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Review: JDM: Japanese Drift Master

Developer – Gaming Factory Publisher – Gaming Factory , 4Divinity Platforms – PC(reviewed) Review copy given by Developer It’s no secret that I am a car enthusiast, considering my main bread and butter are racing games, so with the release of Japanese Drift Master (JDM) coming out so soon, you know I had to be a part of it. The promise of an open-world simcade based around Japan is every drifting/JDM car gamer and enthusiast’s dream come true. Where does it line up with all the other drifting experiences? Is it worth your purchase? My first impressions of Japanese Drift Master (which I will refer to as JDM for short from now on) are from a completely blind entry with absolutely no experience or impressions before playing for the first time. I chose to not watch or read anything ahead of my first time playing because I wanted my experience to be my own and not clouded by those who try and down-talk non-mainline style racing games. JDM immediately throws you behind the wheel of a beautiful Top Secret S15-inspired wrapped Nissan Silvia S15. Immediately the first thing I’m impressed with is the sound and the model; it’s absolutely beautiful and very well made. I chose to play with the “Simcade” physics instead of the arcade physics because I feel like I have a good grasp on racing physics in games. The game has a very similar, yet almost unique, feel when it comes to driving, giving me a Need for Speed crossed with Forza feeling. When it comes to drifting, however, the handling takes a few minutes to properly grasp, but it’s fairly easy to slide around and put the car where you want it. When it comes to racing games, it’s no secret that a campaign mode really has no dialog or character development as a normal action-style game would, but JDM puts a well-enjoyed spin on the narrative. The story mode is told through the eyes of a manga (Japanese graphic novel) following you and all the characters you meet on the way. The illustration is very well illustrated and is such a good concept to deliver some narrative and background to your racing/career you partake in. There are 40+ narrative-driven events currently with additional side quests, which may not be the most content for a career-based game, but it’s still very fun and enjoyable. I spend a fair amount of time doing modeling on Blender, specifically automotive work, so I’m very picky when it comes to vehicle models. I can absolutely say these models look and feel very well done and professionally laser scanned for accuracy. The interiors all look detailed and well modeled, giving you immersion for those who play cockpit view. The sounds are obviously all recorded original sounds, bringing every car to life with its unique tones and sounds. A good-sounding vehicle is as important, if notre so, than a good-looking model, and they absolutely succeeded. All the customization options are well made and based on real-life counterparts, giving you the opportunity to customize your ride with unique visuals. The biggest selling point of JDM to me and a lot of other enthusiasts is the fact that it’s a fully open world map based on the Gunma Prefecture (dubbed Guntama in the game). There are over 250 km of roads to drive and explore up and through mountains, little towns, and even some racetracks. On the topic of race tracks, you drift nerds would be happy to hear that Ebisu has made its way to JDM (dubbed Ebigo Safari Park in the game) as well as Tsukuba Circuit (dubbed Tsugoya in the game). The open world is so visually stunning, especially when paired with the active weather system allowing for heavy rainfalls to spice up your driving experience. I am absolutely in love with the open world. I hope many other developers take into consideration that this is what we have always wanted all along. But of course, with all that’s good, there follows some bad. The AI is, well, for lack of a better word, just not good. In races I found myself easily passing drivers but immediately being slingshotted around in a very unrealistic way, causing one of the craziest rubber banding I’ve seen. The same goes for drift battles; following a leader is very difficult because of how slow they drive and not really challenging because of the lack of points they will generate. Another issue I’ve run into, which should change with future updates, was random invisible walls you will run into just driving, which can definitely be infuriating. When driving at night, NPC headlights are very dull and hard to see, making it really difficult to drive fast and cautiously at night. One last huge issue I felt needed an immediate fix is the physics for an AWD car. All-wheel-drive cars react very differently, being very difficult to take corners, and just feel so handicapped, like it was a last-minute thought. There isn’t even a photo mode or replay system. In a game this beautiful, you can’t express it through photos, a basic feature that should be day one for any automotive game. JDM is promising to be a unique experience, but in its current state, I feel they should have spent more time developing it before release. But I have to give them all the credit they deserve because this is such a strong attempt for their first time creating an open-world racing game. They accomplished a lot and can fix all of their problems with tweaking in updates, creating a better experience for everyone. Hopefully Gaming Factory takes into consideration the negatives and improves and continues to update and support JDM, adding content with updates. In the current state, I can’t fully recommend a day one pickup in fear it may ruin some people’s experiences and turn them off to the possibility that this game will shine very brightly with fixes. Until then, JDM will

Review: MotoGP 25

Developer – Milestone S.r.l. Publisher – Milestone S.r.l. Platforms –   PS4/5, Xbox One , Xbox Series S|X,Nintendo Switch , PC (Reviewed) Review copy given by Publisher Before we get into the main portion of this review, I want to explain my history with the MotoGP franchise. I was a big MotoGP enjoyer in the early-mid 2000s during the PS2/PS3 era and slowly shifted interest after. I will not be doing any comparison to the previously released MotoGP 2024, as I have not experienced it, so I will be forming my opinions solely on this entry as its own entity, not as an upgrade/downgrade from previously released titles. It’s no question that previous MotoGP games are very difficult to master, considering the mass difficulty to control a racing bike is hard to translate to any type of controller. This time, they may have made it possible for newcomers to enjoy. From my experience, getting a motorcycle simulator-style experience is very difficult to control because you rely on feel more than anything. But I found myself with a bit of persistence getting better and better and even finding it not too challenging to run laps in, offering a very fatigue-free experience as a casual player. The controls were intuitive, and I did not find myself changing anything from default; everything felt very smooth and natural for a racing game experience. It’s no secret that games built with Unreal Engine 5 are beautiful, and MotoGP is not any different from the others. It’s visually stunning; all of the tracks have very good atmosphere and feel alive. Every motorcycle looks, sounds, and feels different from one another, giving you a different yet similar experience regardless of the manufacturer you choose to ride with. The sounds are very deep and impressive, giving you a very immersive experience when riding in a pack of racers. This year MotoGP has introduced a more arcade controlling experience for those who want to take baby steps into learning the tracks and improve their control before they jump into career mode. They also introduced the use of motards, mini bikes, and flat track racing with 4 dedicated maps for racing, branching out of the normal experience to offer a look into other avenues of motorcycle racing. I had a significant amount of fun racing the mini bikes; blasting through corners on 50cc bikes was a fresh, enjoyable experience to goof off after some real intense racing. Hopefully they lean into this more and give us more experiences and tracks like this. I spent some time playing the career mode, not expecting too much out of it, but I was pleasantly surprised that it’s actually fairly fun and pretty competitive. You get to choose between Moto 2, Moto 3, and MotoGP classes, allowing you to shape your experience to your liking. After you finish your race, you spend time with your tech engineers, giving you the opportunity to adjust the feeling and specs of your bike and how it feels, which feels like a more intuitive and well-designed feature instead of any skill tree type of system. A big part of racing games all boils down to the AI experience you receive. Good AI means you have fair, close racing that gives you a real challenge, but dealing with bad AI is a nightmare. My experience with this year’s AI is fairly mixed; race starts seem to be a cluster of bad driving, especially heading into the first turn, leaving you playing motorcycle bumper cars in some cases. Find yourself ahead of the pack by a good distance? Don’t worry; the AI tends to rubberband a bit, which can be a bit annoying because in some of my races they drive aggressively and run into the back of me, forcing me to wreck. Not all AI experiences are bad; however, you can have a good and difficult race depending on your settings, giving you the challenge that you may actually need to battle hard to maintain or overtake a place. The overall performance of MotoGP 25 was very enjoyable; I was playing maxed out on my 1440p monitor well over 100 fps without any hiccups or issues. Honestly, one of the more optimized Unreal 5 experiences I’ve had, although it’s still not perfect. Lower-end PCs should be able to handle an enjoyable feeling and looking experience without too much loss, of course depending on how old your computer may be. Hopefully they fix some of the small bugs and random crashes you may experience in the early stages, that being one of the main downfalls but also subject to change. As mentioned before, the AI is my other real downside. I hope they adjust the behavior with updates so the experience can be more consistent, especially with how aggressive the AI can tend to be. Of course your mileage may vary here, depending on if they update and change anything before you purchase your very own copy of MotoGP 25. The MotoGP series has a large history starting all the way back to the year 2000 and still gives dedicated enthusiasts a well-rounded experience, including paving a path for those who are new with their new assists. I look forward to seeing hopefully more updates in the future to push the experience even further. Whether you’re returning to MotoGP or this is your first time, you will not be disappointed with your experiences along the way. Milestone has done an amazing job and has brought me back into my love of the franchise.

Review: Supercar Collection Simulator

Developer – Kiki Games Publisher – Kiki Games Platforms –   PC (Reviewed) Review copy given by Developer Within the past couple of years, more “collector simulator” games have been popping up left and right, promising to become different from one another, but is that even possible? The developers from Kiki Games wanted to come out with their own Collector Sim game, but where does it stack up, and is it just the same as all the others? Supercar Collection Simulator, at first glance, looks like a clone of the very popular TCG Card Simulator game that came out back in September, which caught the streaming world and average consumption users by storm. The concept is identical; following the same steps as TCG Card Simulator, you start out with an empty store, buy your first merchandise, and begin to sell. The straightforward gameplay is enjoyable to sit down and mindlessly play for an hour or more when you’re bored. If you’re not new to this category of game, you will instinctively know what to do right away. The theme being around car collectibles (basically Hot Wheels) is a cool niche for some of us who enjoy Hot Wheels or cars in general. There are many different cars in different series to collect and sell as well as race other customers for each other’s cars. I found myself doing more opening and chasing for the high-dollar cars to sell instead of sealed packs at one point; the thrill of pulling high-dollar cars was very entertaining. I played a lot of TCG Card Simulator, like more than I’m comfortable even discussing in detail, so I expected to feel that click right away with Supercar Collection Simulator, but I honestly didn’t.I felt that it was TCG Card Simulator, just different sprites. That’s absolutely not to discredit the people over at Kiki Games, but it’s hard to be an innovator in such a small niche community. The core gameplay is obviously very similar, making it feel like I’m playing a game I already played multiple sessions of. I’m sure if this is your first Collector Sim, you will have a blast and get hooked quickly, but once you play one, you can almost predict the others. The gameplay is still enjoyable and addictive, and the concept of the collector cars being the main product available is fun. All the customer models are the same minus some color combos and a few hair combos, which you begin to see multiple at a time, throwing off a bit of the immersion aspect. Controls are very straightforward and easy for anyone to play since it’s basic and intuitive. The truth of the matter is Supercar Collection Simulator objectively is fun and enjoyable, just like TCG Card Simulator, just a different theme. Ultimately, it boils down to what you prefer as the meat and bones of your Collection Simulator experience. Playability at the moment isn’t the best due to it being an early access game; there’s no current roadmap available, but hopefully the talked folks from Kiki Games push the boundaries and develop new and unique features to bring everyone back.

Review: Wreckfest 2

Developer – Bugbear Publisher – THQ Nordic Platforms –   PC (Reviewed) Review copy given by Publisher The release of the original Wreckfest way back in the beginning of 2014 was an immediate hit for automotive fans of all kinds, quickly becoming a highly rated and well-respected game. Bugbear Entertainment has decided to double down on the franchise and develop Wreckfest 2, the next big release under the franchise. Wreckfest quickly became a household name. Will Wreckfest 2 live up to its older brother’s footsteps? Before anything is even discussed, there are a few disclaimers I want to mention first. This game is another Early Access game, which is becoming more and more normal at this rate, but is it a good thing? Early access is different for others; some see it as good, and some see it as bad. How to see fit is solely based on your preferences. This review is going to be mostly based on the core game mechanics, due to how little is actually available at first. Currently, Wreckfest 2 is so early access that there is no main menu music, photos for the UI, and a good amount of random bugs and issues that some may not want to support at this time. There is currently an issue when even just keybinding a B button on an Xbox controller; it just brings you out of the menu to the previous screen instead. But let’s look past the Early Access Blues and focus on what content is available currently for those who choose to buy now with the future updates in anticipation. Currently available from launch will be listed below: Game modes: 3 maps with multiple tracks: 4 Cars: Other features: Wreckfest is known for absolute carnage and wrecking physics, and they absolutely hit the mark again this time, giving you the sense of caution knowing you can absolutely total out your vehicle if you make one wrong move. I personally enjoy the realistic damage settings more than the normal one, giving you an extra challenge, especially when racing against bots who at this moment tend to be a bit off. The realistic damage not only covers physical damage but also mechanical damage to your engine, transmission, suspension, and wheels and tires, making it more of a challenge to ensure victory. The driving physics are fairly challenging to get used to; it’s a cross between an arcade and a semi-realistic feel, but after a bit of controller sensitivity and steering adjustments, I found a good sweet spot (at least for me). Going from sand/dirt to asphalt does change the traction and driving feel enough to notice a difference but still keeps it very manageable and enjoyable to drive hard through dirt sections on a mostly asphalt layout. Although there are no mentions on the road map listed, I would expect some physics adjustments by the time the full release comes in the future. Speaking of the road map, there isn’t much listed currently, but that could interpret that the community’s voice will weigh their decisions for future updates prior to release and hopefully long after. Currently there is no campaign-style racing since we are limited on maps and cars, but you can access multiplayer lobbies and race against fellow enthusiasts. Mod support is posted as coming with the full release of the game, which is a huge win for most automotive-based games, adding endless amounts of community-driven content. Wreckfest 2 has amazing visuals, and all the tracks have a very detailed and beautiful atmosphere, giving you the feeling of being actually surrounded in those areas. The game does not feel super optimized currently; I was really struggling to get 30 fps on ultra and barely over 75 on high with my RTX 3080. Some lower-end PCs on lower settings should be okay, but don’t expect the highest framerate as well as the best picture quality. I am hopeful there will be optimization in the future for more PC setups and hopefully the Steam Deck. Early Access may be fairly rocky, and content may be pretty slim currently, but I believe BugBear is more than capable of delivering like they have prior with Wreckfest 1. If you have enjoyed the first Wreckfest, this is going to be an easy recommendation for you. If you have never played a Wreckfest game, I suggest picking up the first one and playing through it before picking up the second. As always, buying Early Access is basically a way to give support and show faith in the developers abilities to deliver a final and successful product, so don’t feel deterred by the lack of early game content. I just hope the next release of content gives me a reason to play it significantly more. Wreckfest 2 is another promising automotive-based game, even if the current content is fairly lacking. I believe BugBear will once again produce another classic for everyone to enjoy seriously or casually.

Review: Dragonkin The Banished

Developer – Eko Software Publisher – Nacon Platforms –   PC (Reviewed) Review copy given by Pubisher In the past several years, aRPG games have been making a push into the mainstream game consumer’s diet, with games like Diablo IV and Path of Exile 2 gathering a large player base, especially with the console releases. There has become no shortage of new and fresh aRPGs released. The developers over at Eko Software, published by Nacon, have entered the battle for ARPG supremacy with their entry “Dragonkin: The Banished,” but where does it size up with the competition? Upon your first time playing, you find yourself thrown into the gauntlet, battling through some fairly easy-to-defeat enemies as you play through the 3 available heroes (at this time of early access). The prologue allowing you to try each individual class at a significantly higher starting point in the build is a nice touch, helping you decide your path early on so you know what to aim for based on your respective play styles. My biggest gripe I had been it felt really numb; you can’t really mess up during the prologue, like dying and failing, and there is obviously no looting or access to other skills, so you are basically locked into an on-rails situation. First Impressions leave you with a vague feeling of the combat, which does get a little better once you begin playing as a new build. The three classes are as described: The Barbarian: Following a dangerous traditional ritual, he became a dragon-blood: half-man, half-monster. His supernatural strength and ice powers combined with legendary rage allow him to defeat the toughest enemies. The Oracle: Metamorphosed by the blood of the blue dragon without losing her humanity, she aspires to a world where dragons and humans live in harmony. She uses her electric draconic powers with precision and can amplify them using her visions. The Knight: Trained in combat from a young age, he masters the fire lance with unparalleled skill. His unwavering faith in the Eternal and his unwavering determination make him impervious to any draconic corruption. He presents himself as the light that will banish darkness! Aside from the combat, the visuals are very vibrant and stunning; there is a nice sense of your surroundings, and the design of everything is well-made. The dialog is well done, as well as the audio for the world and characters, which I believe is a strong advantage Dragonkin has above other options. Of course, visuals cannot keep a game alive, but what really can is the active development and constant updates promised by Eko Software to expand their already very intricate and in-depth build system. The building system is, in my opinion, the strongest part of Dragonkin at this current moment because it allows you to upgrade and mix and match powers and skills in a hex-based skill tree where you have to strategically place your abilities to all fit within the allotted space. Each character gives you a completely different chart to fill and develop into, allowing you to experience different combos between the 3 current builds available during early access, giving you the opportunity to experiment outside your comfort play style. One feature I do appreciate is the WASD control instead of the traditional mouse click controls. I have a better sense of what I’m doing, and it adds more control in combat or even just traversing through the main town or the environments. If mouse and keyboard is not your preferred peripheral, you can also enjoy Dragonkin on a controller of your choosing, which also works well out of the box. The performance of the game was actually pretty good and stable; maxed out every setting on 1440p, and I was still getting over 80 fps with basically no major dips through my play through. On lower settings, most low-end computers should have no trouble chugging along as well. There is, however, a large gap in quality; once you start bumping it down, it really makes big changes, so be aware it may not look pretty if your computer is fairly outdated. Dragonkin The Banished definitely is in its infancy stage; when it comes to early access, you obviously can’t expect the full product on day one, but it’s a strong enough start to give you a glimpse into a potentially strong and expansive world. The early access price point (as of the time of review) is $20 on sale, the full price being $25, which is, in my opinion, a very strong and hard-to-beat price for the concept available, and especially if the developers stay on track and continue to support Dragonkin, you can’t beat the price for the content. Early expectations with the combat and the story being a bit dragged on and kind of confusing to follow aside, if you ever played any aRPG game or want to give one a try, this is an easy introduction at an affordable price. In its current state, I can’t fully recommend it to a more serious aRPG consumer, as it may be too early of a stage for those to fully immerse into. I feel there is strong potential for an update and a content-filled future, and I look forward to seeing those updates roll through and continue to help Dragonkin develop a core audience for hopefully a larger future to come.

Review: Turtle Beach VelocityOne Multi-Shift USB Shifter

The sim-racing world has evolved dramatically from its humble niche beginnings. With game-changers like Simagic (2018) and Moza Racing (2021) revolutionizing the market by delivering exceptional equipment across all price brackets, the competition has reached unprecedented levels. And now, a formidable new contender has emerged, promising to disrupt the landscape even further. The peripheral we will be looking at today is Turtle Beach’s VelocityOne Multi-Shift USB Shifter. Included in the package as listed: • VelocityOne Multi-Shift Shifter • H-Pattern Shift Knob • Sequential Shift Knob • H-Pattern Shaft • Sequential Shaft • (4) Cockpit Fixing Screws + Allen Key • Clamp Adjustment Tool • 8ft / 2.5m USB-C to USB-A PC Connection Cable  • 3ft / 1m USB-C to USB-C VelocityOne Race Pass-Through Cable The Multi-Shift offers two shifters in one as well as handbrake functionality, all at the flip of a small little switch on the right side of the peripheral. Depending on which mode you choose, you either use a 7-speed H-pattern shifter, which is your normal manual transmission design, or you can hit the switch, and it turns into a sequential-style shifter, like you would find in a race car, etc. The feeling of shifting the H-pattern with the smaller shift knob gives a notchy and satisfying feel shifting through their gears, giving you feedback to feel when you’re in or out of gear. A notable feature that I am a big fan of is the 7th gear and reverse lockout, where in order to access 7th gear and reverse, you must push the shifter down to initiate either gear, making it harder to accidentally shift into the wrong gear. Switching over into Sequential Shift Mode, the gear shifter is locked in place, only allowing movement forward and backward, ensuring perfect shifts all the time. Switching to the sequential shifter knob, which is a longer shaft and bigger shifter knob, makes the sequential mode feel smooth and removes most of that notchy feeling you would get with the smaller, lighter shift knob choice. I personally use the heavier sequential knob when in the H-pattern mode; the heavier throw and feel is my preferred way, at least in some circumstances like drifting or racing on the touge. A feature included on the Multi-Shift shifter, which may actually sell it for a lot of those who are in the market, is the high/low gear button, which is used for games like American Truck Simulator and Euro Truck Simulator. Coming from my Thrustmaster TH8A shifter to the Multi-Shift, this feature was a very welcomed addition for me; instead of relying on a keyboard input to change my gear range, I can switch right on my shifter. Included next to the High/Low gear button is the Handbrake button, which allows you to switch the shifter into a fully analog handbrake. This feature does work fairly well, but I didn’t find myself using it since I already have a dedicated USB handbrake, but the ability to switch it into a handbrake is a fantastic feature for anyone who may not have one already. Turtle Beach claims the VelocityOne Multi-Shift is built with what they claim is Hall-Effect Magnetic Technology, which will add higher durability and extend the life expectancy of the peripheral. There is a noticeable difference in feeling in comparison to my TH8A, which is more mechanical and harsh-feeling, almost as if it’s assisted and a bit dampened but in a welcoming way. Besides that, it feels very consistent and fairly realistic when shifting gears quickly. I have referred to my ThrustMaster TH8A Shifter as my comparison due to that being my main peripheral of choice for the past several years, but the VelocityOne as of now has replaced it as my main shifter on my sim rig. The TH8A is a barebones, no-frills shifter, no buttons or anything, where the Multi-Shift has the extra options, which I find very welcoming over the TH8A. The Thrustmaster option is a fully metal internal system and exterior, so the quality feels better in comparison to the mostly plastic Multi-Shift, but what it lacks in metal it makes up for in design. The Multi-Shift is a very beautiful design that gives you that straight-out-of-a-supercar look and feel, with the leather shifter boot backlit buttons and carbon fiber-styled plating on the top; it definitely wins in the visual aspect. The TH8A has a very long shifter throw between gears, while the Multi-Shift has a bit shorter of a throw, making the time between shifts a bit faster and satisfying. Now let’s get to the price comparison. The VelocityOne Multi-Shift’s MSRP is $129.99, and the Thrustmaster TH8A MSRP is $199.99. For the price of the VelocityOne, to me it is a no-brainer for anyone who wants to purchase their first nice shifter for their setup; to those who currently own a TH8A or equivalent, it’s an upgrade if you plan on using the high/low feature and regularly switch to a sequential mode and enjoy the style, but to those who only use an H-pattern and have no need for the handbrake or additional features, then stick to your current peripheral. The Multi-Shift being able to be used standalone with absolutely no software needed is amazing, meaning one less potential software to break and cause issues when being used in tandem with other device brands. If you own the Turtle Beach VelocityOne Racewheel, you can use the other included USB cable to plug directly into your wheelbase instead of through an extra USB. You can also use the standard USB plug to connect it to your console of choice, allowing you to switch back and forth with just a single cable. Included with those cables are 4 screws to hard mount your shifter to a wheel stand base, or a very sturdy clamp, which is my preferred way to mount on my setup. I had absolutely no issues; I actually really appreciate the detail of hiding the bolt to tighten the clamp under a flap and keeping

Review: Rally Arcade Classics

Developer – Net2KGames Publisher – Net2KGames Platforms –   PC (Reviewed) Review copy given by Developer The year is January 21st, 1911. Prince Albert I of Monaco forms the very first Monte Carlo Rally, an event initially designed to showcase innovations and advancements in the latest vehicles. Over time, however, it evolved into the high-intensity motorsport we recognize today—rally racing. Known for its grueling conditions, unpredictable terrains, and extreme driving skill requirements, rally racing has cemented itself as one of the most challenging and exhilarating forms of motorsport. Net2kGames embraces the spirit of rally racing and delivers an exciting experience through Rally Arcade Classics, a game that captures the golden eras of rally racing in an accessible, arcade-style format. This game offers players the opportunity to step behind the wheel of up to 64 factory and rally-built cars spanning the 1970s, 80s, 90s, and early 2000s. With a total of 48 unique sections across four different locations, players will experience a diverse range of conditions, times of day, and weather effects. Each race presents different driving challenges, from dirt, gravel, and asphalt to snow and ice. The game’s physics system strikes a fine balance—challenging enough to keep players engaged but intuitive enough to encourage them to push for better lap times. Every track features a global leaderboard, fostering competition and providing constant motivation to improve. The thrill of shaving off mere seconds from a run to climb just one spot higher creates an addictive cycle of refinement and mastery. I found myself restarting races, refining my lines, and applying learned techniques across various courses, gradually improving my skills. The handling model feels distinct depending on the drivetrain—whether front-wheel drive (FWD), rear-wheel drive (RWD), or all-wheel drive (AWD). Each car type provides a fresh experience, demanding adjustments in driving techniques to maximize performance on different surfaces. The depth in vehicle handling adds to the game’s replayability, making every race feel dynamic and engaging. Rally Arcade Classics features five distinct game modes, each offering unique challenges and gameplay experiences: The driving physics evoke a nostalgic feeling, reminiscent of classic arcade rally titles like Sega Rally. Cars slide smoothly while maintaining control, effectively capturing the high-speed, drift-heavy nature of arcade-style rally racing. The game’s car selection is fantastic, with vehicles clearly inspired by real-world rally legends. Each track and location is well-crafted, ensuring a variety of racing experiences without feeling repetitive. A standout feature is the leaderboard system, which constantly provides an incentive to improve. The motivation to perfect favorite tracks and edge out competitors keeps the gameplay fresh and engaging. This competitive yet rewarding loop of self-improvement and leaderboard climbing is one of the game’s strongest elements. Playing on the Steam Deck has been an absolute joy. The game runs flawlessly, with no noticeable frame drops, input lag, or performance issues. Its short rally courses make it perfect for on-the-go gaming—many tracks take under a minute to complete, while others run just slightly longer. This design allows players to quickly jump in and out of races, making it an excellent pick-up-and-play experience. I found myself playing Rally Arcade Classics on my Steam Deck for the majority of my time, whether in bed or while traveling, proving its suitability for portable gaming. Despite being developed by a smaller team, Net2kGames has managed to deliver an impressively polished experience that rivals some larger studios’ efforts. The game feels smooth, well-balanced, and thoughtfully designed right from launch, something that isn’t always guaranteed in modern releases. For that reason alone, Rally Arcade Classics is a game I highly recommend to both rally enthusiasts and casual racing fans alike. While the experience is overwhelmingly positive, there are a few minor areas where I wish for more features—though none are deal-breakers. One such area is car customization. While I understand that keeping cars uniform ensures fair leaderboard competition, having some level of personalization—such as paint jobs, wheels, or minor performance tweaks—could add an extra layer of engagement and longevity. Striking a middle ground between fair competition and customization could encourage further playtime and experimentation. Rally Arcade Classics is an easy recommendation. The game is addictive, thrilling, and well-crafted, offering a fantastic blend of nostalgia and modern accessibility. I sincerely hope Net2kGames continues to support the title with updates and new content because they have built the foundation for something truly special.

Review: Tokyo Xtreme Racer

Developer – Genki Co. LTD Publisher – Genki Co. LTD Platforms –   PC (Reviewed) Review copy given by Publisher Let’s set the scene: you’re an unknown rookie driver who just purchased their first car to drive and race around the Tokyo highway systems, battling their way through multiple teams with the pursuit to accomplish becoming the fastest. The masterminds from Genki Co. have come back to grace us with another iteration of the Tokyo Xtreme franchise, following in the footsteps of its previous releases from the early 2000s. Tokyo Xtreme Racer, like its older siblings, follows the same relative formula that has worked so well in the past and adopts it to a more updated and current state of gaming. Tokyo Xtreme Racer is being released in early access with promises of constant updates and an ever-growing cycle of content to come. I have been a large Genki fan ever since I first played the original Tokyo Xtreme Racer on the Sega Dreamcast, and this experience is no short of a nostalgia trip for me, almost as if I never stopped playing. Upon your first time playing, you’re greeted with three options for your first car to begin your racing journey, immediately being thrown into the action. You’re set out on the Tokyo expressway to begin racing other rival street racers and teams to earn a spot as a legendary street racer. Upon release, there is a vast car list available for you to earn via curating BP, which is earned from winning races along with money to purchase the vehicles and upgrades. Between the large number of vehicles to unlock comes the even larger selection of customization between all the engine upgrades and visual upgrades. Whether you’re into body kits, wheels, paint options, or liveries, there are so many possibilities for you to use and enjoy on your journey. Below is the current car list at launch, which is subject to change with future updates. Daihatsu • Daihatsu Copen Cero 2015 Mazda • Mazda3 Fastback 20S Retro Sports Edition • Mazda RX-7 Type RZ FD 2000 • Mazda Savanna RX-7 Infini FC3S • Mazda Atenza Sport 23Z (GG3S) • Mazda RX-8 Type S 2003 Mitsubishi • Mitsubishi Lancer Evolution X Final Edition • Mitsubishi Eclipse GT 2005 Nissan • Nissan Skyline GT-R (R34) • Nissan Silvia (S15) • Nissan Fairlady Z (300ZX) • Nissan Fairlady Z (370Z) • Nissan 180SX • Nissan Fairlady Z (350Z) Version ST 2005 • Nissan Skyline GT-R (R32) Subaru • Subaru Impreza WRX STI spec C • Subaru Impreza WRC STI V-Limited 2003 • Subaru Levorg STI Sport R 2021 • Subaru BRZ Suzuki • Suzuki Swift Sport (ZC33S) 2002 • Suzuki Cappuccino 1995 Toyota • Toyota Chaser (X100) • Toyota Crown Athlete • Toyota GR86 RZ • Toyota AE86 Sprinter Levin • Toyota Supra RZ • Toyota Mark X 350RDS 2016 Tokyo Xtreme Racers story mode is not one of the most in-depth, rich, dialog-driven racing games out there, but where it lacks in a story, it makes up for in its beautiful visuals and addictive arcade physics. You can sit back and play very casually for however long you feel and put it down and pick it back up wherever you left off without issues. The majority of my time playing has been on my Steam Deck, which runs at a very smooth 60 fps on a medium/low mixture of settings with a fairly good battery life. The experience has been nothing short of addictive and entertaining to pick up and play on the move or in between breaks. Most early access games have a rocky start when it comes to optimization, but even Tokyo Xtreme Racer, which was built on Unreal Engine 5, runs so smoothly in basically every situation it was thrown into. The PC experience is superb, visually stunning when it’s cracked all the way to the max, and the performance stays consistent and very enjoyable, even on lower-end PC setups and handhelds. The biggest downside I felt was the initial grind felt a bit slow, so you do have to stick to it just a bit before you can start enjoying a lot of the customization and cars that the game has to offer, but the work is worth the pleasures. The UI is also a bit of a hit or miss for me; it’s not too cluttered, but I feel like it can be a bit more simplified. I also wish the customization was a bit more detailed; it’s pretty linear currently and limiting. I enjoy being able to really finely adjust a tune, whether it’s my suspension or engine tuning. My last big gripe is that there is no multiplayer, which, in my opinion and many others , is a feature that really shouldn’t be missing in racing games, especially in today’s landscape. Multiplayer would add so much more playability past the story mode and even incentivize others to play more frequently and even bring more eyes onto a niche series. As with every early release game, it’s more of an investment into the future of a game instead of buying a fully complete and polished game, and this experience is no different. Tokyo Xtreme Racer is a very niche game for those of us who enjoy specific racing with these JDM Legends, and it may not be an experience for everyone, and that is completely fair, but don’t sleep on Genki’s catalog of amazing games, especially including this release. Genki is back, and I am ready for the future. To those who have knowledge of this franchise, you will not be disappointed with this release of Tokyo Xtreme Racer, and to those who have never played, now is your chance to experience it in a pure and addictive arcade racer full of content to be enjoyed. Tokyo Xtreme Racer earns a top spot on my recommendations, with hope that they introduce multiplayer into the future landscape of the franchise and branch out a

Review: Assetto Corsa Evo (Early Access 0.1)

Developer – Kunos Simulazioni Publisher – 505 Games Platforms –   PC (Reviewed) Review copy given by Publisher NOTE: The following game is being reviewed in an Early Access State, the game may change after the release of this review, this review reflects the game at the time of publishing. Assetto Corsa Evo has finally sped into Steam’s Early Access after months of anticipation and teaser showcases. As the third driving simulator from the Italian developers at Kunos Simulazioni, AC Evo follows in the tire tracks of their original release, Assetto Corsa (2014), and its successor, Assetto Corsa Competizione (2018). Before we shift gears into a deeper discussion about AC Evo, let’s address some disclaimers and establish our credentials. My gameplay experience is powered by a Ryzen 7 5800X processor, an RTX 3080 GPU, and 32GB of DDR4 RAM running at 3600MHz. My simulator setup includes a Simagic Alpha Mini wheelbase, Fanatec Clubsport Pedals, a Thrustmaster TH8A Shifter, and a homemade wooden DIY cockpit, creating an immersive and highly responsive driving experience. Given that my setup is located away from my monitor, I play exclusively in VR using an Oculus Rift S, though I have also experimented with gameplay outside of VR. While I am not a professional race car driver nor would I consider myself a top-tier sim racer, I bring substantial experience to the table. With over 700 hours in the original Assetto Corsa and hundreds more in iRacing and other simulators, I have developed a solid understanding of what to look for and how to evaluate the overall experience. At launch, Assetto Corsa Evo features 20 unique vehicles and 5 tracks, which can be enjoyed either in solo practice sessions or in customizable races against AI-controlled opponents. Returning to the series is the detailed showroom mode, allowing players to closely inspect their vehicles and admire the incredible craftsmanship the Kunos Simulazioni team has put into these stunning models. According to the roadmap displayed upon launching the sim, future updates will introduce multiplayer, a story-driven mode, and the highly anticipated free-roam feature, promising even more depth and variety for players. The vehicles released with version 0.1 are as follows: • Abarth 695 Biposto • Alfa Romeo Giulia GTAm • Alfa Romeo Junior Veloce • Alpine A110 S • Alpine A290_β concept • Audi RS3 Sportback • BMW M2 CS Racing • BMW M4 CSL • Chevrolet Camaro ZL1 • Ferrari 296 GTB • Ferrari 488 Challenge Evo • Ford Escort RS Cosworth • Honda S2000 • Hyundai i30 N • Lotus Emira V6 • Mazda MX-5 Cup (ND) • Mercedes-AMG GT2 • Porsche 911 GT3 Cup (992) • Toyota GR86 • Volkswagen Golf GTI Mk8 Clubsport Most vehicles listed above have different packages available to drive the Toyota GR86 has Premium Standard (Red Leather package), Trueno Performance, and a Hakone Edition Performance Package variant. Each spec of the cars gives you unique looks and handling making the experience for each trim package unique and a slightly newer and different experience. Another large detail that was a modded feature on the original Assetto Corsa has made its way as a native feature to AC Evo and that is a fully interactive infotainment center for the vehicles allowing you to change driving modes, cluster styles, as well as fully interactive lights for modes and assist. These small details add so much more life to the vehicles, making you feel like there are no limitations to how you choose to drive and interact. Of course, what is a racing game without race tracks? There are only 5 tracks with this initial release, but don’t let that number fool you. These tracks are highly detailed and laser-scanned. The quality absolutely overwhelms the quantity here. Many more tracks will continue to come with all the future updates, as well as multiple different layouts for those tracks. Listed below are the 5 tracks you can experience with this early access release. • Imola  • Brands Hatch • Laguna Seca • Mount Panorama, Bathurst • Suzuka This time kunos has built AC Evo from the ground up using there own new game engine, straying away from the once-used unreal engine. The Kunos engine may be in the infant stage but the visuals that have been already accomplished are nothing short but spectacular. Not only are the vehicles stunning, but each track’s atmosphere is so immersive and high quality you really get the sense of where you are. Now that you’re familiar with some of the features Assetto Corsa Evo has to offer, let’s dive into the details of my experience and evaluate whether it’s worth your investment. Like any game, AC Evo has its share of strengths and weaknesses, and in its current state, there’s a fair balance of both. The force feedback in this game feels so smooth and responsive, putting together all they have learned from both previous Assetto games giving you the ultimate feeling when driving. This is already one of the ultimate experiences on a wheel (Direct drive in my case) you can feel every dip in the road, the corner rumble strips, the grass, wet roads, etc. That being said, it isn’t perfect still, i found sIme of the FWD driving felt abit numba bitll, but i have hiIh hopes that will evolve with time. As mentioned the vehicles are detailed and absolutely stunning visually, but i felt that some of the sounds sounds were lacking and honestly didn’t feel like they were meant for the vehicles, like the ford escort cosworth sounds kinda flat and almost weak, yet the Camaro sounds aggressive and strong like a big American v8 should be. The tracks are a significant boost from previous years, you can tell alot of time and care has gone into ensuring the closest experience to the real track as possible. The weather interacting with the tracks is a huge feature that plans to add so much more to your driving experience, but with the current version I felt it was abit inconsistent with the wet patches. The new tire physics are a major

Review: Bridge Constructor Studio (VR)

Developer – ClockStone STUDIO Publisher – Headup Platforms –  Meta Quest (Reviewed) Review copy given by Publisher Let’s be honest—most of us aren’t exactly qualified to design real-world bridges, and I’m no exception. But that didn’t stop me from feeling an unreasonable amount of confidence in my chaotic, physics-defying constructions. Spoiler alert: they didn’t work quite as well as I’d hoped. Thankfully, ClockStone Studio’s latest installment, Bridge Construction Studio VR, lets you live out your bridge-building fantasies (and failures) in virtual reality without risking real-world disasters. I dove into this addictive yet maddeningly challenging game using a Quest 2. While I couldn’t test the mixed-reality mode exclusive to the Quest 3, it looks like an exciting addition for those lucky enough to own the newer hardware. Even without it, the game offers plenty of opportunities for creative problem-solving—or in my case, creatively watching things collapse in spectacular fashion. Upon entering the Construction Studio for the first time, you’re greeted with a tutorial that covers the essentials of bridge-building, allowing you to get your vehicle across safely and continue its journey. While designing a sturdy bridge might seem daunting at first—especially if you’re new to the bridge construction genre—the tutorial does an excellent job easing you into the mechanics. It guides you step by step, even starting you off with a partially built bridge to complete, helping you apply the same principles to your own designs. There are 70 different bridge puzzles to be completed over many different environments and challenges along the way. You can choose to play along and follow the budget given to earn a special reward for every complete scenario. Bridge Constructor Studio is the perfect pick-up to play when you have some time and put down at any time or play for longer sessions due to the comfortable nature of how the VR is implemented into the game. If you master the art of bridge building, you can create your own scenarios as well as choose different locations, vehicles, and objects to build your own scenarios with up to 40 saves at once. The only notable downside I encountered was the need to frequently adjust my sitting position in each scenario. While it wasn’t a dealbreaker or something that significantly detracted from the overall experience, it did add a small layer of inconvenience. These adjustments, though minor, occasionally interrupted the flow of gameplay, especially during more intricate building moments. That said, it wasn’t enough to dampen the fun or immersion, but it’s something to keep in mind if you prefer a completely seamless VR experience. Bridge Constructor Studio is a very enjoyable experience for those who enjoy puzzles and a really easy VR game to introduce to someone new without them feeling any motion sickness. Just like the several other bridge constructors, it’s addicting and relaxing to play for countless hours at a time. Clockstone Studio once again makes something so specific, like building bridges, so fun.