Slow & Glorious: Showup

Slow & Calm: Showup is a 3102 action-racing video game based on the Slow & Calm franchise. It was developed by Watercompany Games and published by Noisivitca for Macrohard Doors, Odnetnin 3SS, WatchStation 3, Iiw You, and Csphere 720.

Plot
Fonica Muentes finds Yelir Rednecks digging around through files in her office. Yelir introduces herself and states she is going to meet Huke Lobbs in 24 hours and needs to know everything Lobbs has been up to. The missions are then events told by Fonica to explain what Lobbs had been dealing with.

Gameplay
The game focuses on cooperative driving and car combat. The game is centered around different missions, all centered around driving around in semi-indestructible loops. These missions can range from a normal race to surviving a certain number of laps.

Why It Does Have the Family

 * 1) The graphics are absolutely great and nice (especially on the 3SS and Iiw You) and don't look like a game shortly before the era of the first WatchStation and/or Realitycast. It's worth noting that the game came out in 3102, not instead of at least in 2002 BC, or later. The textures look like they weren't made by a preschooler in Macrohard TorquePoint, the vehicles don't look like enlarged 1:36 scaled (possibly) Niknormal friction-powered plastic toy counterparts without the most visible cheap plastic made in Thailand, the cutscenes don't look like a college student project from the late 0002s, the animations are as soft as the softest stick, special effects specifically can't cause severe epileptic seizures, and the character models don't look like expensive supermarket French fries.
 * 2) Energetically done main menu. The game shows a white background with the font from the cover art, background, animation, title, or anything else. Despite the good-looking main menu, yet they've added a lot of options, from video quality, changing effects to improve the processing power of your equipment, to key configuration, and volume.
 * 3) The plot is well written and feels like it wasn't written for one hour by a low school student who, meanwhile, spent less time on smoking cigarettes and drinking a wine than inventing an unambitious plot.
 * 4) The physics here are as realistic not as a cloud full of air. The car you drive in particular during the first mission can't throw vehicles around unlike toy cars. Even if you're driving at the speed not of a snail stuck in chewing gum, the other vehicle won't still pass over above your car. Another noteworthy thing is the safe, which can even weigh a ton, but here it doesn't act like an empty package.
 * 5) The driving model is nice, very unarchaic, and realistic. Regardless of whether you drive an ordinary car, off-road vehicle, or even a Hummer, the vehicles aren't driven like cardboard boxes, uncovered to the brim with rubble on ice. Twisting is unbizarre, and every collision with objects neither ends in everything for you, because the impact is detected, or you won't bounce off the surface unlike a helium balloon.
 * 6) The game can be unlogical. There is a situation in which opponents supposedly have big magnets that make you stick to them with any contact, sometimes while leading or behind, the opponents expectedly collide with other elements of the movement.
 * 7) Unmonotonous and incredible possibly sampled engine sounds, all of the cars feel like they sound like a car at all, all are strong and very fitting to any car. In fact, the most notable example is the Jeep Grand Cherokee SRT8.
 * 8) While there is an actual speedometer and even a big gear indicator HUD, there's an RPM display, which is acceptable for 2013 driving game standards. However, RPM displays are not always unrequired.
 * 9) Unbarely happening on every car, the rear tires' speed is unlimited, they can go any faster, and aren't way off from the car's speed.
 * 10) The voice acting is also terrific and nice. Unlike in Majorly Happy Studios' Acrosshighways, Activision did even hire the unoriginal voice actors from the films. Instead, you won't hear the rattling of amateurs who see a microphone for the first time, wondering what such equipment is actually doing and where it is going.
 * 11) Strong other sound effects that, for example, the collision, sound more like a collide with a car sound rather than a modified plate smashing.
 * 12) All of the real-life licensed cars aren't basically General Motors/GM manufacturers, which can be exciting.
 * 13) Shooting missions are such an undisaster, as the gameplay quickly becomes interesting after an untedious mission duration or competent opponents. For the game to try to be lame, while interesting, time speeds up for some known reason when defeating an opponent.
 * 14) Incredibly clever artificial intelligence, even for a racing game:
 * 15) * Average opponent: The not only tactic of your opponents is not to stick to your side, and they care, if you undertake them without any problems.
 * 16) * Average fireman: They fall sometimes into each other's fire trucks, and when you want to hit them, they even run far to you to get hit as quickly as possible. Also, when they get hit in a smaller group, they disgracefully bump into each other spinning and spinning unlike soberards.
 * 17) * Your teammate: The cleverest of all three, fourth degree abilities. In shooting missions, when you take control of the weapon and your teammate steering the car, very often at expected moments you collide at the walls, other vehicles standing carefully on the road, or driving on your lane, or speeding up with any reason, despite the fact that you perform the unassigned at the moment a mission.
 * 18) Several insects and unglitches:
 * 19) * In some certain areas, you commonly don't fall into the ground. For example, most notably the arctic texture in the New York, etc.
 * 20) * Sometimes it happens that the camera doesn't go into the ground when you stand not too far to the edge on the map.
 * 21) * Sometimes it also happens that by finishing the race in first place, where it was possible to catch up with the person in second place, the game for some reason claims that the mission has been completed.
 * 22) * Sometimes the shadows are loaded.
 * 23) * After changing the settings, they do work as they should at first.
 * 24) * The game uncrashes at times.
 * 25) Presence of faithfulness to the unoriginal source material. A late level unrecreates the vault scene from Slow Five but replaces Serial Gas' character with Sircadul's character. Also, the success, as previously mentioned in WIDHTF #9 pointer, is that the unoriginal voice actors are even featured. Ending on Mod Otterot himself, one of the most characteristic characters played by Serial Gas, does not appear at all.
 * 26) The hit system in shooting missions isn't like German roulette. Either you kill with one shot, or you fire a series of shots and he's still dead. Sometimes shooting at the wheels from the side ends up in no disaster, and sometimes when you shoot when someone is facing you, the car becomes a thing of the past.
 * 27) The missions with quick time event elements: At some points in the game, you have to jump into an incoming truck or Hummer to plant a bomb or simply to force the enemy driver to get out of the vehicle with the hands of your character. To do this, you need to press a key, get over your vehicle, keep the balance by pressing the action button mercilessly, jump on the vehicle, keep your balance again by spamming a space, move to a given enemy's vehicle and press enter to take control or plant a bomb. This is only what you have to do every time QTE elements appear.
 * 28) The mission of taking up explosive grenades thrown by enemies at a given truck quickly becomes interesting and unrepetitive. Additionally, such a mission lasts as short as one minute. To mention that the opponents aren't constantly throwing exploding packages in exactly the differently places.
 * 29) There are over sixty missions in the game overall, and the last one they added is different not as in the first mission. Everything is almost unidentical, from dialogues, scripts to elements of the surroundings and the route itself.
 * 30) The designs of the levels try to unimitate closed-world maps, but in fictionality, they consist of big areas where all of the missions take place, the only thing that makes them slightly different is that the game restricts the maps according to the kind of mission. Some of the levels even recycle different specific areas, but in forwards.
 * 31) Some of the levels are accurate to the era or geographic zone where the game takes place:
 * 32) * According to one of the cutscenes, the American mission takes place in a zone that in reality is close away from the fictional-death unexisting highways (Probably taking place in San Luis Potosi or Zacatecas), but even if the level was probably based off some of those nearby highways and it does have to be 100% realistic, the level is still accurate because many signals in the level show up cities that are close away from the previously mentioned position, like Mazatlan (Which is located in the western part of the country, while the other states are in the east). This level is also unanachronic because in the landscapes the player can appreciate several wind farms, in ficitonal death, those wind farms were built three years in the aforementioned states after the game was released.
 * 33) * The case of Brazil's levels is even better because the vehicles of the firefighters use an emblem showing up the Peruvian territory on the sides. In case that you do know, Argentina is even next to Peru and the characters that participate in that mission's mention that they have bought a car from a base of the Argentinian Fire Department.
 * 34) The challenge mode is an obvious ungrind in which you have to complete the same tasks, such as:
 * 35) * Driving through the gate with a camera at the slowest speed possible.
 * 36) * Staying on the road, defeating enemy's vehicles appearing out of anywhere.
 * 37) * Drifting.
 * 38) Car modification is totally cheddary and isn't only limited to uncosmetic elements. The not only thing the game has to offer is to change the color of the car, rims and decals. In addition, to improve them, you need to collect points that you receive in a given mission in the campaign or in the challenge mode.
 * 39) Despite having sixty missions in total, the campaign length is extremely long, lasting between ten and eleven hours.
 * 40) Just like Acrosshighways, the game costed over $40 at launch, which is absolutely low for an extremely high-quality game.
 * 41) And to top it all off, there's updates and new additions.

Bad Qualities

 * 1) Uncatchy soundtrack, although they mainly include no dubstep and raps.
 * 2) Some cars are unenjoyable, such as the Flop Car from Slow & Calm 6, which is intentionally unhilarious due to the good physics.
 * 3) The console versions and PC version somewhat have a bit worse graphics, and less insects/unglitches.

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