japanese Drift Master feels overly punishing with the angle at which it judges a spin, sometimes resetting your score unfairly if you enter a drift at an angle it isn’t anticipating. Similarly, it isn’t clear which collisions reset your multiplier and which don’t. I had instances where I hit road barriers hard without seeing my score disappear, and others where the lightest touch by traffic would end a particularly long one. Without being able to depend on knowing the limitations of what I could get away with in a drift, it became frustrating trying to find the absolute limit that I could push myself without wasting time in the process.

Japanese Drift Master is still, at its core, an arcade racer, although it does demand a higher level of patience when it comes to drifting compared to its peers. It offers two modes, namely simcade and arcade, which are meant to alter the difficulty in this regard. In practice, however, I struggled to feel much of a difference between the two, and it was only when toggling on a specific assist to help correct a spin that I felt a distinctive change. That had the knock-on effect of making drifting far more challenging, since the car would actively fight getting into a spin, which explains why the option is disabled by default in both modes. So you’re ultimately given little wiggle room to customize Japanese Drift Master’s approach to racing, which can leave you wanting if you find it either too forgiving or too challenging to get comfortable with.

Where Japanese Drift Master and its brand of driving further struggles is in any event not to do with drifting exclusively. There are some missions where drifting and traditional racing are blended together, challenging you to both finish in a specific time but also to do so while generating a high drift score. These two ideas clash instantly, provoking some ugly drifting by wagging the tail end of your car back and forth as you race forward in a straight line as a means to satisfy both requirements. Racing-first events are worse still, with nothing but a few front-wheel-driving cars even viable in the events. Anything slightly tuned for drifting will be impossible to compete with in a field of drivers that either race off into the distance or, infuriatingly, never try to avoid collisions, resulting in far more race restarts than you’d be amused by. It’s easy enough to swap cars at the nearest garage that you can fast-travel to, but it’s annoying to have time wasted by mislabelled events that don’t accurately convey what type of race you’ll be in, or multi-staged ones that hop between different racing principles without letting you swap cars in between.

It’s also impossible to get the most out of Japanese Drift Master without engaging with events that aren’t that fun. The campaign is a lightly story-driven one, with the events playing out across manga pages that bookend most story events. The story itself is largely forgettable and varies wildly in tone, ranging from mildly entertaining to cringeworthy in just a handful of pages. It’s largely just a vessel to usher you from one event to the next. It loosely provides context for why you might be using your drifting skills to entertain a passenger as you drive them home, or deliver orders of sushi to help fund your races around a track. Outside of the campaign, however, there’s not all that much to do. You can do side quests that mimic events you’ve already completed in the campaign or partake in underground drifting events where you place bets on your performance, but after the roughly 12 hours it takes to complete the story, there’s little reason to stick around.

The open world should provide some degree of entertainment in itself, and it can if you’re mostly looking for a means to escape into the most eye-catching elements of the country’s culture. This condensation of the most eye-catching aspects of both suburban and city life is a treat to take in. Neon lighting illuminating the streets at night or tight, twisting mountain roads littered with the soft pink hues of cherry blossom trees beside them make exploring the different corners of the open world a treat, with a surprising amount of variety for a map size that is noticeably smaller than games like Forza Horizon or The Crew. But for as much as it looks good, Japanese Drift Master’s world also feels barren.

There’s traffic that always seems too dense in the narrow streets of small towns, making it difficult to enjoy drifting around hairpins without disabling traffic entirely in the options menu. Traffic is also oddly absent in the wider highways of the main city, making what should be a bustling hive of activity feel mostly dead. Navigating this world is also undone by unpredictable physics, making it difficult to judge which objects are destructible and which will send you flying ridiculously through the air if you touch them. For each moment that you’re spellbound by the idea of racing through this version of Japan, you’re rapidly brought down to earth by the reality of it not being an engaging map to actively drive through most of the time.

Customization is another facet of street racing that Japanese Drift Master fully embraces, with a dizzying number of options for both performance and visual enhancements. There are upgrades that let you tweak the angles at which your front and back wheels face to alter the flexibility of your drift, for example, and more straightforward ones that just add a bunch of horsepower to your engine to power through slides more effectively. These options do, however, feel like they’re meant to service a simulation experience that Japanese Drift Master isn’t able to provide, making a lot of the complex options feel superfluous. Visual customization is a different story, with body kits, rims, spoilers, paint jobs, underglows, and even gear-shift heads available for purchase. You can get lost in the number of ways you can style Japanese Drift Master’s otherwise meagre 22-car offering, kitting your favourite Mazda, Subaru, or Nissan in ways that not many other racers offer anymore. Earning the required money to finance all of these purchases can feel like a grind, especially when some parts are tied to individual car levels, but it can make each new part you attach to your favourite ride feel hard-earned.

There were so many aspects of Japanese Drift Master that I desperately wanted to love, especially given that so few racing games hone in on drifting as a mechanic anymore like it attempts to. But in focusing so heavily on getting drifts to feel great (as they often do), all its other parts have been left to the wayside. The scale of its ambition is clear, but in trying to cater for a variety of event types, it undermines its most compelling mechanic, and continually reminds you how inadequate it is at supporting racing styles outside of that narrow focus. It’s a racer that, more often than not, doesn’t bring about the joy of tearing through the streets in a blazing-fast car, wasting its otherwise captivating setting with roads that don’t support that fantasy. JDM: Japanese Drift Master can look good in small snippets, but it’s sorely lacking as a complete package.



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June 10, 2025 0 comments
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iFixit Says Switch 2 Is Probably Still Drift Prone
Gaming Gear

iFixit Says Switch 2 Is Probably Still Drift Prone

by admin June 7, 2025


The long-awaited Nintendo Switch 2 finally dropped this week, and while it makes a number of big improvements on its predecessor—things like a better screen, beefier internal specs, and more accessible controls—there is one thing it’s worse at. According to the repairability advocates and gleeful disassemblers at iFixit, it’s even harder to fix than the original Switch.

Perhaps most worrying for new owners is that, despite a new “from the ground up” redesign for the Switch’s Joy-Con controllers, the root cause of stick drift—something that many owners of the original have long complained of—doesn’t seem to have been truly addressed in the Switch 2.

Courtesy of iFixit

Stick drift is something that can happen to joysticks, usually over time or under heavy usage, where movement is registered without user input. iFixit points out that less-drifty joystick tech that relies on magnets instead of potentiometers, like Hall effect or tunneling magnetoresistance (TMR) sensors, can help prevent this, but it found neither of those present in the Switch 2.

“From what we can tell, the redesign didn’t include a revision to the core tech that causes joystick drift,” iFixit writes in its blog post. “Unless Nintendo is using some miracle new material on those resistive tracks, or the change in size magically solves it, the best fix is going to come from third-party replacements again.”

Even worse, iFixit found that replacing the Joy-Con controllers is actually more difficult this time round. “Whatever tech they use … joysticks are a high-wear component. They can still break in a drop, even if they never suffer from drift. Being able to replace these things is a high priority for game console repairability.”

Overall, iFixit has given the Switch 2 a repairability score of 3 out of 10. That’s one point lower than the 4 out of 10 it recently retroactively gave the first Switch, and lags behind the likes of the PlayStation 5 and Xbox Series X, both of which got 7 out of 10.



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June 7, 2025 0 comments
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JDM: Japanese Drift Master review
Game Reviews

JDM: Japanese Drift Master review

by admin May 30, 2025


JDM: Japanese Drift Master review

A tough but strong contender in a growing niche of racing games focused on skidding round corners – but this time with some light sushi delivery.

  • Developer: Gaming Factory
  • Publisher: Gaming Factory, 4Divinity
  • Release: May 21st, 2025
  • On: Windows
  • From: Steam, Epic Games
  • Price: £29/$35/€35
  • Reviewed on: Intel Core-i7-11700F, 16GB RAM, Nvidia GeForce RTX 3060, Windows 10

I have spun out on wet tarmac again and I am furious with myself. JDM: Japanese Drift Master requires a different mentality to most other racing games. Drifting around a corner is not the side gimmick that you’ll do a few times during races. Drifting is the race. In this self-described “simcade” game, you’ve got to slide around the bendy roads of sunny (and rainy) Japan while delivering sushi and chasing boy racers for style points. It all adds up to some remarkably weighty speedfreakery that is bitingly frustrating when I’m bad at it, and rumblingly compelling when I’m good at it.

First, let’s get some housekeeping out of the way. JDM stands for “Japanese Domestic Market” referring to vehicles built and sold in Japan, but the same acronym has also come to be used as a shorthand for cars made in Japan and sold overseas. Search “JDM” on used car websites and you’ll likely spot some handsomely boxy beasts. Of course, this means that the full title of the racing game in question is technically: “Japanese Domestic Market: Japanese Drift Master”. This is stupid. But then, a few things about the game are.

Watch on YouTube

The story, for one, is a dopey fish-out-of-water tale about a European fella called Tomasz, who has revved his way to Japan and begins to compete in the local drifting scene. It’s delivered via the flippable pages of a manga, to be read in traditional right-to-left format. It’s a clumsy story, shoe-hornedly delivered in the exact way racing game stories often are. Imagine reading a black-and-white comic version of Fast And Furious: Tokyo Drift but without the Marshall Mathers lookalike. The women boob along boobily and the rival hits his girlfriend, just so you know he’s a bad’un.

You can turn on a “assistance mode” for reading the manga, which labels what panel to read next. | Image credit: Rock Paper Shotgun / Gaming Factory

But put down these pages and you’re faced with an ambitious little driveabout. There’s an open world map that slowly fills with events and challenges as you dither through the story. Some are straightforward “grip” races, in which drifting isn’t actually a big part. Others want you to hold a drift for as long as possible to accrue thousands of points for a bronze, silver, or gold ranking. Other missions include delivering sushi “in style” which means flying down the rural roads of a fictional Japanese prefecture while not crashing and wrecking all the perfectly arranged nigiri. There are drag races, where you’ll warm up your tires beforehand by spinning them, and roadside speed cameras that snap your highest speed – setting a record while getting a record.

So there’s variety, but the most eye-catching are races in which you’ve got to beat other computer-controlled opponents while at the same time gathering an admirable amount of style points by drifting. You need to finish first and take every corner like angry Bowser in Mario Kart. Drifting is so core to the game, that you are basically forced to do it at every single corner. As an arcade racer rube, this can cause some initial hand-to-eye reluctance. My thumbs want to just brake and slow for a bend, but do that and you’ll find the cars here steer at low speeds with agonising stiffness. The game is not for turning. You learn to drift, or you lose.

There are hardcore modes for players with a wheel, gearbox, and clutch accessories. But also an arcade mode for simpler knuckleheads like me. | Image credit: Rock Paper Shotgun / Gaming Factory

The game tries to help you out. There’s an on-screen diagram that appears on your HUD while drifting, to show the balance of your car. A needle swings left or right into a green zone to show the perfect drifting position. If it veers into the red zone you’ll spin out. Wet weather makes this more likely, and in the rain your car can feel completely different. I struggled a lot while trying to perfect my turns and obey the whims of the guiding needle. I drifted into barriers. I ruined stacks of maki rolls. I suffered flashbacks of trying to clear the training car park in Driver for PS1.

But I eventually learned when to ignore the on-screen guide. It feels easier to attune yourself to drifting when you simply look at your car’s movements directly and learn to intuit the pressure of your thumbs. UI can do a lot, but sometimes it can’t beat balls-basic hand-to-eye intuition.

Spinning out loses your multiplier completely, making rainy weather feel like an actual threat. | Image credit: Rock Paper Shotgun / Gaming Factory

Once you start to get a feel for how the game really wants you to drive, the tire-smoking flow can be mildly intoxicating. Nailing bend after bend the whole way across the map to the next objective is satisfying in the same way as managing to go a whole race in Burnout without once hitting a wall and turning your hatchback into minced metal. On the other hand, messing up a turn towards the end of a race can be a hellish frustration. And that’s mostly down to the game’s unforgiving approach to rewarding points.

Getting a good score relies on you maintaining a drift for as long as possible – in this way, you build a big multiplier. The game’s tutorials do not make a big deal of this fact, but it is a huge reason you will fail any given challenge. It’s at the core of the game. Spinning out cuts your multiplier off completely, and ending too early loses out on big points. So you’ve got to stretch those drifts to breaking point, then level out sensibly once you’re satisfied. If you can’t manage that, gathering the requisite points to beat opponents is an uphill battle. It’s kinda the same principle as landing “perfect” after a huge combo in OlliOlli games. You only get a fraction of the points if you don’t nail that final moment. But unlike those skating games, restarts in JDM are not frictionless and quick. Restarting an event when you’ve messed up includes a loading screen by necessity, and that makes resentment curdle when you’re trying to perform a perfect run.

There’s a surprising array of licensed cars, including Hondas, Subarus, Nissans, and Mazdas. | Image credit: Rock Paper Shotgun / Gaming Factory

Oh, the cars. Damn, that’s what a bunch of you probably care about. Yes, there are a neat range of fully licensed Japanese cars from the past few decades, including a 1988 Honda Civic, a Nissan Skyline from 1971, and an early 2000s Subaru Impreza. Basically any car you could feasibly see Paul Walker looking focused in. The devs have also promised new cars with every update, the first of which is planned for three months from now.

The parts shop too lets you fiddle with a surprising amount of motorbits. Lower the suspension, upgrade the brake pads, swap out the gearbox for a gearbox with a cooler name and an accompanying stats boost. Loads of stuff. There’s also a tuning screen where you can get disgustingly precise with tire pressure, wheel alignment, and adjustable gearbox ratios. Don’t look at me, I don’t know what any of the accompanying numbers mean. They probably make you go zoom-zoom.

The manga pages used to explain suspension geometry are not what I’d call elucidating | Image credit: Rock Paper Shotgun / Gaming Factory

Cosmetically, you can make your car look as hideously Fast and/or Furious as you like, with bumpers, spoilers, wheel rims, and wing mirrors. The paint shop lets you attach strobing multicoloured lights to the underside of your ride (what is a car if not a kind of RGB-decorated PC case?) And you can alter the interior with new steering wheels, gear sticks, and seats. A lot of these parts are locked behind getting a better “reputation level”, which basically means completing chapters and side quests to boost XP. I didn’t reach the end of what was available in my playtime, and there’s more coming in future updates.

There are some potholes, sure. That story is borderline insufferable, tutorials don’t do a great job of explaining things, and there’s some bugginess. I only got a fraction of the cash I was supposed to earn from some missions, for example, which made it difficult to progress up that ladder of nice vehicles. But even so, I’m left with the impression of a racing game punching far above its weight and landing an impressive number of blows. If I knew more about drifting as a motorhobby, I might say something big and powerful like “this is the definitive game of a racing subculture!” But I’ll let some other bumpernerd put that label on it. I wouldn’t want to upset all the fans of Night-Runners or Togue Shakai. Regardless of where it fits in its racing niche, JDM may not yet be fully tuned, but it has rolled out of the garage in fine form.



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May 30, 2025 0 comments
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RedStone powers RWA access on Solana with Drift ntegration
NFT Gaming

RedStone powers RWA access on Solana with Drift ntegration

by admin May 28, 2025



RedStone, the oracle provider behind several real-world asset initiatives, has expanded to Solana, unlocking institutional-grade asset data for DeFi builders. 

The integration brings tokenized funds like Apollo’s ACRED and BlackRock’s BUIDL onto Solana’s (SOL) high-speed network through a partnership with Securitize and Wormhole Queries.

This move marks a shift from simple asset tokenization to full composability, enabling these RWAs to be used in lending protocols, vaults, and other DeFi applications. 

The first application, Drift Institutional, is expected to integrate RedStone’s (RED) feeds, setting the stage for broader institutional access to Solana-native DeFi.

“This is a foundational step in making RWAs not just visible but usable in DeFi on Solana,” said RedStone co-founder Marcin Kazmierczak, in a note to crypto.news. 

Securitize, which collaborates with asset managers including BlackRock and Apollo, has over $3.6 billion in tokenized assets under management.

Its head of credit and DeFi, Reid Simon, called the integration a step toward seamless TradFi-DeFi interoperability.

Solana’s role in DeFi

Solana’s low-cost, high-throughput infrastructure positions it as a logical host for real-world financial products. 

With RedStone’s oracles now feeding secure, attested data from Wormhole Queries, developers can begin building DeFi products tied to off-chain assets with stable yields.

The move follows RedStone’s earlier RWA integration on Polygon with Morpho, where an ACRED-backed vault went live. The Solana rollout could accelerate similar launches, expanding access from institutional desks to retail users.

The integration is also seen as a case study for how oracle networks and tokenization standards can make RWAs more than a narrative — enabling real, yield-driven use cases in DeFi.



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May 28, 2025 0 comments
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