
‘JDM: Japanese Drift Master' Is a New Open-World ‘Initial D' Style Driving Game
The latest car news, reviews, and features.
Sim racing is serious stuff, and there's a long list of video games to satisfy our inner pro race car driver. Within that gameplay universe, drifting has a place too, of course. But a newly released game possibly raises the bar on mountain pass racing, drawing heavy inspiration from familiar anime and film legends Initial D , Akira , and The Fast and the Furious: Tokyo Drift .
Launched this week, JDM: Japanese Drift Master is exactly as its name suggests. Touge-style racing is an expected focus, but the open-world game map offers 250 kilometers (155 miles) of diverse driving roads and iconic landmarks from throughout Japan. These include the Himeji Castle, Mount Akina, Tatara Bridge, and Daikoku Parking Area.
The sim racing game features fully customizable vehicles officially licensed from Honda, Mazda, Nissan, Subaru, and others. Personalize and tune your drift king in a number of ways, from styling and suspension to powertrain and braking distances. If you don't see something you like from the current crop of 27 cars (oh, come on, race the Acty), feel free to request one.
JDM offers two driving physics: arcade and simcade. According to developer Gaming Factory, the arcade model is designed for beginners by offering simplified steering and easy-to-learn controls. Its target audience is also players who want to focus on fun rather than realistic gameplay. The simcade setup offers a more natural car feel and is recommended for players using wheels.
Note that in arcade mode, initiating and maintaining drift will be easier, but keeping the car in line during grip events will be a challenge. The opposite will be true in simcade where players will have an easier time maintaining grip but be tested in setting up a drift.
As for the game plot, the story focuses on a Polish-born drift racer named Touma. After a personal tragedy, Touma relocates to Japan to fulfill his lifelong dream of being a legitimate drifter. JDM offers 40-plus narrative-driven events as well as storytelling via a manga mode. Gaming Factory
Curious about how the new JDM sim drifting game really handles? Stay tuned for our full review coming soon. Adam Ismail has a copy and is going to dig into it as soon as he has time. JDM: Japanese Drift Master is available on Steam, GOG, and the Epic Games Store for $34.99 but comes with a 15% discount if purchased within the first two weeks of its launch.
Any other car games not called 'Gran Turismo' that we should know about? Hit us up at tips@thedrive.com.
Beverly Braga has enjoyed an eventful career as a Swiss Army knife, having held roles as an after-school teacher, film critic, PR manager, transcriber, and video producer – to name a few. She is currently a communications consultant and freelance writer whose work has appeared in numerous outlets covering automotive, entertainment, lifestyle, and food & beverage. Beverly grew up in Hawaii but roots for Washington, D.C., sports teams.
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CNET
2 hours ago
- CNET
Elden Ring Nightreign Director Interview: He Solo'd Every Boss and So Can You
Elden Ring launched in 2022 to great acclaim as the culmination of director Hidetaka Miyazaki's successes with the Dark Souls and Bloodborne series of games. When calls went out in studio FromSoftware to explore more modest spinoff projects, Elden Ring combat director Junya Ishizaki raised his hand -- and proceeded to direct the just-released Elden Ring Nightreign, the multiplayer-only spinoff game. Nightreign is an ambitious attempt to distill the Elden Ring experience into under-an-hour repeatable runs killing enemies and mini-bosses before taking on a unique and deadly Nightlord main boss. Faster, meaner and in some ways tougher than the game it originates from, Nightreign is FromSoftware's expedition into multiplayer. And while it inherits a lot from Elden Ring, the studio's next game was developed to scratch a very different player itch -- a co-op pressure cooker to produce the highest and lowest moments that Souls games are known for. There are a lot of ways the games differ, but Nightreign's director summarized it by saying "I would describe the Elden Ring experience as more of a journey while Nightreign's experience is more of that on the battlefield." In part one of my interview with Ishizaki about his directorial debut in Nightreign, we chatted about what was kept and cut from Elden Ring, how the map design changed over development and whether he himself beat every boss in the game he helmed. (Yes, he solo'd them all.) Read more: Elden Ring Nightreign Beginner's Guide: The Essentials for Not Getting Wrecked in the First 5 Minutes Bandai Namco/Screenshot by CNET David Lumb: With its co-op focus and fast pace, Nightreign's gameplay is different than Elden Ring. What was kept and what was cut from the latter? Junya Ishizaki: While it's not limited to Elden Ring, with a lot of our games, we keep this sense of exploring the world and traversing the world. Building on these RPG systems and growing your character was definitely an element of Elden Ring that we wanted to keep and transfer into Nightreign. I think in terms of, not what what we cut because boss battles are still a large part of Elden Ring, but more as a good focus point on where we had to deliver something new for Nightreign -- we wanted these large-scale boss battles to feel really epic and really unique to this game. DL: What's it like to tweak the difficulty in a FromSoftware game, especially one built upon Elden Ring's specific challenge level from the lethality of everyday enemies to the biggest bosses? JI: These challenging elements to our games are always under scrutiny and that we're always looking at closely. We felt like we needed to step back and review that process for difficulty balancing with Nightreign in particular … being a multiplayer-focused title, the player is constantly evolving and changing their power level on the fly during any one session. So you really need to focus on what that power curve and that difficulty curve looked like within each session quite closely. Of course, as I say, we do look at this approach carefully from title to title. It's not just an all-in, make-it-hard approach. That said, Elden Ring, we did go too far in some areas and I feel we didn't go far enough in other areas. So we're always learning from our projects and past experiences, trying to create a game that feels fair and satisfying and gives you a feeling of accomplishment when you do overcome these challenges. DL: Hold on -- I think everyone would like to know your opinion on which bosses in Elden Ring went too far and which didn't go far enough! JI: This is not necessarily related to the difficulty specifically, but I think in terms of the battle system with Elden Ring -- which is something I was quite involved in the development of that game -- where the player feels too pressured or too restricted in what they can do within that framework and that setting, I feel like that created a lot of the feeling of difficulty for a lot of players. That is somewhere that we felt we were able to release the valve a little bit with Nightreign and allow for more player freedom and to have a more liberating experience. So with Nightreign, I think really leaning into something new was at the heart of this game, even though we're using Elden Ring as a base, that really gave us a lot of room to explore these battle systems and explore how the player traverses the world. Really really lean into creating a fresh experience there that doesn't feel like it's too tied to the original game in that sense. Screenshot by David Lumb/CNET DL: Speaking of traversal, I can't be the only one who's wondered this: Was there ever fall damage in the game? I love dropping down from a great height. JI: There was actually fall damage at one point, very momentarily. We did study it and try it for a bit but we felt like the game could exist without it. We felt like the game stood up on its own and didn't need it in order to feel thrilling or to feel trepidation of other areas of the game. DL: What are other things players might be surprised to discover had been cut during development or refined into something totally different? JI: I'd say one example of this is the terrain changes that occur in Nightreign. At one point, there was the idea to have different maps -- specific set maps for when you play each session. At one point, we had the idea to try to collapse this into a single map, and instead have these different layers and transformative changes that occur during that session. We thought this could be a new challenge that could set it apart from previous and existing games, give us a new challenge to work with on Nightreign and provide a different gameplay experience as well to extend the breadth of each play session by having this layering feature to the terrain features. We found this added very different gradients to the exploration and to the way each session pans out. When we tried this, we felt like there's no one right answer. There's no one correct way you can do this, it just depends on the game. And this presented a new and interesting challenge for us and a way to, again, spice up the new gameplay in Nightreign. DL: That's interesting and sounds like a lot of development in the game experience. Was Nightreign ever considered as a full-size game like Elden Ring? JI: In a word, no, Nightreign was always considered a smaller, lighter title in comparison to the likes of Elden Ring. But to give a little bit of context to that, during the development of Elden Ring, I myself expressed interest in wanting to direct my own title, and this was picked up by Miyazaki and the other staff at From and I was given this opportunity. Being a new director, we wanted to take things from a smaller scale and a smaller perspective and start with a strong base with Elden Ring. Of course, having had this experience as director, I'd very much like in the future to start completely from scratch and have my own project and see where it can go scope-wise, so I'm looking forward to that opportunity as well. Bandai Namco DL: Now that you've finished Nightreign, what's your favorite part of it? JI: There's a lot of nice things to choose from, a lot about the game I like. But I think one thing we've honed in on with Nightreign in particular is the feeling of being both approachable and light in terms of an RPG, but also quite involved and quite in-depth if you want it to be. I think this is an area that we've managed to hit quite well. DL: And what have you and FromSoftware learned from making Nightreign? JI: I think there's a lot of experience we can take forward into future projects. One thing in particular I think has been really successful and really valuable to work with is this new approach to characters and character design, both from a gameplay and narrative perspective. I think this is a really unique aspect of Nightreign and it's something I think could be developed even further with our future titles, characters feeling unique and interesting in terms of the way they play, the way their controls translate to their unique game feel, and also how you as a player approach and explore their backstories and narratives. These are areas that make Nightreign stand apart from other titles and I think this is something we could definitely improve on and refine going forward. DL: Great. Last question: I beat the final boss yesterday and I just want to know -- have you, in fact, beaten every boss and the final boss yourself? Bandai Namco/Screenshot by CNET JI: Yes, I can hopefully give you reassurance to know that I have beaten all of the game's bosses. I've seen everything it has to offer, both in multiplayer and as a solo player. So I want you and players to know that this is very possible and I want you to have the confidence to give it a try yourself. And in terms of secrets and a narrative as well, I think there's a lot there for players who were invested in that side of it to uncover and I hope you look forward to experiencing everything that Nightreign has to offer. DL: Just to clarify: you solo'd every boss in the game? JI: Yes. And without relics. Elden Ring Nightreign launched on May 30 for PC, PS5, PS4, Xbox Series X/S and Xbox One consoles for $40. Owning the original Elden Ring is not required to play this game.


Forbes
2 hours ago
- Forbes
‘Elden Ring Nightreign' Is Already Being Patched To Be Easier
Elden Ring Nightreign The launch of Elden Ring Nightreign has resulted in all manner of takes about FromSoftware's adventure into a multiplayer-only co-op game. In many ways, it's a lot more punishing than the original Elden Ring and its Souls games, given mechanics like losing levels and tanking entire, lengthy runs on death. Many may say that's part of the fun, and while that may be true, even FromSoft thinks Nightreign may be pushing the limit a little too much. The developer has announced Patch 1.02, set to be released next week, which will make two changes to make things a little easier, especially for solo players. The runes thing is self-explanatory, as runs will now be more rewarding. The auto-revive for solo players on Night Lords is to combat the intense difficulties of those fights where a single wrong move can be death. So now it's…two wrong moves. Though Night Lords are hardly the only bosses that pose an extreme challenge for solo players. Elden Ring Nightreign It's not a blanket difficulty nerf, which I think most players of the game probably would not want. There are certainly mainly complaints about how hard the game is, but even if it's tougher than other FromSoft titles, I think there's a crowd that wants that. FEATURED | Frase ByForbes™ Unscramble The Anagram To Reveal The Phrase Pinpoint By Linkedin Guess The Category Queens By Linkedin Crown Each Region Crossclimb By Linkedin Unlock A Trivia Ladder However, there are other significant additions players are hoping to see other than what's being offered here. FromSoft has actually apologized for the lack of duos in the game, meaning it's impossible to play with just one other friend, and that should be in development for a later update. The other issues, a lack of in-game comms past pinging and the inability to crossplay with friends, seem harder to overcome and if they were addressed, would take a long time to implement. The lack of comms especially, text or voice, seems bizarre in a wholly co-op game, and results in silent runs with random teammates you have no way to coherently strategize with, and you just have to hope everyone is on the same page. Despite being multiplayer, Elden Ring Nightreign is not a live game. It will not be pumping out content or seasons or things like that. But it will release fixes, updates and features over time. It's good they're starting off quickly here in just week one. Follow me on Twitter, YouTube, and Instagram. Pick up my sci-fi novels the Herokiller series and The Earthborn Trilogy.
Yahoo
3 hours ago
- Yahoo
Nintendo has updated its Switch 2 game compatibility page, identifying over 100 titles with 'start up issues' on the upcoming console
When you buy through links on our articles, Future and its syndication partners may earn a commission. Nintendo's list of compatible Switch games for Switch 2 has been updated The company has identified well over 100 games with start-up issues The vast majority should still work without issue on the new system The list of Nintendo Switch 2 games that could have compatibility issues at launch has been updated by the company. Nintendo's compatibility page has links to three PDFs. These highlight 115 games "with start up issues on Nintendo Switch 2," 46 games that successfully start up but may have some compatibility issues, and finally 49 games that have issues "planned to be addressed at launch or shortly after." Furthermore, Nintendo has highlighted software that outright cannot be used on Nintendo Switch 2. These include Nintendo Labo Toy-Con 04: VR Kit, as well as video apps including Crunchyroll, Niconico, Abema, and Hulu. The comics and manga app InkyPen will also be unusable. It remains to be seen if these apps will receive dedicated Switch 2 versions in the future. Lastly, a bunch of original Nintendo Switch games will require the use of that console's Joy-Con controllers, and presumably won't be compatible with the Joy-Con 2. These are as follows: Ring Fit Adventure 1-2 Switch Everybody 1-2 Switch! Game Builder Garage Nintendo Switch Sports WarioWare: Move It! Nintendo Labo Toy-Con 01: Variety Kit Nintendo Labo Toy-Con 02: Robot Kit Nintendo Labo Toy-Con 03: Vehicle Kit So far, Nintendo has tested well over 15,000 Nintendo Switch games for Nintendo Switch 2. The vast majority, around 99% of Nintendo games and 65% of third-party games, have no compatibility issues. For everything else, the issues are at least being investigated by Nintendo, and it should be fair to expect most Switch 1 games to work just fine on Switch 2 by the end of 2025. Check your Nintendo Switch 2 pre-order ASAP, as some retailers are reportedly cancelling them PowerA reveals new line of Nintendo Switch 2 accessories including a wired controller with Hall effect thumbsticks The Nintendo Switch 2 has been spotted at retailers ahead of its June release - but the reported stock numbers aren't huge