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Japanese 3D Housing Firm Plans Bitcoin Buy After NFT Housing Initiative
NFT Gaming

Japanese 3D Housing Firm Plans Bitcoin Buy After NFT Housing Initiative

by admin August 19, 2025



Japan-based 3D printed housing firm Lib Work Co. has become the latest non-crypto native company to buy Bitcoin for its corporate treasury, coming just a month after launching an initiative that uses non-fungible tokens to store house designs. 

In a Monday statement following its board meeting, Lib Work announced plans to purchase 500 million Japanese yen ($3.3 million) worth of Bitcoin (BTC) as a hedge against “inflationary trends” in Japan and the risks of “holding assets only in cash.”

“Therefore, our company has decided to adopt a phased approach to acquisition and holding, in response to these risks and to prepare for future growth areas with overseas operators,” the firm said. 

Three-month Bitcoin buying spree

Lib Work will buy Bitcoin in a series of purchases from crypto exchanges starting in September and continuing until December, while also establishing a risk management system, according to its statement.

At current prices, one Bitcoin is worth around $115,377, meaning the company could buy roughly 28 for $3.3 million, making it 105 on the list of top Bitcoin treasury companies, overtaking French payment provider BD multimedia.

Source: Lib Work Co.

It comes only a month after Lib Work launched an NFT-backed 3D printed housing initiative to store blueprints on the blockchain and use Bitcoin as a payment method. 

First NFT house blueprint goes live 

Lib Work said in a July 25 statement that one of its house designs, a Lib Earth House Model B, was issued as an NFT and aims to protect the intellectual property and to act as an ownership certificate linked to the physical home. 

The NFT can store the house’s ID, history, and ownership information on the blockchain to ensure buyers hold exclusive design rights and prevent unauthorized blueprint plagiarism. 

“Because 3D printed houses are based on digital designs, protecting the rights to these design files and managing their licenses is essential,” Lib Work said. 

 “Currently, blockchain technology and NFTs are expanding beyond the art and music industries into real estate and intellectual property sectors.” 

NFT blueprints could help solve building challenges 

In recent years, the construction industry has faced labor shortages and soaring material costs, which, according to Lib Work, show the “limitations of traditional construction methods.”

Related: Strategy adds $51M in Bitcoin as price hit $124K ahead of sharp dip

The company said 3D printing construction methods and asset digitalization could help solve some of these challenges by reducing labor, time, costs and “creating new international housing markets for the metaverse and Web3 era.”

“By creating NFTs for 3D printed houses, Lib Work will build new housing distribution mechanisms for investors and users worldwide, actively promoting international brand value and expansion into new markets.”

Lib Work was founded on Aug. 1, 1997. The firm changed its name in April 2018 and started focusing on building 3D printed homes. 

It mainly sells detached houses and real estate using the internet and virtual reality, according to its company profile. 

Magazine: Scottie Pippen says Michael Saylor warned him about Satoshi chatter



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August 19, 2025 0 comments
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A Japanese schoolgirl, partially obscured by red flowers
Product Reviews

Silent Hill series producer Motoi Okamoto says ‘as the series progressed, I felt that the essence of Japanese horror was lost’

by admin June 15, 2025



While the big news out of Konami’s Press Start event was the welcome announcement that Bloober Team is remaking the original Silent Hill, there was also a substantial behind-the-scenes segment on the upcoming Silent Hill F, which we’ll see a lot sooner than a remake Konami didn’t even have footage of.

Silent Hill F is a prequel set in Showa-era Japan. Which isn’t the first time Silent Hill has left the town it’s named after—the opening of Silent Hill 3, for instance—but is taking a much further trip, all the way to a small town called Ebisugaoka.

SILENT HILL f | DESIGNING THE WORLD OF SILENT HILL f – NeoBards Behind the Scenes (PEGI) | KONAMI – YouTube

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“Silent Hill was a series that fused the essence of western horror and Japanese horror,” series producer Motoi Okamoto said, “but as the series progressed, I felt that the essence of Japanese horror was lost. I began to feel a desire to create a Silent Hill with 100% essence of Japanese-style horror.”


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Part of what makes Silent Hill unique is that it’s inspired by so much American horror—the books of Stephen King, movies like Jacob’s Ladder—but viewed through a Japanese lens. It has streets named after Dean Koontz, Robert Bloch, Richard Bachman, and Ira Levin, but also borrows from the books of Ryū Murakami and Kōbō Abe, and the monsters you encounter there and the otherworld you travel to have designs that feel like a Japanese take on Clive Barker via David Lynch.

“The hallmark of Japanese horror is not simply grotesqueness but the coexistence of beauty and the disturbing,” Okamoto went on to say. “We are creating this title with the concept ‘find the beauty in terror’.”

Al Yang, game director at Silent Hill F development studio Neobards, elaborated on that. “As a key concept in Silent Hill F is the idea of beauty in terror. We created our visual designs to have a distinct uneasiness to them, but also have a horrific charm that would make it so you just couldn’t stop staring.” Those designs are based on concepts by Japanese artist Kera, who has worked on Spirit Hunter: NG and Magic: The Gathering.

Given how poorly received most of the Silent Hill games made by American studios have been—especially Homecoming, with its ex-Special Forces protagonist making a sharp contrast to the ordinary people previously featured in the series—having a sequel that’s as Japanese as it can be makes sense. Though I might miss oddities like having a school level based on visual reference taken from Kindergarten Cop.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.



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June 15, 2025 0 comments
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Darth Vadar
Esports

Japanese game developer reveals most of their employees use generative AI

by admin June 14, 2025



Japanese game dev studio Colopl polled 357 of their employees, with them asking how much of their work they’ve been giving to generative AI. Their polling results revealed over 80% of their employees are using it in some capacity.

Generative AI has been a touchy subject, with some advancements in AI tech promising to make workloads much easier, which could mean the need for fewer employees at some point.

Colopl, a dev team in Japan, wanted to see how much AI tools were actually changing their workplace, so they polled 357 of their employees to ask about whether or not AI is useful and how often they use it.

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According to their results, 80% of the polled group was using AI tools in some capacity to optimize their workflow, with some of them claiming that they’ve been able to reduce work hours by up to 60%

Japanese game dev studio gets huge boost from generative AI

Colopl, the studio behind popular mobile games in Japan like Dragon Quest Walk and Neko Golf has many of their employees working with generative AI.

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According to a report from Japanese news outlet Otaku Souken, the survey results reveal that 80% of their company on average uses AI, with most of them using it as a sort of idea board to help generate new concepts and quickly get mock-ups for something they’re working on.

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However, people polled also claimed that their writing and coding had been aided by AI. 40% of those polled claimed it reduced the amount of working hours they had by 40%, and 20% claimed a reduction of 60%. Some employees even used these tools outside of work to “ask about things that cannot be said to others” or just for someone to chat with.

“I have the AI ​​create answers to my wife’s questions,” one polled employee said.

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“I no longer feel lonely because I have someone to talk to even when I work from home,” said another.

“The age will come when we will be dominated by AI, so I use polite language to curry favor,” claimed an employee whose answer reads like someone who believes in Roko’s Basilisk.

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Among the 20% of employees who don’t use any AI tools, they claimed that they either didn’t feel like they needed it or had ethical issues with its use.

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June 14, 2025 0 comments
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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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Watch Live as Japanese Startup Attempts Moon Landing After Failed First Mission
Gaming Gear

Watch Live as Japanese Startup Attempts Moon Landing After Failed First Mission

by admin June 5, 2025


The Resilience lander has spent the past six months traveling to the Moon, with plans to touch down in its far northern region. Japanese company ispace is aiming for a Thursday landing—its second attempt to reach the lunar surface.

Resilience is set to land on June 5 at 3:24 p.m. ET, aiming for a smooth touchdown near the center of the Mare Frigoris region (which roughly translates to the sea of cold). The landing attempt will be streamed live on ispace’s YouTube channel, beginning around one hour before the scheduled touchdown. You can also tune in through the feed below.

Tokyo-based ispace launched its second mission to the Moon on January 15. Resilience hitched a ride along with another lander headed to the Moon. Firefly Aerospace’s Blue Ghost landed on the Moon on March 2, while Resilience took a much longer route. Resilience first operated in an elliptical transfer orbit before using a lunar flyby to move into a low-energy transfer trajectory that will then enable it to attempt a soft landing. The lander has successfully checked off all of its orbital maneuvers and will remain in a low lunar orbit until the big day, according to ispace. For its landing attempt, Resilience will automatically fire its main propulsion system to gradually decelerate and adjust its altitude to begin descent from its current orbit toward the lunar surface.

The Resilience lander is carrying a small rover, named Tenacious, to Mare Frigoris, located in the Moon’s far northern regions. It’s also packed with science instruments, mainly from commercial space ventures in Japan, designed to explore the lunar surface.

This is ispace’s second attempt to land on the Moon, although the first was unsuccessful. In April 2023, the Hakuto-R Mission 1 (M1) Lunar Lander plummeted towards the Moon and crashed on its surface. The company later revealed that, during the lander’s descent toward the lunar surface, Hakuto-R estimated that it was very close to zero altitude when it was roughly 3 miles (5 kilometers) above the surface. As a result, the lander slowed itself down during its descent, eventually running out of fuel and free-falling onto the Moon. Hakuto-R M1 was carrying both commercial and government-owned payloads, including a tiny, two-wheeled transformable robot from the Japanese space agency.

Members of the Japanese startup are optimistic about their second go at a Moon landing. “We have leveraged the operational experience gained in Mission 1 and during this current voyage to the Moon, and we are confident in our preparations for success of the lunar landing,” Takeshi Hakamada, founder and CEO of ispace, said in a statement.

The Moon has claimed a number of landers in the past few years as more commercial companies attempt to touch down on its rough surface. Texas-based startup Intuitive Machines crashed not one, but two landers, with both Nova-C and Athena ending up lying on their sides.



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June 5, 2025 0 comments
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GameFi Guides

Japanese Company Ispace’s Probe Expected to Land On The Moon Tomorrow

by admin June 5, 2025



In brief

  • The landing is expected Friday at 4:17 a.m. JST near Mare Frigoris.
  • ispace will be streaming the landing live in Japanese and English.
  • The startup wants to build a lunar city and economy called Moon Valley

Tokyo-listed rocket startup ispace is set for its lunar lander, RESILIENCE, to touch down on the surface of the moon tomorrow morning Japan Standard Time.

RESILIENCE is currently expected to land at 4:17 am JST (3:17 pm ET) near the centre of the Mare Frigoris (Sea of Cold), located 60.5 degrees north latitude and 4.6 degrees west longitude.

The company will stream the landing event starting from 3:10 JST (2:10 pm ET) in both Japanese and English.

If successful, it would mark the first successful moon landing by a private Japanese company.

Takeshi Hakamada, the founder and CEO of ispace, said in a statement he was proud to announce a second attempt at landing on the moon following a failed HAKUTO-R Mission 1 two years ago, when the company lost communication with the lander just before touchdown.

“Since that time, we have drawn on the experience, using it as motivation to move forward with resolve. We are now at the dawn of our next attempt to make history,” said Hakamada.

Founded in 2010, ispace has grown to over 280 employees and has laid out ambitious long-term plans for its lunar exploration, including constructing a lunar settlement dubbed “Moon Valley” by 2040. 



The company’s vision includes 1,000 permanent moon inhabitants and 10,000 annual visitors, and the creation of a thriving “cislunar economy” between the Earth and the moon.

 “We view the success of the lunar landing as merely a stepping stone toward that goal,” Hakamada said.

Ispace is part of a broader wave of private-sector interest in space and interplanetary travel. Last week, Elon Musk unveiled SpaceX’s vision to establish a self-sustaining colony on Mars by the end of the next decade. 

However, that effort still faces significant technological hurdles, with Starship rockets continuing to experience failures in test flights.

As for lunar ambitions, the last crewed mission to the moon was NASA’s Apollo 17 in 1972. NASA aims to return astronauts to the moon by 2027, while China targets a manned moon landing by 2030. Both timelines have faced delays.

But uncrewed probe missions have surged in recent years. Since 2020, China’s Chang’e 5 and 6 have returned lunar samples, India has landed its Vikram probe, and Japan has deployed small rovers LEV-1 and LEV-2.

Private U.S. firms such as Intuitive Machines and Firefly Aerospace have also conducted successful landings.

Edited by Sebastian Sinclair

Generally Intelligent Newsletter

A weekly AI journey narrated by Gen, a generative AI model.



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June 5, 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.

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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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Esports

Japanese government releases free Minecraft map you can play right now

by admin May 26, 2025



Japan’s government has uploaded a free Minecraft map, which features the world’s largest underground flooding diversion facility, and you can check it out right now.

As spotted by Automaton, Japan’s Ministry of Land, Infrastructure, Transport and Tourism (MLIT) has uploaded a free Minecraft map. The ambitious level features Japan’s Metropolitan Area Outer Underground Discharge Channel, the world’s largest underground floodwater diversion facility. 

Known as G-Cans, the iconic structure was built in 2006 to help mitigate severe flooding during typhoon seasons. As mentioned on the Japan Travel site, G-Cans diverts water from heavy rainstorms about seven times a year and keeps the streets of the northern Tokyo area from becoming rivers. 

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Japanese gov uploads free Minecraft map

The structure is most famously known for its colossal concrete tunnel system, which runs 50 meters deep and 6.3 kilometers long. As shown in the video, players can descend into the iconic structure to see how the flood mitigation system works, while marveling at the monolithic pillars that run along the tunnel. 

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“We have realistically reproduced the huge shaft, epic-scale pressure-regulating tank, drainage pump equipment, and other features of the Metropolitan Area Outer Underground Discharge Channel,” wrote Japanese government officials. 

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As for the reason behind recreating the flooding system, government officials stated that the map was designed so that players can learn about the importance of infrastructure development and the creation of disaster prevention facilities.  

“When designing the world data, we based it on actual blueprints and created it for Minecraft, pursuing realism. In addition, the game also includes ways to enjoy Minecraft, such as checking out places and facilities that are normally off-limits.”

If you want to experience the free map for yourself, then you can do so by heading over to the Edogawa River Office homepage. For more amazing maps, be sure to check out our 55 best Minecraft seeds that will completely transform your in-game experience.

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