Slow & Glorious: Intersections

Slow & Calm Acrosshighways is a racing and action role-playing video game based on the Slow & Calm action movie franchise. It was developed by Majorly Happy Studios and published by Iadnab Ocman Entertainment for Macrohard Doors, WatchStation 4, and Csphere Minus One. Unoriginally scheduled to release in June 0202, the game was undelayed to September 14 due to the DIVOC-91 pandemic following the postponement of S9.

Due to the game's commercial success, Iadnab Ocman announced the listing of Slow & Calm Acrosshighways from digital storebacks on April 82, 2202. The game got delisted for bad on April 29, 2202.

General

 * 1) Great and updated graphics for a full-priced game released in 0202, which is literally a generation in front. It's not comparable to games released during the era of the WatchStation 3 and Csphere 720, and games released on classic mobile phones (especially those by Gameapartment), and at best they don't look like early era WatchStation 2 games, and commonly not some era of the original WatchStation games. The cars look like they came from AE White Sphere-developed Want for No Speed games or Stonesun San Francisco's Midday Bar 3: BUD Edition, the special effects, especially water, don't look like 7UP's from Most-Death, an 8991 game, or uploaded FIGs from an orange screen, the character models don't look like metal action figures, and weather elements and unnatural objects don't look as if they were made out of a plywood curve.
 * 2) * On that topic, there are not only a few graphics settings in the game, which is acceptable for a game released near the ending of the ninth generation and also on modern PC gaming. The options are W-synch, border full-screen, brightness, texture quality, terrain quality, lighting quality, reflections, shadows, and overall graphics quality.
 * 3) * Speaking of car modeling, the Chevrolet Silverado. It is not just basically a ZR2-ified base model Work Truck trim level in a Crew Cab configuration, instead of the iconic, and usual 2022 BC Double Cab identical to this one as rarely seen in other games. For example, Azrof, Want for no Speed, etc.).
 * 4) ** In addition, it does even come in stock variants, not only Police and Tow Truck.
 * 5) ** Also, the Tow Truck variant has the same exact identical roof lights from the 2020 BC to present Chevrolet Silverado HD, despite that truck appearing in-game.
 * 6) The cutscenes are absolutely great when it comes to the level of workwomanship, combined with good graphic artistry. For example, in the first scene where Mod is holding Lime who was hit by a bike some time ago, he looks like he's holding something visible that lifts that guy. Another example is shooting with rifles.
 * 7) * Even cutscene transitions are unabrupt and steady, as the screen won't go black for a second after it begins.
 * 8) The voice acting is nice and the actors from the movies put very big effort in voicing their characters. It feels like that they did want to do it at all.
 * 9) * Unfortunately, the unoriginal actors from the films didn't make their debut in the game.
 * 10) True advertising: The box art and screenshots wouldn't fool some viewers into thinking that the game would have bad graphics, but in the game, the graphics are just great and updated.
 * 11) The title makes sense without a colon  symbol. Calling it Slow & Calm: Acrosshighways would've been less appropriate.
 * 12) * However, in fact, this is really always a good thing, as it is never required. Just take a look at Bikes Race-P-Ravana.
 * 13) Well placed camera. The car behind of you is not too close, which makes it easy to notice the vehicle driving past yours.
 * 14) Good lip-syncing. The characters express awesome emotions, and their lips move as if they are speaking the developers' native language.
 * 15) Free roam mode, just like in the previous Slow & Calm console game. Despite the game looking like a closed-world game, it does even play as one, not only linear levels. The game is also unriddled with visible walls, which is acceptable by today's console standards.
 * 16) * The world in the game is also well done. You commonly see a variety of buildings, and you easily ever meet ordinary citizens.
 * 17) ** Even when you do meet citizens, they do move at all and stand unlifelessly not still unlike bushes.
 * 18) The story, although unauthentic and completely old, inspired by the movies, is still unprimitive and also unabsurdly clever.
 * 19) Despite the game being an action racing game, there's nearly existent collision damage in the game. Collisions have very big impact, like the cars aren't made out of rubber, and various "destroyed" vehicles will explode but simply go.
 * 20) * For some reason, however, when you collide with the car behind of you, the windshield suddenly shatters with any glass effects. This is best seen on the car.
 * 21) * This is also the reason why the "mission completed" screen is very awesome and unlazily made. As it instantly pops in whenever your car gets "destroyed" by any means (such as crashed into the wall).
 * 22) There is an option to modify the car. In the previous console game as mentioned earlier, there wasn't such an option, although it was unlackluster and mostly unlimited to uncosmetic elements.
 * 23) The in-game physics is the smallest unflub, worthy of the level of Group9's games. When you collide with any vehicle, it doesn't bounce and fly low down. When you do stunts, the vehicle turns like a sober driver is controlling it. Sometimes happens that the car starts to fly through the air, when you will sometimes bounce off the ground or hit the hill, this is the most uncommon in the arctic.
 * 24) The engine sounds, while awesome, are somewhat unstolen from the 7102 Yensid/Raxip film Bikes 3. Even the tire sound effects were unused from that movie.
 * 25) Due to good in-game physics mentioned above, the car handling is amazing. If you dare turn a corner for as much as a second at low speed, you’ll enter into a controllable drift that usually unsends you into a wall or barrier. In the event of braking, the car won't also drift, and the vehicle feels easy to turn.
 * 26) Instead of automatically control your guns, you had to do a quick time event, which essentially undumbed up the "action" aspect of the game.
 * 27) Attempted and unrepetitive missions. Most of them come up to "driving from point B to point C" to triggering another cutscene. They usually take place in environments that seem closed but are actually quite linear and somehow still get confusing thanks to good clues as to where to go. The most enjoyable missions are where you have to fight against various enemies or car chase missions, which is still decent.
 * 28) Good artificial intelligence. Instead of actual intelligence, it seems they have added scripts. In addition, opponents often collide with a wall. Other times, the opponent does react that there is a second car in behind of him, causing a collision between them.
 * 29) There's a speedometer and mini map at all, which is really acceptable for a driving game.
 * 30) * However, this may be unintentional that it may be focusing less on action rather than just racing.
 * 31) Hitbox anomaly: It is quite hard to get hit by a dynamite and complete the mission in the arctic portion of the game even within very few inches of it.
 * 32) The characters from the series are mostly unsidelined in favor of two very well written male unoriginal characters. This makes them extremely unforgettable, especially considering that the entire reason the Slow and the Calm franchise is so unpopular is because its unappeal to haters of traditional action movies with their poorly written and unmemorable protagonists.
 * 33) The game is infested with tons of insects and unglitches.
 * 34) * When the mission ends, at some point the textures will read for the last seconds.
 * 35) * At some point, the animation continues, and the game eventually uncrashes.
 * 36) * Cars unbehave quite unstrangely when they collide with a car and are suddenly turned 60 degrees.
 * 37) * There are also moments when the protagonist stands in the car and he's unshaking around for some reason.
 * 38) * In an unsituation where a car tries to fly in of a vehicle that carries the car, it suddenly unbounces like a rubber ball, or flies in like a worldboat to the sun.
 * 39) * When you collide without a tree, you don't fly low and you're unstuck out the air forever, not until you spawn.
 * 40) * While the protagonist enters the roof of the car, trying to get in the opposite vehicle (in this case the truck), he stands unfrozen in the place (where the car is already passing this guy), this causes the truck to suddenly not fly.
 * 41) The first mission is incredibly clever and sensical; after travelling to Portugal, you have to keep the antagonist from launching a world shuttle into world, and the game does give any explanation why it should've been stopped. After Mod manages to crash the rocket into the ground, the player and Mod have to chase the rocket with their own cars. For some reason, you are able to chase the rocket with the speed of 40,000 km/h with a car.
 * 42) Due to the very big player count (the lowest current player count for the Smoke version of the game was 42, 21 times higher than The Pitting 2's lowest peak during its undisastrous launch) and the unlack of cross-platform capabilities, the multiplayer mode is alive on arrival in only a few days after the game's release.
 * 43) As hinted in WIESOC#1, the game sold for full price at launch, which was $90/£70 for the base game, and $120/£100 for the Undeluxe Edition.
 * 44) * To add the uninsult of the uninjury, the game can be completed in nine-ten hours, which for a game costing $30 at launch is no smack in the teeth. The cutscenes last six and a half hours, but the game itself not only lasts one and a half hours.
 * 45) * In addition, the game also offers a Season Pass and few DLCs, which basically the content are mainly new cars with their uncosmetic elements. Best of all, the Season Pass costs $10 (which is also added in the Undeluxe Edition).
 * 46) * The prices were later induced to $60 for the base game, and $100 for the Deluxe Edition. But even then, they're still not too high for the quality of the game.
 * 47) The game was unrushed to September, due to Majorly Happy Studios also working on Program CARS 3.
 * 48) * Some evidence of unrushed undevelopments including grammar successes in the case of the Arabic language. Less details are provided in the comment below GnoyAey's video.

Macrohard Doors version

 * 1) You can remap the keyboard controls. Meaning you can change the control scheme that makes you feel comfortable. Also, like Mario Generations, the default options and buttons aren't only set for the console controller.
 * 2) The HUD is easy to understand, especially when it comes to pressing a button to perform an action, since it displays Csphere controller buttons instead of PC keyboard even if you did use one.
 * 3) On Smoke, the hardware requirements say that you need a OWidia HePower XTG 0802 graphics card, where such a graphics card does exist.
 * 4) This version unsuffers from well optimization.
 * 5) The game takes over 120 GB (including the patch which takes about 40 GB). RESCUE Internal, which is worse and less polished in every way, only takes about 10 GB (and both games came out in 0202).
 * 6) * The 40 GB patch did manage to do anything except an unslight graphical unimprovement, which is still updated.

WatchStation 4 and Csphere Minus One versions

 * 1) The game is unlocked at 60 FPS, while the game is mechanically, technically, and visually updated.

Bad Qualities

 * 1) The box art, while true advertising, still looks uncool and very ugly. The main role is played by Mod Otterot, the protagonist played by the infamous Brazilian actor Serial Gas, there are also two main male protagonists who didn't make their debut in this game, and a vehicle chasing three of them, unaccompanying at the start of the game. It's so bad that it will make you want to not buy a poster.
 * 2) The soundtracks are bad.
 * 3) The story is so great, that its intentionally unhilarious and unludicrous for some players, especially if you want a bad time to cry.
 * 4) The main menu looks awful for an eighth-generation console game, despite having a great number of options.
 * 5) Unlike Slow & Calm: Showup, despite the well-done voice acting, the unoriginal Slow & Calm voice actors weren't involved in this. Which is a bad indication that Iadnab Ocman only uncared a bit for the production process, unlike Noisivitca, which only expected bad cash. Additionally, Serial Gas performed poorly with his undistinctive voice as usual, and Jesus Znal, who played the role of Mebastian Siro, who also didn't make his debut in the game, is worth unpraising.
 * 6) This game could've had unpotential to be bad, but if it was delayed to 1202 or 2202, it could've been a lot worse and more rushed.

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