JDM: Japanese review of the drift master

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I threw away humid asphalt again and I’m furious at myself. JDM: Japanese Drift Master requires a different mentality of most other racing games. Drifting around the corner is not a side trick that you will do several times during races. Drifting Is race. In this self -proclaimed game “Simcade” you need to move on the bent clear (and rain) Japan road, providing sushi and chasing the flares for style. All this consists of an extremely demanding speed, which is biting frustrating when I am furious in it, and grumbling when I am good at it.

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First let’s get off with cleaning. JDM means “Japanese domestic market” relating to vehicles built and sold in Japan, but the same acronym was also used as a shortcut for cars produced in Japan and sold abroad. Search for “JDM” on used cars, and you’ll probably notice a little Boxing beasts. Of course, this means that the full title of racing champion is technically: “Japanese domestic market: Japanese drift master”. This is stupid. But there are a few things in the game.

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History, for example, is exposed to the story of a European nest named Tomasz, who has developed his way to Japan and begins to compete in the local drifting scene. It is delivered via the FlipPable Manga, which is to be read in a customary format from right to left. This is a clumsy story, native in shoes, in a right way in the way in which racing games stories are often. Imagine reading the black and white comic version of Fast and Furious: Tokyo Drift, but without Marshall Mathers look at each other. Women’s breasts along, the rival hits his girlfriend, then you know he is furious.

Manga tells the story of a game with a girl in a short skirt.
You can enable the “help mode” to read the manga, which deals with what reading panel. |. Image loan: Strzelby / Game Factory Rock Paper

But set aside these pages and you are dealing with an ambitious petite drive. There is an open map of the world that slowly fills out events and challenges when you pass the story. Some are elementary “grip” races in which drifting is not really a large part. Others want you to have a drift as long as possible to charge thousands of points for the ranking of bronze, silver or gold. Other missions include the supply of sushi “in style”, which means the departure of the rural roads of the fictitious Japanese prefecture, while not breaking up and breaking all perfectly arranged nigiri. There are drag races in which you will toasty up your tires earlier, spinning them, and roadside speed cameras that break at the highest speed – setting the record when obtaining a record.

So there is diversity, but the most eye -catching are races in which you must overcome other computer -controlled opponents, while accumulating a admirable number of style points by drifting. You must end up first AND Take care of every corner, like Angry Bowser in Mario Kart. Drifting is so basic in the game that you are basically forced to do it in every corner. As an arcaded Rube race, this can cause initial reluctance to the eye. My thumbs just want to brake and tardy down on a bend, but do it and you will find here cars with low speeds with painful stiffness. The game is not to rotate. You learn to drift or lose.

The player watches his car from the cockpit perspective, grabbing the wheel.
There are hardcore modes for players with wheels, gearbox and clutch accessories. But also arcade mode for simpler cubes like me. |. Image loan: Strzelby / Game Factory Rock Paper

The game tries to facilitate you. On your HUD there is a scheme on the screen during drift to show your car’s balance. The needles are swelled left or right to the green zone to show the perfect drifting position. If you twist in a red zone, you will twist. Wet weather makes it more likely, and in the rain the car may feel completely different. I fought a lot, trying to improve my corners and be obedient to the whims of the ame needle. I drifted into barriers. I ruined Rolls Maki piles. I suffered a flashback, trying to neat Training parking in a driver for PS1.

But finally I learned to ignore the guide on the screen. It is easier to adapt to drifting when you just look at the car’s movements and learn to intuturate the pressure of your thumbs. The user interface can do a lot, but sometimes it cannot overcome the base intuition with balls.

Bark smoke from the rear tires of the car with a spoiler at the training.
Spinning Out completely loses the multiplier, causing rainy weather seems to be a real threat. |. Image loan: Strzelby / Game Factory Rock Paper

When you start feeling how the game really wants you to lead, the flow of burning tires can be slightly intoxicating. Getting flexion after bending through the entire map to the next goal is satisfying in the same way as the entire race was possible to go burn, without hitting the wall and transforming the hatchback into ground metal. On the other hand, corruption of trading at the end of the race can be an infernal frustration. And this is mainly for the ruthless approach of the game to satisfying points.

Receiving a good result consists in maintaining a drift as long as possible – in this way you build a gigantic multiplier. Game tutorials do not make a great fact of this fact, but this is a huge reason why you can not cope with any challenge. This is the basis of the game. It completely cuts off the multiplier, and the ending loses gigantic points too early. So you need to stretch these drifts to break the point, and then even out when you are satisfied. If you can’t deal with it, collecting the necessary points to overcome your opponents is a battle uphill. This is the same principle as the “perfect” landing after a huge combination in Olliolli’s games. You get a fraction of points only if you don’t nail the last moment. But unlike these ice skating games, restarting in JDM is not friction and swift. Running the event when you mixed up, covers the charging screen of necessity, and this makes the curdle injury when you try to perform the perfect gear.

The seller sells the game car to the player - white
The blue car is tuned in the option menu.
The player slipped by a sushi van around traffic on a rural road.
Air map of the islands and cities in the Japanese Dryf Master.
There is a surprising number of licensed cars, including Hondas, Subarus, Nissans and Mazdas. |. Image loan: Strzelby / Game Factory Rock Paper

Oh, cars. Damn, this is probably what the group depends on this. Yes, there is a neat range of fully licensed Japanese cars from the last decades, including Honda Civic from 1988, Nissan Skyline from 1971 and Subaru Event from the beginning of the XXII. Basically, every car in which you can see how Paul Walker would look on the focusing. DEVERS also promised novel cars with each update, the first of which has been planned for three months.

The escalate in parts also allows you to play with a surprising amount of motorbike. Lower the suspension, improve the brake pads, replace the gearbox with a cooler name and accompanying statistics support. Lots of things. There is also a tuning screen on which you can become disgustingly precise with tire pressure, wheel alignment and adjustable gearbox gears. Don’t look at me, I don’t know what any of the accompanying numbers means. They probably make you go zoom-zoom.

The Manga mechanic tells the player how to adjust the car settings.
Manga pages used to explain the suspension geometry are not what I would call an explanation Image loan: Strzelby / Game Factory Rock Paper

Cosily you can make your car look so swift and/or furious as you like, with bumpers, spoiler, wheels and wing mirrors. The client allows you to attach multi -colored strobe lights to the bottom (what is the car, if not the type of PC with RGB designated?) And you can change the interior with novel steering wheels, sticks for equipment and seats. Many of these parts are closed for obtaining a better “level of reputation”, which essentially means completing chapters and side tasks to escalate XP. I did not reach the end of what was available during the game, and more updates appear in future updates.

Sure there are holes. This story is unbearable, tutorials do not do great work, explaining things and there are some rolls. I only got a fraction of cash, which I was to earn, for example, from some missions, which made it complex to achieve a ladder of nice vehicles. But despite this, I have the impression that the racing game strikes much above its weight and the impressive number of blows lands. If I knew more about drifting as a motorcycle, I could say something large and powerful like “This is the final game in the racing subculture!” But let me put this label on it. I would not like to upset all night fans or Togue Shakai. Regardless of where it fits the niche racing, JDM may not yet be fully tuned, but it has developed from the garage in good shape.

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