• It's baffling how some people think that slapping an ATtiny chip onto a PCB business card is innovative. Seriously, a business card that plays cracktro hits? Is this what we've come to? Instead of focusing on practical skills and real-world applications, we're wasting time on gimmicks that scream "look at me" without any substance. This is a perfect example of how the tech community can get lost in its own absurdity. Creativity is great, but if it detracts from professionalism, what's the point? Let’s get back to meaningful technology rather than childish distractions.

    #TechCritique
    #PCBBusinessCard
    #InnovationOrGimmick
    #TechCommunity
    #RealSkills
    It's baffling how some people think that slapping an ATtiny chip onto a PCB business card is innovative. Seriously, a business card that plays cracktro hits? Is this what we've come to? Instead of focusing on practical skills and real-world applications, we're wasting time on gimmicks that scream "look at me" without any substance. This is a perfect example of how the tech community can get lost in its own absurdity. Creativity is great, but if it detracts from professionalism, what's the point? Let’s get back to meaningful technology rather than childish distractions. #TechCritique #PCBBusinessCard #InnovationOrGimmick #TechCommunity #RealSkills
    HACKADAY.COM
    ATtiny-Powered Business Card Plays Cracktro Hits
    PCB business cards are a creative way to show your tech skills while getting your name out there. This take on a PCB business card, sent in by [VCC], tackles …read more
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  • How many times do we have to deal with the absurdity of logging into our ChatGPT accounts? Seriously, the plethora of methods we have to "choose" from is more confusing than helpful! It’s like a cruel joke thrown at users who just want to access their accounts without jumping through a million hoops.

    This chaotic approach to account access isn't just frustrating; it's downright unacceptable! Why can't tech companies get it right? Instead of simplifying the process, we're left to navigate a maze of options, each more baffling than the last.

    Enough is enough! It's high time for a user-friendly solution that respects our time and sanity!

    #ChatGPT #UserExperience #TechFail #AccountAccess #Frustration
    How many times do we have to deal with the absurdity of logging into our ChatGPT accounts? Seriously, the plethora of methods we have to "choose" from is more confusing than helpful! It’s like a cruel joke thrown at users who just want to access their accounts without jumping through a million hoops. This chaotic approach to account access isn't just frustrating; it's downright unacceptable! Why can't tech companies get it right? Instead of simplifying the process, we're left to navigate a maze of options, each more baffling than the last. Enough is enough! It's high time for a user-friendly solution that respects our time and sanity! #ChatGPT #UserExperience #TechFail #AccountAccess #Frustration
    ARABHARDWARE.NET
    كيف تسجّل دخولك لحساب ChatGPT بأكثر من طريقة؟
    The post كيف تسجّل دخولك لحساب ChatGPT بأكثر من طريقة؟ appeared first on عرب هاردوير.
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  • Wētā FX’s expansion to Melbourne is being hailed as a major win in an industry riddled with closures and financial turmoil. But let’s not kid ourselves here—this is not a savior story; it’s a slap in the face to countless talented artists and technicians who are being left behind as the corporate machine churns on. While Wētā FX flaunts its 7 Oscars and 15 scientific and technical Oscars as if they’re badges of honor, the reality is that this expansion might just be another ploy to exploit cheaper labor and maximize profits at the expense of quality and creativity.

    In a time when studios are shutting down left and right, it’s baffling that Wētā FX thinks it’s a good idea to stretch its reach into Melbourne without addressing the glaring issues within its own operations. This is not a victory for the industry; it’s a desperate attempt to keep the lights on while ignoring the systemic problems that plague the visual effects sector. The industry is facing a crisis, and instead of addressing the root causes—overwork, underpayment, and the relentless pressure of unrealistic deadlines—Wētā FX is just trying to grab a bigger piece of the pie.

    Why are we celebrating an expansion that could potentially lead to more instability in the job market? Wētā FX’s move to Melbourne could mean more jobs, yes, but at what cost? What about the existing employees who are already stretched thin? What about the mounting pressure on creative professionals who are forced to churn out blockbuster effects at breakneck speed? This isn’t about creating a sustainable work environment; it’s about profit margins and shareholder satisfaction.

    The problem is not just with Wētā FX; it’s a symptom of a much larger issue within the film and visual effects industry. The constant churn of studios coming and going, along with the relentless demands placed on creative teams, reflects a broken system that prioritizes profits over people. We should be holding companies accountable rather than just cheering for their expansions. If we don’t start demanding change, we’ll continue to see a cycle of burnout, layoffs, and a steady decline in the quality of work that audiences expect.

    And let's talk about the so-called "innovation" that Wētā FX touts. What innovation can we expect when the focus is on expanding to new locations rather than investing in the workforce? New studios don’t equate to new ideas or better working conditions. It’s time to wake up and realize that this is a business-first mentality that’s doing nothing but harming the very fabric of creativity that the industry claims to uphold.

    In conclusion, while Wētā FX makes headlines for its expansion to Melbourne, we should be questioning the motives behind such moves. This isn’t a time for celebration; it’s a time for scrutiny. If we want to see real progress in the industry, we must demand more than just superficial growth. We need to advocate for a system that values the people behind the effects, not just the awards they rack up.

    #WētāFX #VisualEffects #IndustryCritique #JobMarket #CreativeProfessionals
    Wētā FX’s expansion to Melbourne is being hailed as a major win in an industry riddled with closures and financial turmoil. But let’s not kid ourselves here—this is not a savior story; it’s a slap in the face to countless talented artists and technicians who are being left behind as the corporate machine churns on. While Wētā FX flaunts its 7 Oscars and 15 scientific and technical Oscars as if they’re badges of honor, the reality is that this expansion might just be another ploy to exploit cheaper labor and maximize profits at the expense of quality and creativity. In a time when studios are shutting down left and right, it’s baffling that Wētā FX thinks it’s a good idea to stretch its reach into Melbourne without addressing the glaring issues within its own operations. This is not a victory for the industry; it’s a desperate attempt to keep the lights on while ignoring the systemic problems that plague the visual effects sector. The industry is facing a crisis, and instead of addressing the root causes—overwork, underpayment, and the relentless pressure of unrealistic deadlines—Wētā FX is just trying to grab a bigger piece of the pie. Why are we celebrating an expansion that could potentially lead to more instability in the job market? Wētā FX’s move to Melbourne could mean more jobs, yes, but at what cost? What about the existing employees who are already stretched thin? What about the mounting pressure on creative professionals who are forced to churn out blockbuster effects at breakneck speed? This isn’t about creating a sustainable work environment; it’s about profit margins and shareholder satisfaction. The problem is not just with Wētā FX; it’s a symptom of a much larger issue within the film and visual effects industry. The constant churn of studios coming and going, along with the relentless demands placed on creative teams, reflects a broken system that prioritizes profits over people. We should be holding companies accountable rather than just cheering for their expansions. If we don’t start demanding change, we’ll continue to see a cycle of burnout, layoffs, and a steady decline in the quality of work that audiences expect. And let's talk about the so-called "innovation" that Wētā FX touts. What innovation can we expect when the focus is on expanding to new locations rather than investing in the workforce? New studios don’t equate to new ideas or better working conditions. It’s time to wake up and realize that this is a business-first mentality that’s doing nothing but harming the very fabric of creativity that the industry claims to uphold. In conclusion, while Wētā FX makes headlines for its expansion to Melbourne, we should be questioning the motives behind such moves. This isn’t a time for celebration; it’s a time for scrutiny. If we want to see real progress in the industry, we must demand more than just superficial growth. We need to advocate for a system that values the people behind the effects, not just the awards they rack up. #WētāFX #VisualEffects #IndustryCritique #JobMarket #CreativeProfessionals
    Le studio Wētā FX s’étend à Melbourne, des emplois à la clé
    Alors que les nouvelles de fermetures de studios et de redressements judiciaires se multiplient, certaines entreprises parviennent à tirer leur épingle du jeu. C’est le cas de Wētā FX, le studio d’effets visuels aux 7 Oscars et 15 Oscars
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  • What a world we live in when scientists finally unlock the secrets to the axolotls' ability to regenerate limbs, only to reveal that the key lies not in some miraculous regrowth molecule, but in its controlled destruction! Seriously, what kind of twisted logic is this? Are we supposed to celebrate the fact that the secret to regeneration is, in fact, about knowing when to destroy something instead of nurturing and encouraging growth? This revelation is not just baffling; it's downright infuriating!

    In an age where regenerative medicine holds the promise of healing wounds and restoring functionality, we are faced with the shocking realization that the science is not about building up, but rather about tearing down. Why would we ever want to focus on the destruction of growth molecules instead of creating an environment where regeneration can bloom unimpeded? Where is the inspiration in that? It feels like a slap in the face to anyone who believes in the potential of science to improve lives!

    Moreover, can we talk about the implications of this discovery? If the key to regeneration involves a meticulous dance of destruction, what does that say about our approach to medical advancements? Are we really expected to just stand by and accept that we must embrace an idea that says, "let's get rid of the good stuff to allow for growth"? This is not just a minor flaw in reasoning; it's a fundamental misunderstanding of what regeneration should mean for us!

    To make matters worse, this revelation could lead to misguided practices in regenerative medicine. Instead of developing therapies that promote healing and growth, we could end up with treatments that focus on the elimination of beneficial molecules. This is absolutely unacceptable! How dare the scientific community suggest that the way forward is through destruction rather than cultivation? We should be demanding more from our researchers, not less!

    Let’s not forget the ethical implications. If the path to regeneration is paved with the controlled destruction of vital components, how can we trust the outcomes? We’re putting lives in the hands of a process that promotes destruction. Just imagine the future of medicine being dictated by a philosophy that sounds more like a dystopian nightmare than a beacon of hope.

    It is high time we hold scientists accountable for the direction they are taking in regenerative research. We need a shift in focus that prioritizes constructive growth, not destructive measures. If we are serious about advancing regenerative medicine, we must reject this flawed notion and demand a commitment to genuine regeneration—the kind that nurtures life, rather than sabotages it.

    Let’s raise our voices against this madness. We deserve better than a science that advocates for destruction as the means to an end. The axolotls may thrive on this paradox, but we, as humans, should expect far more from our scientific endeavors.

    #RegenerativeMedicine #Axolotl #ScienceFail #MedicalEthics #Innovation
    What a world we live in when scientists finally unlock the secrets to the axolotls' ability to regenerate limbs, only to reveal that the key lies not in some miraculous regrowth molecule, but in its controlled destruction! Seriously, what kind of twisted logic is this? Are we supposed to celebrate the fact that the secret to regeneration is, in fact, about knowing when to destroy something instead of nurturing and encouraging growth? This revelation is not just baffling; it's downright infuriating! In an age where regenerative medicine holds the promise of healing wounds and restoring functionality, we are faced with the shocking realization that the science is not about building up, but rather about tearing down. Why would we ever want to focus on the destruction of growth molecules instead of creating an environment where regeneration can bloom unimpeded? Where is the inspiration in that? It feels like a slap in the face to anyone who believes in the potential of science to improve lives! Moreover, can we talk about the implications of this discovery? If the key to regeneration involves a meticulous dance of destruction, what does that say about our approach to medical advancements? Are we really expected to just stand by and accept that we must embrace an idea that says, "let's get rid of the good stuff to allow for growth"? This is not just a minor flaw in reasoning; it's a fundamental misunderstanding of what regeneration should mean for us! To make matters worse, this revelation could lead to misguided practices in regenerative medicine. Instead of developing therapies that promote healing and growth, we could end up with treatments that focus on the elimination of beneficial molecules. This is absolutely unacceptable! How dare the scientific community suggest that the way forward is through destruction rather than cultivation? We should be demanding more from our researchers, not less! Let’s not forget the ethical implications. If the path to regeneration is paved with the controlled destruction of vital components, how can we trust the outcomes? We’re putting lives in the hands of a process that promotes destruction. Just imagine the future of medicine being dictated by a philosophy that sounds more like a dystopian nightmare than a beacon of hope. It is high time we hold scientists accountable for the direction they are taking in regenerative research. We need a shift in focus that prioritizes constructive growth, not destructive measures. If we are serious about advancing regenerative medicine, we must reject this flawed notion and demand a commitment to genuine regeneration—the kind that nurtures life, rather than sabotages it. Let’s raise our voices against this madness. We deserve better than a science that advocates for destruction as the means to an end. The axolotls may thrive on this paradox, but we, as humans, should expect far more from our scientific endeavors. #RegenerativeMedicine #Axolotl #ScienceFail #MedicalEthics #Innovation
    Scientists Discover the Key to Axolotls’ Ability to Regenerate Limbs
    A new study reveals the key lies not in the production of a regrowth molecule, but in that molecule's controlled destruction. The discovery could inspire future regenerative medicine.
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  • Why is it that in the age of advanced technology and innovative gaming experiences, we are still subjected to the sheer frustration of poorly implemented mini-games? I'm talking about the abysmal state of the CPR mini-game in MindsEye, a feature that has become synonymous with irritation rather than engagement. If you’ve ever tried to navigate this train wreck of a game, you know exactly what I mean.

    Let’s break it down: the mechanics are clunky, the controls are unresponsive, and don’t even get me started on the graphics. This is 2023; we should expect seamless integration and fluid gameplay. Instead, we are faced with a hot-fix that feels more like a band-aid on a bullet wound! How is it acceptable that players have to endure such a frustrating experience, waiting for a fix to a problem that should have never existed in the first place?

    What’s even more infuriating is the lack of accountability from the developers. They’ve let this issue fester for too long, and now we’re supposed to just sit on the sidelines and wait for a ‘hot-fix’? How about some transparency? How about acknowledging that you dropped the ball on this one? Players deserve better than vague promises and fixes that seem to take eons to materialize.

    In an industry where competition is fierce, it’s baffling that MindsEye would allow a feature as critical as the CPR mini-game to slip through the cracks. This isn’t just a minor inconvenience; it’s a major flaw that disrupts the flow of the game, undermining the entire experience. Players are losing interest, and rightfully so! Why invest time and energy into something that’s clearly half-baked?

    And let’s talk about the community feedback. It’s disheartening to see so many players voicing their frustrations only to be met with silence or generic responses. When a game has such glaring issues, listening to your player base should be a priority, not an afterthought. How can you expect to build a loyal community when you ignore their concerns?

    At this point, it’s clear that MindsEye needs to step up its game. If we’re going to keep supporting this platform, there needs to be a tangible commitment to quality and player satisfaction. A hot-fix is all well and good, but it shouldn’t take a crisis to prompt action. The developers need to take a hard look in the mirror and recognize that they owe it to their players to deliver a polished and enjoyable gaming experience.

    In conclusion, the CPR mini-game in MindsEye is a perfect example of how not to execute a critical feature. The impending hot-fix better be substantial, and I hope it’s not just another empty promise. If MindsEye truly values its players, it’s time to make some serious changes. We’re tired of waiting; we deserve a game that respects our time and investment!

    #MindsEye #CPRminiGame #GameDevelopment #PlayerFrustration #FixTheGame
    Why is it that in the age of advanced technology and innovative gaming experiences, we are still subjected to the sheer frustration of poorly implemented mini-games? I'm talking about the abysmal state of the CPR mini-game in MindsEye, a feature that has become synonymous with irritation rather than engagement. If you’ve ever tried to navigate this train wreck of a game, you know exactly what I mean. Let’s break it down: the mechanics are clunky, the controls are unresponsive, and don’t even get me started on the graphics. This is 2023; we should expect seamless integration and fluid gameplay. Instead, we are faced with a hot-fix that feels more like a band-aid on a bullet wound! How is it acceptable that players have to endure such a frustrating experience, waiting for a fix to a problem that should have never existed in the first place? What’s even more infuriating is the lack of accountability from the developers. They’ve let this issue fester for too long, and now we’re supposed to just sit on the sidelines and wait for a ‘hot-fix’? How about some transparency? How about acknowledging that you dropped the ball on this one? Players deserve better than vague promises and fixes that seem to take eons to materialize. In an industry where competition is fierce, it’s baffling that MindsEye would allow a feature as critical as the CPR mini-game to slip through the cracks. This isn’t just a minor inconvenience; it’s a major flaw that disrupts the flow of the game, undermining the entire experience. Players are losing interest, and rightfully so! Why invest time and energy into something that’s clearly half-baked? And let’s talk about the community feedback. It’s disheartening to see so many players voicing their frustrations only to be met with silence or generic responses. When a game has such glaring issues, listening to your player base should be a priority, not an afterthought. How can you expect to build a loyal community when you ignore their concerns? At this point, it’s clear that MindsEye needs to step up its game. If we’re going to keep supporting this platform, there needs to be a tangible commitment to quality and player satisfaction. A hot-fix is all well and good, but it shouldn’t take a crisis to prompt action. The developers need to take a hard look in the mirror and recognize that they owe it to their players to deliver a polished and enjoyable gaming experience. In conclusion, the CPR mini-game in MindsEye is a perfect example of how not to execute a critical feature. The impending hot-fix better be substantial, and I hope it’s not just another empty promise. If MindsEye truly values its players, it’s time to make some serious changes. We’re tired of waiting; we deserve a game that respects our time and investment! #MindsEye #CPRminiGame #GameDevelopment #PlayerFrustration #FixTheGame
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  • I’m going to say it: Mario Kart World is not as good as it should be – Reader’s Feature

    I’m going to say it: Mario Kart World is not as good as it should be – Reader’s Feature

    GameCentral

    Published June 15, 2025 6:00am

    Mario Kart World – is it a let-down?A reader is unimpressed by Mario Kart World on the Nintendo Switch 2 and argues that the controversial free roam mode is not its only issue.
    As a day one Nintendo Switch 2 owner I have to admit I’m a little disappointed. Not with the console itself, which I think is pretty much prefect for the price and what it has to do, but with the only game worth getting at launch: Mario Kart World.
    Now, I don’t think it’s terrible, but I do think that not only is it not as good at Mario Kart 8 but that it’s kind of a flawed experiment and one of the weakest entries in the whole series. But I’ll talk about the positives first, just to show it’s not all bad.
    Knockout Tour is great, I think everyone would agree. A bit boring in single-player, but fantastic online and the game’s best feature. I also like all the weird extra characters, although how you unlock them and the costumes is very random and unsatisfying. The open world is also very nicely designed in its own right, and very large, but… that’s kind of all I’ve got in terms of praise.
    First, I’ll get the obvious thing out of the way: the open world is completely wasted. None of the challenges in it are interesting, if you can even find them, and a lot of them are overly hard and frustrating. There’s no story or dialogue or anything. You just drive around at random in free roam and hope you come across something interesting, which you almost certainly won’t.
    If any game was born to have fetch quests in it, it was this and yet there’s nothing like that. It all feels like it’s waiting for the actual game to be dropped onto the world but there’s nothing there. Maybe it will come in DLC, but even if it’s free why wasn’t it there from the start? Why wouldn’t you go all out for basically your only launch game? It’s baffling.
    But for me that’s not the real problem because, rightly or wrongly, free roam is really just a side show. My problem is that the actual racing in the two main modes is very dull. It may not seem that way when you’ve got a dozen people firing shells at you at once, but that gets old very quickly, and it doesn’t actually happen that much, especially in single-player.

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    Most of the time you’re just driving alongand taking slow bend after slow bend in what aren’t even really courses at all. Knockout Tour is worst for this, because you’re essentially driving point-to-point and it really does feel like you’re just road racing, with nothing in terms of exciting or unexpected track design.
    Grand Prix is barely any better either, with very few lapped races and too many wide roads that are too easy to take. I went back to play Mario Kart 8 and it’s filled with tightly designed courses and weird and physically impossible track designs. It seems a weird to say but Mario Kart World is basically too realistic, or rather too mundane in its design. Everything about it feels flabby and under-designed.
    Sure, occasionally you fly vertically up into the air or down the side of a volcano, but when you get down to the actual racing it’s so plain and boring. The tracks aren’t designed for time trials and racing skill, they’re designed for power-ups and 24 player online races, and that has ruined everything.

    More Trending

    I’m sure other people will enjoy the game but as someone that has enjoyed every previous Mario Kart it’s not for me. Which means I’m now left with a neat new console with nothing to play on it, except for old Switch 1 games. And that will definitely include Mario Kart 8.
    By reader Lambent

    What is the future of Mario Kart World?The reader’s features do not necessarily represent the views of GameCentral or Metro.
    You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@metro.co.uk or use our Submit Stuff page and you won’t need to send an email.

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    #going #say #mario #kart #world
    I’m going to say it: Mario Kart World is not as good as it should be – Reader’s Feature
    I’m going to say it: Mario Kart World is not as good as it should be – Reader’s Feature GameCentral Published June 15, 2025 6:00am Mario Kart World – is it a let-down?A reader is unimpressed by Mario Kart World on the Nintendo Switch 2 and argues that the controversial free roam mode is not its only issue. As a day one Nintendo Switch 2 owner I have to admit I’m a little disappointed. Not with the console itself, which I think is pretty much prefect for the price and what it has to do, but with the only game worth getting at launch: Mario Kart World. Now, I don’t think it’s terrible, but I do think that not only is it not as good at Mario Kart 8 but that it’s kind of a flawed experiment and one of the weakest entries in the whole series. But I’ll talk about the positives first, just to show it’s not all bad. Knockout Tour is great, I think everyone would agree. A bit boring in single-player, but fantastic online and the game’s best feature. I also like all the weird extra characters, although how you unlock them and the costumes is very random and unsatisfying. The open world is also very nicely designed in its own right, and very large, but… that’s kind of all I’ve got in terms of praise. First, I’ll get the obvious thing out of the way: the open world is completely wasted. None of the challenges in it are interesting, if you can even find them, and a lot of them are overly hard and frustrating. There’s no story or dialogue or anything. You just drive around at random in free roam and hope you come across something interesting, which you almost certainly won’t. If any game was born to have fetch quests in it, it was this and yet there’s nothing like that. It all feels like it’s waiting for the actual game to be dropped onto the world but there’s nothing there. Maybe it will come in DLC, but even if it’s free why wasn’t it there from the start? Why wouldn’t you go all out for basically your only launch game? It’s baffling. But for me that’s not the real problem because, rightly or wrongly, free roam is really just a side show. My problem is that the actual racing in the two main modes is very dull. It may not seem that way when you’ve got a dozen people firing shells at you at once, but that gets old very quickly, and it doesn’t actually happen that much, especially in single-player. Expert, exclusive gaming analysis Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. Most of the time you’re just driving alongand taking slow bend after slow bend in what aren’t even really courses at all. Knockout Tour is worst for this, because you’re essentially driving point-to-point and it really does feel like you’re just road racing, with nothing in terms of exciting or unexpected track design. Grand Prix is barely any better either, with very few lapped races and too many wide roads that are too easy to take. I went back to play Mario Kart 8 and it’s filled with tightly designed courses and weird and physically impossible track designs. It seems a weird to say but Mario Kart World is basically too realistic, or rather too mundane in its design. Everything about it feels flabby and under-designed. Sure, occasionally you fly vertically up into the air or down the side of a volcano, but when you get down to the actual racing it’s so plain and boring. The tracks aren’t designed for time trials and racing skill, they’re designed for power-ups and 24 player online races, and that has ruined everything. More Trending I’m sure other people will enjoy the game but as someone that has enjoyed every previous Mario Kart it’s not for me. Which means I’m now left with a neat new console with nothing to play on it, except for old Switch 1 games. And that will definitely include Mario Kart 8. By reader Lambent What is the future of Mario Kart World?The reader’s features do not necessarily represent the views of GameCentral or Metro. You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@metro.co.uk or use our Submit Stuff page and you won’t need to send an email. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy #going #say #mario #kart #world
    METRO.CO.UK
    I’m going to say it: Mario Kart World is not as good as it should be – Reader’s Feature
    I’m going to say it: Mario Kart World is not as good as it should be – Reader’s Feature GameCentral Published June 15, 2025 6:00am Mario Kart World – is it a let-down? (Nintendo) A reader is unimpressed by Mario Kart World on the Nintendo Switch 2 and argues that the controversial free roam mode is not its only issue. As a day one Nintendo Switch 2 owner I have to admit I’m a little disappointed. Not with the console itself, which I think is pretty much prefect for the price and what it has to do, but with the only game worth getting at launch: Mario Kart World. Now, I don’t think it’s terrible, but I do think that not only is it not as good at Mario Kart 8 but that it’s kind of a flawed experiment and one of the weakest entries in the whole series. But I’ll talk about the positives first, just to show it’s not all bad. Knockout Tour is great, I think everyone would agree. A bit boring in single-player, but fantastic online and the game’s best feature. I also like all the weird extra characters, although how you unlock them and the costumes is very random and unsatisfying. The open world is also very nicely designed in its own right, and very large, but… that’s kind of all I’ve got in terms of praise. First, I’ll get the obvious thing out of the way: the open world is completely wasted. None of the challenges in it are interesting, if you can even find them, and a lot of them are overly hard and frustrating. There’s no story or dialogue or anything. You just drive around at random in free roam and hope you come across something interesting, which you almost certainly won’t. If any game was born to have fetch quests in it, it was this and yet there’s nothing like that. It all feels like it’s waiting for the actual game to be dropped onto the world but there’s nothing there. Maybe it will come in DLC, but even if it’s free why wasn’t it there from the start? Why wouldn’t you go all out for basically your only launch game? It’s baffling. But for me that’s not the real problem because, rightly or wrongly, free roam is really just a side show. My problem is that the actual racing in the two main modes is very dull. It may not seem that way when you’ve got a dozen people firing shells at you at once, but that gets old very quickly, and it doesn’t actually happen that much, especially in single-player. Expert, exclusive gaming analysis Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. Most of the time you’re just driving along (even 150cc isn’t that fast) and taking slow bend after slow bend in what aren’t even really courses at all. Knockout Tour is worst for this, because you’re essentially driving point-to-point and it really does feel like you’re just road racing, with nothing in terms of exciting or unexpected track design. Grand Prix is barely any better either, with very few lapped races and too many wide roads that are too easy to take. I went back to play Mario Kart 8 and it’s filled with tightly designed courses and weird and physically impossible track designs. It seems a weird to say but Mario Kart World is basically too realistic, or rather too mundane in its design. Everything about it feels flabby and under-designed. Sure, occasionally you fly vertically up into the air or down the side of a volcano, but when you get down to the actual racing it’s so plain and boring. The tracks aren’t designed for time trials and racing skill, they’re designed for power-ups and 24 player online races, and that has ruined everything. More Trending I’m sure other people will enjoy the game but as someone that has enjoyed every previous Mario Kart it’s not for me. Which means I’m now left with a neat new console with nothing to play on it, except for old Switch 1 games. And that will definitely include Mario Kart 8. By reader Lambent What is the future of Mario Kart World? (Nintendo) The reader’s features do not necessarily represent the views of GameCentral or Metro. You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@metro.co.uk or use our Submit Stuff page and you won’t need to send an email. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy
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  • Behind the Scenes, Elon Musk Is Reportedly Seething About Donald Trump

    The drama between US president Donald Trump and his former buddy-in-chief Elon Musk is far from over.As ABC reported today, now that he's been summarily retired from the White House, the billionaire SpaceX boss has been privately venting his frustrations at Trump. One particularly stinging betrayal, per the network's reporting: Trump's sudden withdrawal of Musk's buddy and financial benefactor, Jared Isaacman, from consideration to be the next NASA administrator.As the day progressed, Musk's tension with Trump exploded into public view as history's richest man tweeted or amplified no less than 25 posts blasting Trump's "big, beautiful" tax and spending bill, which takes the form of yet another piece of legislation meant to gut assistance for the poorest Americans while siphoning money to the ultra-wealthy.However, that isn't Musk's issue with the package. Instead, his commentary is centered on the bill's impact on the US national deficit — something he tried and failed to curb in any meaningful way during his time as a pay-to-play government operative.On X-formerly-Twitter, Musk's frenzied posts range from Rand Paul interview clips to hysterical conspiracy peddling."Call your Senator, call your Congressman, bankrupting America is NOT ok!" Musk urged his 220 million followers on X-formerly-Twitter. "KILL the BILL."The tech titan also went out of his way to amplify some low-res footage of Warren Buffett explaining his theoretical plan to reduce the deficit. "Anytime there's a deficit of more than 3 percent of GDP, all sitting members of Congress are ineligible for reelection," the investor suggested, to which Musk replied that "this is the way."Needless to say, a month ago — or even a week — this type of assault on Trump by Musk would have been unthinkable. The bill is also a baffling hill for the tech mogul to die on, especially considering that government spending is what made his tech dynasty possible in the first place. It's more plausible, as Axios notes, that national debt is a smokescreen for other issues nearer to Musk's heart. Most notably, the big beautiful bill is set to cut the electric vehicle tax credits that made Tesla the automotive giant it is today. Of course, that raises another intriguing possibility: that at least some portion of Musk's rage at Trump is essentially kayfabe, with Musk betting that a break from the president could resuscitate at least some enthusiasm for the Tesla brand among the left-leaning customers that he's successfully turned off over the past year.If so, it's not hard to imagine Musk instead accidentally alienating more or less everybody — failing to get the environmental left back on board, but also creating a powerful enemy with Trump, who holds immense power over the government contracts and policy that keep Musk's business empire afloat.More on politics: Elon Musk’s Dad Slams His Son's Whimpering Failure at PoliticsShare This Article
    #behind #scenes #elon #musk #reportedly
    Behind the Scenes, Elon Musk Is Reportedly Seething About Donald Trump
    The drama between US president Donald Trump and his former buddy-in-chief Elon Musk is far from over.As ABC reported today, now that he's been summarily retired from the White House, the billionaire SpaceX boss has been privately venting his frustrations at Trump. One particularly stinging betrayal, per the network's reporting: Trump's sudden withdrawal of Musk's buddy and financial benefactor, Jared Isaacman, from consideration to be the next NASA administrator.As the day progressed, Musk's tension with Trump exploded into public view as history's richest man tweeted or amplified no less than 25 posts blasting Trump's "big, beautiful" tax and spending bill, which takes the form of yet another piece of legislation meant to gut assistance for the poorest Americans while siphoning money to the ultra-wealthy.However, that isn't Musk's issue with the package. Instead, his commentary is centered on the bill's impact on the US national deficit — something he tried and failed to curb in any meaningful way during his time as a pay-to-play government operative.On X-formerly-Twitter, Musk's frenzied posts range from Rand Paul interview clips to hysterical conspiracy peddling."Call your Senator, call your Congressman, bankrupting America is NOT ok!" Musk urged his 220 million followers on X-formerly-Twitter. "KILL the BILL."The tech titan also went out of his way to amplify some low-res footage of Warren Buffett explaining his theoretical plan to reduce the deficit. "Anytime there's a deficit of more than 3 percent of GDP, all sitting members of Congress are ineligible for reelection," the investor suggested, to which Musk replied that "this is the way."Needless to say, a month ago — or even a week — this type of assault on Trump by Musk would have been unthinkable. The bill is also a baffling hill for the tech mogul to die on, especially considering that government spending is what made his tech dynasty possible in the first place. It's more plausible, as Axios notes, that national debt is a smokescreen for other issues nearer to Musk's heart. Most notably, the big beautiful bill is set to cut the electric vehicle tax credits that made Tesla the automotive giant it is today. Of course, that raises another intriguing possibility: that at least some portion of Musk's rage at Trump is essentially kayfabe, with Musk betting that a break from the president could resuscitate at least some enthusiasm for the Tesla brand among the left-leaning customers that he's successfully turned off over the past year.If so, it's not hard to imagine Musk instead accidentally alienating more or less everybody — failing to get the environmental left back on board, but also creating a powerful enemy with Trump, who holds immense power over the government contracts and policy that keep Musk's business empire afloat.More on politics: Elon Musk’s Dad Slams His Son's Whimpering Failure at PoliticsShare This Article #behind #scenes #elon #musk #reportedly
    FUTURISM.COM
    Behind the Scenes, Elon Musk Is Reportedly Seething About Donald Trump
    The drama between US president Donald Trump and his former buddy-in-chief Elon Musk is far from over.As ABC reported today, now that he's been summarily retired from the White House, the billionaire SpaceX boss has been privately venting his frustrations at Trump. One particularly stinging betrayal, per the network's reporting: Trump's sudden withdrawal of Musk's buddy and financial benefactor, Jared Isaacman, from consideration to be the next NASA administrator.As the day progressed, Musk's tension with Trump exploded into public view as history's richest man tweeted or amplified no less than 25 posts blasting Trump's "big, beautiful" tax and spending bill, which takes the form of yet another piece of legislation meant to gut assistance for the poorest Americans while siphoning money to the ultra-wealthy.However, that isn't Musk's issue with the package. Instead, his commentary is centered on the bill's impact on the US national deficit — something he tried and failed to curb in any meaningful way during his time as a pay-to-play government operative.On X-formerly-Twitter, Musk's frenzied posts range from Rand Paul interview clips to hysterical conspiracy peddling. ("America is in the fast lane to debt slavery," he fomented at one point.)"Call your Senator, call your Congressman, bankrupting America is NOT ok!" Musk urged his 220 million followers on X-formerly-Twitter. "KILL the BILL."The tech titan also went out of his way to amplify some low-res footage of Warren Buffett explaining his theoretical plan to reduce the deficit. "Anytime there's a deficit of more than 3 percent of GDP, all sitting members of Congress are ineligible for reelection," the investor suggested, to which Musk replied that "this is the way."Needless to say, a month ago — or even a week — this type of assault on Trump by Musk would have been unthinkable. The bill is also a baffling hill for the tech mogul to die on, especially considering that government spending is what made his tech dynasty possible in the first place. It's more plausible, as Axios notes, that national debt is a smokescreen for other issues nearer to Musk's heart. Most notably, the big beautiful bill is set to cut the electric vehicle tax credits that made Tesla the automotive giant it is today. (Confusingly, as recently as last year, Musk was publicly calling for an end to the tax credit — but that was before his activities in the White House eviscerated Tesla's brand image and sent it deeply into the red.)Of course, that raises another intriguing possibility: that at least some portion of Musk's rage at Trump is essentially kayfabe, with Musk betting that a break from the president could resuscitate at least some enthusiasm for the Tesla brand among the left-leaning customers that he's successfully turned off over the past year.If so, it's not hard to imagine Musk instead accidentally alienating more or less everybody — failing to get the environmental left back on board, but also creating a powerful enemy with Trump, who holds immense power over the government contracts and policy that keep Musk's business empire afloat.More on politics: Elon Musk’s Dad Slams His Son's Whimpering Failure at PoliticsShare This Article
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  • JDM: Japanese Drift Master Review – Toothless Roads

    The concept of Gaming Factory’s JDM: Japanese Drift Master is enough to get the blood pumping. A drift-focused racing game with a large open world based in Japan with manga-style story-telling? The spirit of legendary properties like Initial D is right there, waiting to be channeled as one dives into the country’s racing culture.
    The results are a different story entirely. Japanese Drift Master has a pretty impressive-looking world yet struggles to do anything notable with it. Mission design is full of contradictory goals and annoying AI. Progression is less about maximizing rewards and more about grinding out reputation and leveling up a car. The drifting intrigues with its fundamentals yet frustrates in their utilization. Then there are the collisions, which defy logic and real-world physics.
    The story begins with Thomas, later nicknamed Toma, mourning his father’s passing. Things seem dire after he loses his license and can’t race in Europe for a year until he converses with Hideo and learns about a garage his father left for him in Japan.

    "To make things worse, you can’t overlook the story either because it feeds into the mission-based gameplay loop. JDM begins with only main missions to complete and driving school available to hone your skills."
    As you might expect, he quickly becomes involved in street races, gains a heated rival in Hasashi “Scorpion” Hatori, meets a mysterious masked individual, and is embroiled in an unresolved case. All in less than two chapters, naturally, but the actual missions make the narrative feel less exciting than it actually is.
    At times, they tie in well enough – show up for your showdown with Hasashi. At others, less so, bordering on the bizarre, like matching Hasashi’s drift and sticking close throughout an entire race, as specified, only for him to laugh you off afterwards like nothing even happened.
    The actual writing isn’t anything special and has its fair share of grammatical errors, but the art is solid. Character details and expressions could be improved in some places, but the line work is clean, and the cars are impressively depicted. Unfortunately, some speech bubbles have way more text crammed in than others, resulting in a much smaller font, and there’s no option to zoom in. Also, the manga is the only fundamental means of story-telling. Aside from appearing in cars or via in-game menus, the characters may as well not exist.
    To make things worse, you can’t overlook the story either because it feeds into the mission-based gameplay loop. JDM begins with only main missions to complete and driving school available to hone your skills. As you progress, the world opens up with new mission types like underground races and additional delivery tasks. The former is straightforward enough – earn a specific amount of money and reach the end to make bank. Higher amounts mean less time, adding an element of risk vs. reward.
    The delivery missions, on the other hand, are awful. I’m not against a “Get to this destination and deliver a package within the allotted time” objective, especially if it’s in fun ways. JDM wants you to avoid hitting solid obstacles or cars lest you damage the deliverable.
    Oh, and make sure you’re drifting about to build up that style score, i.e. the exact opposite of driving carefully and avoiding traffic. The two requirements are so antithetical to each other that it’s mind-boggling, surpassed only by the fact that one solid collision can take off 35 percent of the item’s “durability” bar. Is the package attached to the hood? Slamming into breakable objects is perfectly fine, by the way.

    "Amid all my complaining, I admit that drifting can feel good under the right conditions. When you hit a corner just right and balance the angle meter just right to chain a long drift, the Initial D rush kicks in."
    You can also partake in challenges for Drifting, Grip, and more on specific tracks to earn money. However, this doesn’t change the fact that most of the world feels relatively unused, which is a shame because there are some aesthetically pleasing locales, like flower gardens and castles, to admire. I’m not expecting Forza Horizon levels of open-world design, but it feels like such wasted potential when it’s not wasting my time to get to a mission.
    Starting Chapter 2, my next mission involved meeting Tiger, the aforementioned masked driver, south in the prefecture. No garage to fast travel to. Thus began the long, arduous slog without any distractions along the way to liven things up and annoying bouts of traffic to prevent me from drifting around. One does become available later, but then I discovered that delivery and underground racing missions change locations upon completion, and they won’t always be close enough to a fast travel point, further adding to the tedium.
    Gaming Factory recently addressed the frustrations that traffic can cause by letting you turn it off at any time. It doesn’t outright excuse the delivery mission design, but it does help. However, it also removes the last vestige of life from the open world, making me question its existence all the more.
    Amid all my complaining, I admit that drifting can feel good under the right conditions. When you hit a corner just right and balance the angle meter just right to chain a long drift, the Initial D rush kicks in. It feels all the more enjoyable when going up against tougher opponents, especially since you’re stuck with an Alpha Moriyamo clunker for the entirety of the first chapter. And while more variety is desperately needed – I counted 27 cars in total – at least brands like Honda, Mazda, Nissan, and Subaru are all here.
    I also like how weather and track conditions can severely impact your driving, forcing you to accelerate more carefully. The problem is that drifting, especially when you must rack up enough points, is easily gamed by simply wiggling back and forth. Early drifting competitions against the AI were a pain, especially since it makes almost no mistakes.
    Then I implemented this approach, sometimes going off track in the process and racking up an extensive amount of points just for maintaining a long drift. The handling also felt off at times, with too much understeer at points, and improving acceleration and top speed resulted in my drifts consistently turning into spin-outs. Probably working as intended, but considering the game wants me to be faster and execute those drifts, it feels like a clash of styles.
    The collisions are also utterly baffling at times. Veering off-angle during a drift can reduce the multiplier to 1.0 and grant significantly fewer points. Hitting obstacles sometimes has the same effect, and sometimes it doesn’t. Sometimes, my car would begin wall-riding like it’s Mario Kart World. Even on Arcade Mode, it’s immensely far-fetched. The collisions are also strange, unpredictable and often frustratingly weighed against you. Then again, colliding into a car in the open world so hard that it changed directions, and proceeded to drive back the way it came, was unintentionally hilarious.

    "There’s still much work needed on world design, AI, collisions, and progression, not to mention adding more content, before it can truly be called a master of anything, much less my time."
    Also, whether it’s a Moriyamo or a 2013 Subaru BRZ, be prepared to grind for the parts you want. Reputation must be leveled by either drifting through the world or completing missions and only then can you purchase specific parts, even if you have the cash on hand. Even more frustrating is that cosmetic parts directly tie into a car’s level. If you want to embrace a core aspect of street racingand customize its looks, you better get ready to grind.
    Then there’s the performance, which is a mixed bag at worst and competent at best. Despite my CPU being below the recommended requirements, I had a relatively consistent 60 FPS on High settings at 1440p with DLSS set to Quality. An attempt to play at Ultra was made, resulting in the frame rate tanking heavily during a thunderstorm. At least the flashes of lightning and rain droplets looked nice, accentuated by the city skyline at night, though the overall fidelity is above average.
    There are some decently catchy tunes, especially when tuning into the rock and Eurobeat stations, though some of the lighter tracks can work wonders during drifts. They’re not particularly memorable, but at least they add some atmosphere. Why can I only cycle forward through stations and not back? Why does a particularly nice song cut off during a loading screen? Questions for another time, apparently.
    I’m left dazed, confused, and a little annoyed at JDM: Japanese Drift Master. The concept felt ripe for a solid racer with a distinct style and mood, but the execution felt awkward and unfulfilling. It could shore up the driving and fine-tune objectives to deliver a better drifting experience. However, there’s still much work needed on world design, AI, collisions, and progression, not to mention adding more content, before it can truly be called a master of anything, much less my time.
    This game was reviewed on PC.
    #jdm #japanese #drift #master #review
    JDM: Japanese Drift Master Review – Toothless Roads
    The concept of Gaming Factory’s JDM: Japanese Drift Master is enough to get the blood pumping. A drift-focused racing game with a large open world based in Japan with manga-style story-telling? The spirit of legendary properties like Initial D is right there, waiting to be channeled as one dives into the country’s racing culture. The results are a different story entirely. Japanese Drift Master has a pretty impressive-looking world yet struggles to do anything notable with it. Mission design is full of contradictory goals and annoying AI. Progression is less about maximizing rewards and more about grinding out reputation and leveling up a car. The drifting intrigues with its fundamentals yet frustrates in their utilization. Then there are the collisions, which defy logic and real-world physics. The story begins with Thomas, later nicknamed Toma, mourning his father’s passing. Things seem dire after he loses his license and can’t race in Europe for a year until he converses with Hideo and learns about a garage his father left for him in Japan. "To make things worse, you can’t overlook the story either because it feeds into the mission-based gameplay loop. JDM begins with only main missions to complete and driving school available to hone your skills." As you might expect, he quickly becomes involved in street races, gains a heated rival in Hasashi “Scorpion” Hatori, meets a mysterious masked individual, and is embroiled in an unresolved case. All in less than two chapters, naturally, but the actual missions make the narrative feel less exciting than it actually is. At times, they tie in well enough – show up for your showdown with Hasashi. At others, less so, bordering on the bizarre, like matching Hasashi’s drift and sticking close throughout an entire race, as specified, only for him to laugh you off afterwards like nothing even happened. The actual writing isn’t anything special and has its fair share of grammatical errors, but the art is solid. Character details and expressions could be improved in some places, but the line work is clean, and the cars are impressively depicted. Unfortunately, some speech bubbles have way more text crammed in than others, resulting in a much smaller font, and there’s no option to zoom in. Also, the manga is the only fundamental means of story-telling. Aside from appearing in cars or via in-game menus, the characters may as well not exist. To make things worse, you can’t overlook the story either because it feeds into the mission-based gameplay loop. JDM begins with only main missions to complete and driving school available to hone your skills. As you progress, the world opens up with new mission types like underground races and additional delivery tasks. The former is straightforward enough – earn a specific amount of money and reach the end to make bank. Higher amounts mean less time, adding an element of risk vs. reward. The delivery missions, on the other hand, are awful. I’m not against a “Get to this destination and deliver a package within the allotted time” objective, especially if it’s in fun ways. JDM wants you to avoid hitting solid obstacles or cars lest you damage the deliverable. Oh, and make sure you’re drifting about to build up that style score, i.e. the exact opposite of driving carefully and avoiding traffic. The two requirements are so antithetical to each other that it’s mind-boggling, surpassed only by the fact that one solid collision can take off 35 percent of the item’s “durability” bar. Is the package attached to the hood? Slamming into breakable objects is perfectly fine, by the way. "Amid all my complaining, I admit that drifting can feel good under the right conditions. When you hit a corner just right and balance the angle meter just right to chain a long drift, the Initial D rush kicks in." You can also partake in challenges for Drifting, Grip, and more on specific tracks to earn money. However, this doesn’t change the fact that most of the world feels relatively unused, which is a shame because there are some aesthetically pleasing locales, like flower gardens and castles, to admire. I’m not expecting Forza Horizon levels of open-world design, but it feels like such wasted potential when it’s not wasting my time to get to a mission. Starting Chapter 2, my next mission involved meeting Tiger, the aforementioned masked driver, south in the prefecture. No garage to fast travel to. Thus began the long, arduous slog without any distractions along the way to liven things up and annoying bouts of traffic to prevent me from drifting around. One does become available later, but then I discovered that delivery and underground racing missions change locations upon completion, and they won’t always be close enough to a fast travel point, further adding to the tedium. Gaming Factory recently addressed the frustrations that traffic can cause by letting you turn it off at any time. It doesn’t outright excuse the delivery mission design, but it does help. However, it also removes the last vestige of life from the open world, making me question its existence all the more. Amid all my complaining, I admit that drifting can feel good under the right conditions. When you hit a corner just right and balance the angle meter just right to chain a long drift, the Initial D rush kicks in. It feels all the more enjoyable when going up against tougher opponents, especially since you’re stuck with an Alpha Moriyamo clunker for the entirety of the first chapter. And while more variety is desperately needed – I counted 27 cars in total – at least brands like Honda, Mazda, Nissan, and Subaru are all here. I also like how weather and track conditions can severely impact your driving, forcing you to accelerate more carefully. The problem is that drifting, especially when you must rack up enough points, is easily gamed by simply wiggling back and forth. Early drifting competitions against the AI were a pain, especially since it makes almost no mistakes. Then I implemented this approach, sometimes going off track in the process and racking up an extensive amount of points just for maintaining a long drift. The handling also felt off at times, with too much understeer at points, and improving acceleration and top speed resulted in my drifts consistently turning into spin-outs. Probably working as intended, but considering the game wants me to be faster and execute those drifts, it feels like a clash of styles. The collisions are also utterly baffling at times. Veering off-angle during a drift can reduce the multiplier to 1.0 and grant significantly fewer points. Hitting obstacles sometimes has the same effect, and sometimes it doesn’t. Sometimes, my car would begin wall-riding like it’s Mario Kart World. Even on Arcade Mode, it’s immensely far-fetched. The collisions are also strange, unpredictable and often frustratingly weighed against you. Then again, colliding into a car in the open world so hard that it changed directions, and proceeded to drive back the way it came, was unintentionally hilarious. "There’s still much work needed on world design, AI, collisions, and progression, not to mention adding more content, before it can truly be called a master of anything, much less my time." Also, whether it’s a Moriyamo or a 2013 Subaru BRZ, be prepared to grind for the parts you want. Reputation must be leveled by either drifting through the world or completing missions and only then can you purchase specific parts, even if you have the cash on hand. Even more frustrating is that cosmetic parts directly tie into a car’s level. If you want to embrace a core aspect of street racingand customize its looks, you better get ready to grind. Then there’s the performance, which is a mixed bag at worst and competent at best. Despite my CPU being below the recommended requirements, I had a relatively consistent 60 FPS on High settings at 1440p with DLSS set to Quality. An attempt to play at Ultra was made, resulting in the frame rate tanking heavily during a thunderstorm. At least the flashes of lightning and rain droplets looked nice, accentuated by the city skyline at night, though the overall fidelity is above average. There are some decently catchy tunes, especially when tuning into the rock and Eurobeat stations, though some of the lighter tracks can work wonders during drifts. They’re not particularly memorable, but at least they add some atmosphere. Why can I only cycle forward through stations and not back? Why does a particularly nice song cut off during a loading screen? Questions for another time, apparently. I’m left dazed, confused, and a little annoyed at JDM: Japanese Drift Master. The concept felt ripe for a solid racer with a distinct style and mood, but the execution felt awkward and unfulfilling. It could shore up the driving and fine-tune objectives to deliver a better drifting experience. However, there’s still much work needed on world design, AI, collisions, and progression, not to mention adding more content, before it can truly be called a master of anything, much less my time. This game was reviewed on PC. #jdm #japanese #drift #master #review
    GAMINGBOLT.COM
    JDM: Japanese Drift Master Review – Toothless Roads
    The concept of Gaming Factory’s JDM: Japanese Drift Master is enough to get the blood pumping. A drift-focused racing game with a large open world based in Japan with manga-style story-telling? The spirit of legendary properties like Initial D is right there, waiting to be channeled as one dives into the country’s racing culture. The results are a different story entirely. Japanese Drift Master has a pretty impressive-looking world yet struggles to do anything notable with it. Mission design is full of contradictory goals and annoying AI. Progression is less about maximizing rewards and more about grinding out reputation and leveling up a car. The drifting intrigues with its fundamentals yet frustrates in their utilization. Then there are the collisions, which defy logic and real-world physics. The story begins with Thomas, later nicknamed Toma, mourning his father’s passing. Things seem dire after he loses his license and can’t race in Europe for a year until he converses with Hideo and learns about a garage his father left for him in Japan. "To make things worse, you can’t overlook the story either because it feeds into the mission-based gameplay loop. JDM begins with only main missions to complete and driving school available to hone your skills." As you might expect, he quickly becomes involved in street races, gains a heated rival in Hasashi “Scorpion” Hatori, meets a mysterious masked individual, and is embroiled in an unresolved case. All in less than two chapters, naturally, but the actual missions make the narrative feel less exciting than it actually is. At times, they tie in well enough – show up for your showdown with Hasashi. At others, less so, bordering on the bizarre, like matching Hasashi’s drift and sticking close throughout an entire race, as specified, only for him to laugh you off afterwards like nothing even happened. The actual writing isn’t anything special and has its fair share of grammatical errors, but the art is solid. Character details and expressions could be improved in some places, but the line work is clean, and the cars are impressively depicted. Unfortunately, some speech bubbles have way more text crammed in than others, resulting in a much smaller font, and there’s no option to zoom in. Also, the manga is the only fundamental means of story-telling. Aside from appearing in cars or via in-game menus, the characters may as well not exist. To make things worse, you can’t overlook the story either because it feeds into the mission-based gameplay loop. JDM begins with only main missions to complete and driving school available to hone your skills. As you progress, the world opens up with new mission types like underground races and additional delivery tasks. The former is straightforward enough – earn a specific amount of money and reach the end to make bank. Higher amounts mean less time, adding an element of risk vs. reward. The delivery missions, on the other hand, are awful. I’m not against a “Get to this destination and deliver a package within the allotted time” objective, especially if it’s in fun ways (see Crazy Taxi). JDM wants you to avoid hitting solid obstacles or cars lest you damage the deliverable. Oh, and make sure you’re drifting about to build up that style score, i.e. the exact opposite of driving carefully and avoiding traffic. The two requirements are so antithetical to each other that it’s mind-boggling, surpassed only by the fact that one solid collision can take off 35 percent of the item’s “durability” bar. Is the package attached to the hood? Slamming into breakable objects is perfectly fine, by the way. "Amid all my complaining, I admit that drifting can feel good under the right conditions. When you hit a corner just right and balance the angle meter just right to chain a long drift, the Initial D rush kicks in." You can also partake in challenges for Drifting, Grip, and more on specific tracks to earn money (which you then spend on more cars and parts). However, this doesn’t change the fact that most of the world feels relatively unused, which is a shame because there are some aesthetically pleasing locales, like flower gardens and castles, to admire. I’m not expecting Forza Horizon levels of open-world design, but it feels like such wasted potential when it’s not wasting my time to get to a mission. Starting Chapter 2, my next mission involved meeting Tiger, the aforementioned masked driver, south in the prefecture. No garage to fast travel to. Thus began the long, arduous slog without any distractions along the way to liven things up and annoying bouts of traffic to prevent me from drifting around. One does become available later, but then I discovered that delivery and underground racing missions change locations upon completion, and they won’t always be close enough to a fast travel point, further adding to the tedium. Gaming Factory recently addressed the frustrations that traffic can cause by letting you turn it off at any time. It doesn’t outright excuse the delivery mission design, but it does help. However, it also removes the last vestige of life from the open world, making me question its existence all the more. Amid all my complaining, I admit that drifting can feel good under the right conditions. When you hit a corner just right and balance the angle meter just right to chain a long drift, the Initial D rush kicks in. It feels all the more enjoyable when going up against tougher opponents, especially since you’re stuck with an Alpha Moriyamo clunker for the entirety of the first chapter. And while more variety is desperately needed – I counted 27 cars in total – at least brands like Honda, Mazda, Nissan, and Subaru are all here. I also like how weather and track conditions can severely impact your driving, forcing you to accelerate more carefully. The problem is that drifting, especially when you must rack up enough points, is easily gamed by simply wiggling back and forth. Early drifting competitions against the AI were a pain, especially since it makes almost no mistakes (when it’s not willfully slamming into you during races). Then I implemented this approach, sometimes going off track in the process and racking up an extensive amount of points just for maintaining a long drift. The handling also felt off at times, with too much understeer at points, and improving acceleration and top speed resulted in my drifts consistently turning into spin-outs. Probably working as intended, but considering the game wants me to be faster and execute those drifts, it feels like a clash of styles. The collisions are also utterly baffling at times. Veering off-angle during a drift can reduce the multiplier to 1.0 and grant significantly fewer points. Hitting obstacles sometimes has the same effect, and sometimes it doesn’t. Sometimes, my car would begin wall-riding like it’s Mario Kart World. Even on Arcade Mode, it’s immensely far-fetched. The collisions are also strange, unpredictable and often frustratingly weighed against you. Then again, colliding into a car in the open world so hard that it changed directions, and proceeded to drive back the way it came, was unintentionally hilarious. "There’s still much work needed on world design, AI, collisions, and progression, not to mention adding more content, before it can truly be called a master of anything, much less my time." Also, whether it’s a Moriyamo or a 2013 Subaru BRZ, be prepared to grind for the parts you want. Reputation must be leveled by either drifting through the world or completing missions and only then can you purchase specific parts, even if you have the cash on hand. Even more frustrating is that cosmetic parts directly tie into a car’s level. If you want to embrace a core aspect of street racing (at least, that’s what JDM tells me) and customize its looks, you better get ready to grind. Then there’s the performance, which is a mixed bag at worst and competent at best. Despite my CPU being below the recommended requirements, I had a relatively consistent 60 FPS on High settings at 1440p with DLSS set to Quality. An attempt to play at Ultra was made, resulting in the frame rate tanking heavily during a thunderstorm. At least the flashes of lightning and rain droplets looked nice, accentuated by the city skyline at night, though the overall fidelity is above average. There are some decently catchy tunes, especially when tuning into the rock and Eurobeat stations, though some of the lighter tracks can work wonders during drifts. They’re not particularly memorable, but at least they add some atmosphere. Why can I only cycle forward through stations and not back? Why does a particularly nice song cut off during a loading screen? Questions for another time, apparently. I’m left dazed, confused, and a little annoyed at JDM: Japanese Drift Master. The concept felt ripe for a solid racer with a distinct style and mood, but the execution felt awkward and unfulfilling. It could shore up the driving and fine-tune objectives to deliver a better drifting experience. However, there’s still much work needed on world design, AI, collisions, and progression, not to mention adding more content, before it can truly be called a master of anything, much less my time. This game was reviewed on PC.
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