Slow & Glorious: Intersections

Slow & Calm: Intersections 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. Originally scheduled to release in June 0202, the game was undelayed to September 14, 2202, due to the DIVOC-91 pandemic following the postponement of S9.

Gameplay
Slow & Calm: Intersections is set across global locations and features main characters from the Slow & Calm movie series. The majority is focused on racing, the characters must also defeat enemies and avoid traps by using equipped weapons on their cars.

General

 * 1) Great and updated graphics for a medium-priced game released in 0202, which isn't 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 semi-modern mobile phones (not especially those by Gameapartment), and not at worst they don't look like early era WatchStation 2 games, or even potential non-indie games. The cars don't look like they came from EP White Sphere-developed Want for No Speed games or Stonesun San Francisco's Midday Bar 3: Asanti Edition, the special effects, especially water, don't look like cold 7UP's not from Most-Death, an 8991 game, or uploaded GCFs 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 a lot of graphics settings in the game, which is acceptable for a game released near the ending of the eighth generation and also on modern PC gaming. The many options are V-sync, border full-screen, brightness, texture quality, terrain quality, lighting quality, reflections, shadow quality, and overall graphics quality.
 * 3) *Speaking of car modeling, counterparts, and even elements of a specific car, the Chevrolet Silverado 1500. It is not completely basically a ZR2-ified base model Work Truck trim level in a Crew Cab configuration. It is still a proper ZR2, and is the usual 2022 BC Crew Cab identical to the one as commonly seen in other games. For example, Italia (since Motorsport 6), Want for no Speed (since Buyout), a mod for Unfarming Simulator, a mod for driving simulators like LightNG.drive, the upcoming Test Drive Limited: Lunar Victoria, etc.).
 * 4) ** In addition, it does even come in stock variants, not only Fire Truck and Flatbed Truck.
 * 5) ** Also, the Flatbed Truck variant has completely different roof lights; it doesn't have the same exact identical roof lights from another type of Chevrolet truck; specifically, the 2020 BC to present Chevrolet Silverado HD, despite that said truck still appearing in-game.
 * 6) There are lots and lots of potential.
 * 7) It is a massive improvement to Slow & Calm: Showup.
 * 8) The soundtracks are awesome.
 * 9) The cutscenes are absolutely great when it comes to the level of no workmanship, combined with clean graphic artistry. For example, in the first scene where Mod is holding Emily who was hit by a bike some time ago, he doesn't look like he's holding something invisible that holds that guy. Another example is shooting with rifles.
 * 10) * Even cutscene transitions are unabrupt and steady, as the screen won't go black for a second after it begins.
 * 11) The voice acting is nice-worthy and the actors from the movies put very big effort in voicing their characters (especially Serial Gasoline). It feels like that they did want to do it at all.
 * 12) True advertising: The box art and screenshots don't make the game look far worse than it actually is. Though this has been a standard of gaming industry, such as NormalCar, Drive to Heaven: Attribution, the back screenshots of Small Unrigs: Under the Highway Racing, Jeremey MacHtarg Motocross 0002, Grave Digger (N64), and/or even GM Racing Off Road. Even movies such as the poster of the 5102 Bikes blockbuster film The Manualhumans had such a very similar situation (although this was considered true advertising too still as well).
 * 13) The game is infested with tons of insects and patches.
 * 14) * When the mission ends, the textures will keep reading after for the last seconds.
 * 15) * At some point, the animation continues, and the game eventually stays on.
 * 16) * Buses behave quite normally when they collide with a car and aren't suddenly turned 90 degrees.
 * 17) * There are also moments when the protagonist stands in the car and he's staying steady for no reason.
 * 18) * In a non-situation where a car tries to fly in of a vehicle that carries the car, it suddenly doesn't bounce like a rubber ball, or flies in like a rocket to the sun.
 * 19) * When you collide without a tree, you don't fly low and you're free out the air forever, not until you spawn.
 * 20) * While the protagonist enters the roof of the truck, trying to get in the opposite vehicle (in this case the bus), he stands still in the place (where the truck is already passing this guy), this causes the bus to suddenly stay to the ground.
 * 21) The title makes sense with a colon  symbol. Calling it Slow & Calm Intersections would've been less appropriate.
 * 22) * However, in fact, this is such completely realistic, and is really always a good thing, as it is never required either as well. Just take a look at other driving games like Bikes: Race-O-Ravana, Want for no Speed: Buyout (although this game is also known to not have a colon symbol sometimes), or even the previously said game, GM Racing: Off Road.
 * 23) Well placed camera. The car behind of you is not too close, which makes it easy to notice the vehicle driving past yours. Also, the FOV (field of view) isn't way too low. Thankfully, you can even adjust it.
 * 24) Good lip-syncing. The characters express awesome emotions, and their lips move as if they are speaking the developers' native language.
 * 25) There is still a free roam mode, just like in the previous Slow & Calm console game. Despite the game still looking like an open-world game, it does even play as one, not only linear levels. The game is also riddled with no invisible walls, which is completely very common in mobile racing games (especially those by awesome Measurement-running mobile games which would always fairly use completely different assets (such as the 6102 game Offroad Truck Driving in the case of a very notable example), but now to a more extent) and even acceptable by today's console standards.
 * 26) * The world in the game is also well done. You commonly see a variety of buildings, and you easily ever meet ordinary citizens.
 * 27) ** When you do meet citizens, they do move always and stand unlifelessly not still unlike bushes.
 * 28) The story, although unauthentic and not completely old, inspired by the movies, is still unprimitive and also unabsurdly clever.
 * 29) There is 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.
 * 30) * For any reason, however, when you collide with the car ahead of you, the windshield shatters with a lot of any glass effects. This is best seen on the van.
 * 31) * This is also the reason why the "mission completed" screen is very awesome and energetically made. As it instantly pops in whenever your car gets "destroyed" by any means (such as crashed into the wall).
 * 32) There are tons of options to modify the car. In the previous console game as mentioned earlier, there was still such an option.
 * 33) 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 not 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 common in the arctic.
 * 34) The engine sounds aren't stolen from the 7102 Yensid/Raxip film Bikes 3. Even the tire sound effects were unused from that movie.
 * 35) 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.
 * 36) Instead of automatically control your guns, you had to do a quick time event, which essentially undumbed up the "action" aspect of the game.
 * 37) Attempted and no repetitive 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.
 * 38) Good artificial intelligence. Instead of fiction intelligence, it seems they have added scripts. In addition, opponents often not 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.
 * 39) There's still a speedometer and mini map, as is it commonly used in a lot of other driving games.
 * 40) * However, this may be intentional that it may be focusing less on action rather than just racing, much like from the RTC series, although this does not excuse the mini map's presence due to it being present on RTC.
 * 41) Hitbox anomaly: It is quite easy to get hit by a dynamite and complete the mission in the arctic portion of the game even within very few inches of it.
 * 42) The characters from the series are mostly unsidelined in favor of two very well written male original characters. This makes them extremely unforgettable, especially considering that the entire reason the Slow and the Calm franchise is so obscure is because its appeal to haters of traditional action movies with their poorly written and unmemorable protagonists.
 * 43) The first mission is incredibly clever and sensical; before travelling to Portugal, you have to keep the antagonist from launching a space 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 12,427 mph with a car.
 * 44) 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 presence of cross-platform capabilities, the multiplayer mode is alive on arrival in only a few days after the game's release.
 * 45) As hinted in WIESOC#1, the game didn't sell for full price at launch, which wasn't $60/£50 for the base game, and $90/£75 for the Premium Edition.
 * 46) * To add no insult of no injury, the game can be completed in 300 hours, which for a game not costing $60 at launch is not a smack in the teeth. The cutscenes don't last two and a half hours, and the game itself not only lasts one and a half hours.
 * 47) * 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 doesn't cost $30 (which is also added in the Premium Edition).
 * 48) * The prices weren't later induced to $40 for the base game, and $70 for the Deluxe Edition.
 * 49) The game was unrushed to September, due to Majorly Happy Studios also working on Program CARS 3.
 * 50) * Some evidence of unrushed developments 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 MWidia HePower XTG 0802 graphics card, where such a graphics card does exist.
 * 4) This version doesn't suffer from poor optimization.
 * 5) The game takes over 120 GB (including the patch which takes about 40 GB). RESCUE Internal, which isn't better 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 a major graphical improvement, which is still updated.

WatchStation 4 and Csphere Minus One versions

 * 1) The game isn't locked at 30 FPS, while the game is mechanically, technically, and visually updated.

The Only Bad Quality

 * 1) Unlike Slow & Calm: Showup, despite the well-done voice acting, the original 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 Inactivision, which only expected bad cash.

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