JDM: Japanese Drift Master – Gamerview

by Andrea
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Drift is a consecrated maneuver in several games today, either as a resource for accumulating points, as occurs in the series, or as a central element of proposals entirely dedicated to this riding aspect, such as JDM: Japanese Drift Master. Titles of this type focus on the technical challenge of keeping the car stable while performing controlled and prolonged skids, requiring accuracy and absolute mastery of vehicle physics.

Developed by Gaming Factory, JDM: Japanese Drift Master proposes to incorporate elements that honor the origins of Drift, both in the sports context and pop culture, which has eternalized practice in various media. The game seeks to capture the boldness of maneuvers and the technical complexity required to perform them accurately, offering a competent mix between running, tradition and a driving simulation that, although simplified, reveals potential for enthusiasts of the genre.

From the mountain to the simulator

Drift culture dates back to the 1970s, when Kunimitsu Takahashi first performed the maneuver for the first time during the All Japan Touring Car Championship. Subsequently, Keiichi Tsuchiya, he improved the technique on Japan’s mountain ranges, spreading his style through the emblematic video, in which he displays remarkable dominion by piloting Corolla Levin and legendary Toyota AE86 Truene – vehicles that became icons, especially after inspiring the DV series.

JDM: Japanese Drift Master directly references these sources, as well as the MF Ghost anime, a spiritual sequence of Initial D, which explores the Tōge riding style, characteristic of the Japanese winding roads. However, the title adopts a peculiar narrative approach: we control Touma, a young Polish who, after losing his driver license in Europe, migrates to Japan, where the restrictions do not apply, and goes through his journey in the fictional city of Haikama, cradle of his ascension in the drift world.

Upon arrival in the city, Touma quickly finds support in a group of runners led by Hideo, gets a job at Turbo Tuna House and gets her first car – a model that refers to Truene, but with alternative body and name, possibly to circumvent licensing issues. Even your first challenge makes reference to the Initial D series, making the player deliver a order using drift to make the best time possible, without hitting or destroying the dish.

The narrative structure follows the classic archetype of the genre: a protagonist who challenges and faces an antagonistic group, consisting of stereotyped pilots – the silent giant, the enigmatic masked, the agile ninja, the seductive woman and the Bad Boy Rebelde – each responsible for a specific race category in the city. It is up to Touma and her team to break these leaders and consolidate the best Haikama pilot.

Technique above speed

The initial experience can be challenging, especially for players used to the wide streets of the Need for Speed ​​series or the relatively more open tracks of Carx Drift Racing. In JDM, the focus is on narrow roads and Tōge routes – winding roads and steeps designed to reduce slope and enable the transport of heavy loads through successive and closed curves.

With the practice, the mastery of these tracks turns into an almost automatic response, allowing the player to perform drifts by inertia drift or side brakes, triggering the hand brake to start skidding. Turbo Tuna House’s secondary missions and the Drift School in the Municipal Park offer a conducive environment to improve skills and explore more refined techniques.

As the progression advances, the game requires the application of specific techniques, such as the Accel-off (sudden accelerator removal when entering the curve), Kansei Drift (inertial control when reducing acceleration), Furikai or Pendulum (similar weight transfer), Manji (Drift in line for points) side) and even the Kick clutch (clutch kick). The correct execution of these techniques is critical to ensuring victories, especially in the most demanding challenges.

The game structure also allows you to switch between two direction modes: the more permissive arcade and immediate fun, and Simcade, which offers a physics closer to reality. Although it does not have a cockpit for a complete analysis with steering wheel and pedals, I can say that the responsiveness on the keyboard and DualSense is satisfactory, delivering a precise and fluid experience.

The Victory Engineering

In drift, the ideal vehicle is not necessarily the fastest, but one that has a balance between curves, rapid response and stability. JDM workshops offer a robust tuning system, allowing the player to adjust their car according to the riding style and the requirements of the tests.

In my campaign, I opted for two vehicles: Alpha Moriyamo, initial car, and Mazda RX-7 FD. The RX-7 stands out for its highest acceleration, top speed and stability, while Moriyamo, after adjustments such as negative four-wheeled staggers, mixed tires and rigid steering bar, proves to be efficient in maneuvers such as Manji and Changing Side Swing, fundamental to maintaining score and control in the longer curves.

Each rival represents a chapter of the campaign, introduced by manga -style scenes that, although clichés, are effective in reinforcing the typical exaggerated and caricatured tone. Progression demands constant adaptation: you need to improve skills, review the car setup and often repeat challenges until you find the ideal balance.

The first great opponent, Tiger, illustrates this dynamic well: masked as a feudal general, he leads an extremely agile hatch and proposes a grip duel in rain, forcing the player to review his approach and configure the car for maximum grip, since the long avenues give the player a false sense of free acceleration, but the sudden curves and the wet track, prove a fatal trail.

Evident potential, but with gaps

Despite presenting a respectable selection of classic vehicles-AE86, RX-7, Subaru Improza, Nissan Skyline, Silvia and Fairlady-as well as fictitious Yotshuhoshi models (such as Revolution and Shadow, analogs to Lancer Evolution and Eclipse), the game lacks wider variety. However, this limitation is understandable as it privileges consecrated drift and JDV market, ensuring authenticity to experience.

What indeed compromises JDM’s longevity is the scarcity of events and extra activities. Apart from the main tests and history missions, only underground races and random sushi deliveries, whose repeatability is the appeal of the open world. This void is softened by the progression system, which unlocks new tuning pieces as experience is accumulated, but still highlights a wasted opportunity.

Another point that deserves criticism is the soundtrack. As an enthusiast of Oriental Running Games, I consider JDM’s OST below expectations. Staying far behind classics such as Racing Lagoon, self -modelist, Daytona USA, Outrun and R4: Ridge Racer Type 4. Although it is a smaller -scale project, it is undeniable that independent productions like Slipstream proved to be possible to deliver memorable soundtracks even with limited resources.

JDM is still at an early stage of development, with promising planned additions: photography mode, decal customization, new tuning components, narrative expansion, local multiplayer in divided screen and other improvements. If these promises come true, the title has the potential to consolidate itself as a reference drift simulator, possibly surpassing direct competitors like Night Runners, who, at least for the moment, seems to be behind the start.

Pros:

🔺Excente Drift simulator, challenging and responsive to the right measure
🔺Excente selection of cars and tunning systems
🔺A chance of different riding than the market usually offers

Contras:

🔻 Soundtrack uninteresting and striking
🔻 Rivals clichés and history so far, uninteresting

Technical file:

Launch: 21/05/25
Developer: Game Factory
Distributor: 4Divinity
Plataformas: PC

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