Fuel – Review (Review, Review). Reviews – Fuel What it looks and sounds like

A few months ago, the developers of the arcade game FUEL proudly announced that in their project, racers would be able to drive around huge open spaces. The authors nevertheless kept their promise and drew 14,500 square kilometers of roads. It sounds tempting, seems like something stunning, but it looks... just terrible.

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A few months ago, the arcade developers proudly announced that their project would allow riders to roam through vast open spaces. The authors kept their promise and drew 14,500 square kilometers of roads. It turned out to be a kind of small town in the post-apocalypse. It sounds tempting, seems like something stunning, but it looks... just terrible.

Fir trees, sticks, dense forest

You won't believe it, but a plot still crept into this awkward set of missions called. The future is in the distant future, the world has experienced several global catastrophes, as a result of which many animals became extinct, and all hints of a once developed civilization disappeared from the face of the Earth. Gold, dollars and even euros depreciated, giving way to a new currency - gasoline. People who miraculously escaped the apocalypse fight each other for the possession of fuel. It turns out that the world of the future lives according to some ridiculous laws - drivers compete to earn gasoline, and they receive gasoline in order to compete.


The advantages in the game have to be looked for with a magnifying glass, but the disadvantages, on the contrary, lie on the surface. It is not entirely clear for whom the developers created such huge spaces - vast fields, high mountains and hundreds of kilometers of roads, if only rare neutral trucks drive along them, rivals who have appeared from nowhere, and numerous tumbleweeds. The situation is much the same with racing. Remember, the developers promised that we would have to complete some races in 15-30 minutes of real time? In fact, it turned out that these were single forced marches across half the map to the checkpoint. The goal of such a mission is simple and primitive - to get to the checkpoint, having covered dozens of kilometers. The reward is a useless trophy or some kind of coloring for a car. By the way, inside the car there is a GPS navigator and an interactive map.


Between races you can travel not only on wheels, but also faster - with the help of a helicopter, which will kindly deliver any car to the starting point. However, at first this function is not available at all or only partially available, because the entire huge territory is divided into 19 zones, and you can only move the aircraft within the open area. Therefore, in order to get the freedom to choose races, you will have to explore the whole world at least once. And this is a very boring task...


It could be more fun if the developers made full-fledged physics, and not its pathetic imitation. Here you cannot be one hundred percent sure whether a car will drive through a bush, or stop after crashing into it, or how high the car will jump if it hits a small bump at speed. Plus, the abrupt and unnatural change of day and night is annoying. unknown to developers...


Everyday life of truck drivers

With the choice of cars, things are much better - the game features more than 70 cars, among which there are not only trucks, but also motorcycles, ATVs, sports cars, outlandish race cars and others. New vehicles can be purchased for fuel, but they cannot be improved. The competitions are held in one class, which means you won’t see a ridiculous race between a tractor and a bike.


Born to crawl cannot fly

One day, the publishing house Codemasters, looking at the work of a team of French game makers, shook its head disapprovingly. And it said to the developers: “Forget about your car simulator Grand Raid Offroad, now you will make arcade racing.” He who pays calls the tune, and therefore the workers from Asobo Studio, who “distinguished themselves” with the recent release of Up: The Video Game, set about creating Fuel. While the creation process was underway, the project was tirelessly advertised. There were stories of incredible weather effects, including tornadoes, large numbers of cars and a huge post-apocalyptic world. So huge that even before release the game was included in the Guinness Book of Records for the largest virtual territory, covering an area of ​​14.4 thousand square kilometers. And so, this ambitious project was released. Now we will tell you about it in detail.


Action in Fuel takes place in an alternate reality, where neglect of Mother Nature has brought its bitter fruits: America has been subjected to global warming and multiple natural disasters, preventing the normal existence of the continent. Everyone who didn't die left safely. All that remains are crazy racers, fighting tooth and nail for the remaining fuel (hence the name) for their iron horses.

Information about the plot can be gleaned from the Internet, the back of the disc box, but not from the game itself. Such a miscalculation leads to a lightning catastrophe. The local currency - fuel - is displayed with the usual number in the corner of the screen and is perceived as ordinary money, and, in addition, there is no fuel consumption when driving. In this situation, the feeling of desperate competition for the last liters of gasoline died before it was even born.



Random record

The developers did not deceive: they created a huge world. The entire territory is divided into nineteen regions and is not immediately accessible, but opens gradually. You can navigate this entire space in several ways - using the main map, mini-map and GPS navigator. Surprisingly, all three means are implemented carelessly and try with all their might to confuse. The worst thing is the satellite orientation system. It was, apparently, produced by a direct descendant of Ivan Susanin and constantly indicates the most inconvenient path to the goal, is always confused in the testimony, and often completely leads to a dead end.

First acquaintance with the vast expanses Fuel intoxicating. Drive in all four directions! Forests, fields, deserts, steppes, mountains and other terrain that make up these same 14.4 thousand square kilometers are based on a high-quality graphics engine Colin McRae: DiRT, and it would seem that everything should look great, but no. The project designers, unbeknownst to themselves, set another record. Fuel can be safely included in the Guinness Book for the largest amount of “copy-paste” in the virtual space. The result is a country of identical trees, cloned bushes, roads, abandoned houses, deserts, etc. and so on. Often, after driving in a straight line for ten minutes, you will notice that the terrain has not changed at all.

Everything around is abandoned and the feeling of melancholy and loneliness persists all the way. The local sun, which oxidizes the color scheme to the point of impossibility, the emptiness of the filling, and the music work for this. Sad guitar plucks do not at all encourage one to fight and explore the world, but on the contrary, they induce drowsiness and the first signs of depression. The only way to counter this is to mute all sounds in the game and load your favorite tracks into the media player.



Breath of hopelessness

Competitions for fuel are scattered around the world Fuel, but there is no point in getting to the starts. You can take part in competitions by simply clicking a button in the main menu. Races don't have much variety: either you need to get from point "A" to point "B" in a certain period of time, then you need to complete several laps and come to the finish line first, and again you need to get from point "A" to point "B", with only that The difference is that along the way you need to pass through control marks. The cars barely crawl, and even at a speed of two hundred kilometers per hour there is no feeling of this very speed. There is a constant desire to turn on nitrogen acceleration, but it is not provided here.

The rivals are not particularly eager to win and, moreover, suffer from herd mentality. An unknown force forces them to huddle together and travel along a route that only they understand. But if you choose a medium or high difficulty level, suddenly, out of nowhere, computer opponents receive a boost of energy, and with it the speed is an order of magnitude higher than yours. The choice is small - to be bored in a company with weak competitors or to struggle with incredibly strong ones.



For the fuel you earn, you need to purchase new vehicles (otherwise access to new races will not open), presented here in an amount of more than seventy pieces. Developers are prone to quantity, but not to quality. Vehicles that cost 10,000 fuel are not much different from those that cost 100,000. After purchase, it will not be possible to properly improve the car, because there are no tuning settings, with the exception of a couple of painting options. There is no trace of the pleasure of driving an expensive car, and the speed and behavior of a truck are almost identical to a car or a buggy.

Changes in the time of day and the quirks of the atmospheric front do not change the weather of the game. It was not natural disasters that became the main enemy of the racers, but indestructible trees and bushes. The promised tornado does not even try to lift objects and cars into the air in order to spin them in its whirlwind. As soon as someone enters a disaster zone, the screen goes dark, and a second later the participant finds himself somewhere nearby, a couple of meters from where he was, resulting in the situation repeating itself. Sometimes up to ten times in a row.



"An ambulance!"

And nothing can save the user from mortal boredom. There is not even an ounce of incentive to do anything. From Fuel They were expecting almost a revolution in the genre, which would remove the PS3-exclusive MotorStorm from its pedestal and become the killer Pure. But it turned out that last year’s story that happened with Far Cry 2, repeats. A high-quality advertising campaign and a cruel deception that was revealed after the release. After several hours spent in the game, a feeling of sadness, alienation, emptiness and utter disappointment arises. A day - and no good doctor Aibolit will save you from depression. Or maybe he can still help? Doctor, urgently!

pros: A couple of positives are marred by negatives.
Minuses: complete lack of motivation; an empty, lifeless world created by copy-paste; stupid orientation system; mournful music; Bad mood; monotonous races; die-hard opponents using cheats; general implementation.

A huge deserted wasteland is all that remains of the once inhabited lands on which American civilization lived. The population abandoned their cities, leaving them to the wind, sun and sand. However, not everyone left. A handful of extreme racers, completely devoid of reason, organize crazy competitions in deserted California. You are one of these “riders”, forced to spend hours admiring the desert landscape behind the glass of your helmet. You can turn off the conventional route and create your own route at any time, but such freedom and the colossal size of the territories come at a cost.

How it all began?

The history of post-apocalyptic Fuel racing began back in 2004. True, the current name of the game did not sound at that time, and the Asobo studio was working on the Grand Raid Offroad project, dedicated to off-road driving. Its release never materialized, but a few years later Fuel appeared on the horizon with the same emphasis on bumpy racing, a variety of vehicles and the beauty of wild landscapes. To add some spice to the old concept, the authors added just a pinch of Armageddon, and to stir up the excitement around their creation, they pushed it into the Guinness Book of Records. Fuel got there as the most global video game with a total virtual territory of over 14,000 square kilometers.

What is it about?

How is it played?

A variety of equipment, a huge territory, post-apocalyptic surroundings, difficult weather conditions - it would seem that Fuel has everything for success. But the developers managed to stumble in the most unexpected place. Having prepared a brilliant basis for the racing, they ruined the racing itself! Firstly, for some reason the Asobo Studio team failed to realize a sane sense of speed. Why the hell display hundreds of kilometers of hills and potholes on the screen if the car drags along them at the speed of an overfed python?

Secondly, it is impossible to navigate normally in the vast space. Displaying a large map every time is inconvenient, and its smaller version is not at all informative. The system of navigation and search for the optimal path in general, it seems, was programmed by Ivan Susanin. The route changes several times per minute, but in the end the sign still leads straight into the sea.

But the entire daring concept of Fuel is knocked out after the third blow. To alleviate the plight of the unfortunate player, the developers have added mandatory races directly to the menu. Thus, the need to travel around the world, study it, getting to the place of the next start, disappears by itself.

What does it look and sound like?

And where to look for consolation after this? In music? Hardly. The mournful, depressing guitar strumming is good for S.T.A.L.K.E.R., where it harmoniously interweaves with the apocalyptic surroundings and sets the mood in the right way. The terrain in Fuel, of course, is also wild, but this does not mean that hurricane (as they were planned) races should take place under soothing guitar strumming. The impression is slightly corrected only by the graphics, which unexpectedly exceeded expectations. Although unattractive in screenshots, the game turned out to be very impressive in real life. Just look at the lighting: the local crimson sunsets are a romantic's dream. Purely “racing” special effects like dust and dirt on wheels are also excellent. But how long can you admire the graphics while turning a blind eye to everything else? An hour, two - no more.

What were we waiting for?

At the development stage, Fuel seemed completely different. The imagination pictured dramatic races in an extremely aggressive environment, where deadly and unbridled elements were raging. In fact, it turned out to be a “car-motorcycle” excursion into a huge, but outrageously empty and static world.

pros

  • High-quality vehicle models and good special effects, especially lighting
  • Huge racing space and the ability to move in any direction

Minuses

  • Fuel is like a five-room apartment without furniture - a lot of space, but no use
  • You can't feel the speed at all
  • A buggy navigation system completely ruins all attempts to get at least some pleasure from the vast territory
  • The developers have a very strange idea about music suitable for racing

Project Fuel is an arcade racing game that gives players a rare opportunity to drive a wide variety of vehicles, even very outlandish ones. After all, on the PC there are other car games with the scope of console fun MotorStorm simply doesn't exist yet. In the half-empty tanks of the new Rydvans, special “golden” fuel is splashing. And we are not talking so much about volatile, high-octane gasoline or kerosene, evoking the spirit of flying romance and nobility, and not even about a hard-working diesel fuel worker - not at all!

The chemical formula of the treasured “Fuel” is the merit of the developers from the companyAsoboStudios, creating under the patronage of the masters of autosim from Codemasters. The recipe for “fuels and lubricants” is extraordinary, and the interactive fun is ambiguous, but definitely worthy of the attention of fans of sports “battles on wheels.” After all, if you believe the genius of the English science fiction writer H.G. Wells: “Those who do not look forward find themselves behind.”

Winding up the mileage on the meter
through the wasteland, crushed by evil tornadoes,
ardent hunters are chasing fuel
They rush in a hurry, wing to wing side by side.

The track tears up the time-worn tires,
someone throws lightning from the sky accurately,
wrecked cars crowd along the serpentine road:
to the left is an abyss, to the right is a branch.

And as soon as you forget, you end up falling.
Smoke rushes into the eyes of black soot -
not sorry. You were always ready for a collision
and your decrepit bigfoot? The Machine God is still with him!

Repair, patch up, and go into battle without a doubt
The thought of victory was firmly lodged in my head:
"Break! To shreds! Without any inclination!
But there is only one law here - hold on to the steering wheel.

Goddy

The Great Wasteland by Asobo Studios

Fuel is, first of all, a post-apocalyptic universe, in which the existence of people has been greatly complicated by the fuel and energy crisis. Racing competitions are the only way (according to the demiurges of Asobo) to survive after the end of the world, earning their daily bread, another spare part, a rusty piece of junk with wheels, or an extra barrel of gasoline. Barrels filled with fuel are, in fact, the main local value and currency. And at the same time, a logical justification for the very need to put the gas pedal of the “iron stallion” to the floor (it doesn’t matter at all what “breed” it is) and “gallop” to the lights of the finishing checkpoint ahead of all rivals. This is actually the whole motivation and intrigue of the game.

Fuel greets athletes rather coldly, assigning only an average, used motorbike for use. During the races, winning victories and traveling across expanses drawn in detail from the map of North America, we gradually acquire local “dough” and buy local “cars”. There is no plot thread in the project, but it’s very, very in vain! Such an atmospheric world gives rise to a bunch of questions for the racers, simultaneously imagining millions of possible stories... Before us is just the world of Fallout, without getting off the car. The lack of narrative outline is an undoubted mistake of the creators, like a spoon carried past the mouth. Yes, the world of Fuel is huge, and the path to victory is thorny - from the previous checkpoint to the next. There are no “transparent concrete” arrows and walls, carefully fenced with a buffer from a pile of painted, old tires. Took off the road - Hasta la vista baby!

First victories and failures of debutants

For any driver, the most important thing is the ability to effectively monitor the road. Fuel virtual chauffeur is no exception. And, despite the fact that finding the camera change button is not at all easy (pressing the right stick of the gamepad), it still has three angles. The authors gave the audience both a view behind the car, far and near, and the opportunity to participate in the race, contemplating the track from the first person.

Camera behavior in racing games is no small matter! It’s not easy to keep the track under your wheels, and there’s really a lot to admire in the Fuel. Today, advances in computer technology have raised the bar for visual design in interactive games to sky-high levels. Car arcades and simulators improve the release from release along with the ventures of other directions. But the strong graphics requirements and competition did not make the comrades from Asobo Studios, essentially newcomers to the racing genre, shake.

America through the eyes of French creators is a rather diverse world, built up with interesting dilapidated objects, which are occasionally repeated. The monotony comes rather from the oncoming traffic, represented only by a couple of types of trucks, every now and then brazenly rolling out towards the user. And their drivers, like the entire human population in the world of Fuel, are not represented by anyone, which is otherwise a normal state of affairs for racing games. It looks strange, but no one bothers. There are no annoying pedestrians, there are no other incidents on the roads. Imagine that people suddenly appeared in the open spaces of Fuel. Considering the size of the locations, attacks on the authors, saying that crowds of clones are roaming the wasteland, cannot be avoided. And the result of the post-apocalyptic kicking nature is compelling. So that.

There were no racing games in the portfolio of French developers before Fuel. Only children's fun, like the adventures of Garfield the cat and Ramy the rat from Ratatouille. But the craftsmen from the Asob team put together an engine program called Asobo Conception Engine specifically for “fuel.” An immense, seamless world, endowed with magical appeal and splendor is the merit of ACE. It is noteworthy that the wide expanses of this arcade (14,000 sq. km) were included in the Guinness Book of Records as the largest territory in the history of interactive fun. Of course, recognition is a harbinger of success, but not everything in the project is so cloudless and serene.

There is also a negative point in the visual design. This is not very high detail textures, masked by “blurred” post-processing. And the vaunted nature let us down somewhat. All kinds of acts of natural violence, such as much-hyped hurricanes and tornadoes, are phenomena in most cases of a decorative nature. And although the change of time of day looks very beautiful, it happens quite quickly, which somewhat spoils the impression.

Honey and tar... What more?

You should not, like the ardent adherents of the hard autosim genre, shamelessly criticize the creation of the demiurges. It’s not at all difficult to understand both of them in human terms. The first, that is, the hardcore contingent of players, fell victims to modern PR technologies from game devs. And in particular from the Asobo-Codemasters tandem. The second are the creators themselves, who failed to bring what was promised on the pages of all kinds of previews, interviews and other materials to the end. Or because of the fear of falling into a ditch at a dashing turn in the production process. Driven by strong ambitions, the authors suddenly got scared and slammed on the brakes.

Perhaps everything is simpler, and the reason for the shortcomings is a strict budget limit, but by and large this is no longer important. As a result, on the hard drives of user personal computers there is an inexpensive interactive game, a beautiful, wildly atmospheric and fun “ride-and-ride.” This is an arcade game whose target audience starts with unintelligent seven-year-old (see disc cover) first-graders. And here the claims of serious gamers who profess super-realism in racing games are completely justified, understandable, but, alas, inappropriate. Younger schoolchildren regularly buy CDs, spending their mom and dad’s money. However, it’s time to give up the empty idea of ​​scolding the disadvantages of Fuel, and note that it turned out not so bad at all.

For example, the gameplay is designed in such a way that from the very start of racing entertainment, the world of Fuel is open for exploration, allowing you to go anywhere. For newcomers who are confused in the wide North American spaces, the authors provide for launching races through the menu. In addition, this way of playing is an excellent loophole for those who are slightly bored by the huge spaces. However, blindly following such a well-trodden path means losing the impressions gained from communicating with virtual America, albeit post-apocalyptic. In addition, such a would-be driver is not able to find the bonuses that the creators have hidden - a large number of barrels of fuel and various exclusive car coloring options. In general, the “dark” territory prepares the traveler seventy-five tournaments and about a hundred test races.

Cars to the starting line! Release the cables!

Game modes-races are the real pride of the project. Here the demiurges give users both breathtaking circuit races and timed races with many exclusive tasks in addition. Namely, the authors’ imagination gives rise to many glorious competitions, in the spirit of “catch up and hit the enemy’s car”, “catch up with a truck with valuable cargo”, “don’t let the helicopter escape” and so on, so on, so on.

The behavior of cars on the track is characterized by arcade physics. Besides, she is quite strange at times. Cars, motorcycles and other equipment sometimes behave the same on completely different surfaces. Sometimes cars do not lose speed on almost vertical sections of the road. There is no talk of destroying the “steel horse”. And thick smoke or a body completely thickly stained with fashionable and modern dirt - this is the maximum degree of interaction of the car with the outside world. And the enemy behaves more than ridiculously during races. Then the racers, starting briskly, go into the breakthrough as a whole “herd”, powerfully and as if on rails. On the contrary, they become helpless, like blind kittens, with their noses buried in some simple obstacle. One word Arcade! What can we take from her...

The fleet of vehicles in Fuel is interesting, varied and can provide many moments of pleasure. It is represented by a variety of dashing jalopies. In the royal stables of “Fuel” there are almost breeding, thoroughbred “horses”. The authors did not have enough money to license the vehicle, but this still does not deprive the user of the desire to stop and examine his “horse” from all sides in the smallest detail. Moreover, the craftsmen from Asobo Studios give us the opportunity to personally select both its main color and the color of the emblem adorning the body of the car. Easy “Barbie entertainment” is available to the user in relation to his “second self” - the racer. The rider easily changes both intricate equipment (helmets, T-shirts-jackets, pants-boots) and race.

And... again about the sad. While Fuel's environments are enchantingly gorgeous, its racing modes are fun, and its fleet of vehicles is entertaining and engaging, the sound is something else entirely. Sound effects and music from the Asobo-Codemasters tandem were clearly financed on a residual basis. The fate of music (you just talked about sound and music, so clarification) is inevitable - disconnection. A logical question arises: if there is no money, why not allow the player to add his own tracks? But no, strange! The sound is also not very adequate. Throughout the entire “Fuel” universe, the sounds of tires rustling along the side of the road are played out by the same recording. And the roar of the engines also does not flaunt any particular variety or exclusivity. Instead of the unique roar of each engine, riders are treated to a crisis solution to the problem. We are talking about the same rumbling sound from a whole line of different engines installed on the same type of car, be it choppers, ATVs, buggies, heavy trucks or something completely eccentric.

Turn off the engine! Results

The authors clearly see the value of the Fuel project in the vast area of ​​the world. Free, magnificent and atmospheric - that is what it is! And all these beautiful weather phenomena are just a spectacular wrapper, a luxurious surroundings. The presence of interesting technology and entertaining competitions clearly take second place. But some details, like the soundtrack, are completely left for later. Fuel is an ambitious project, a fun project, an attempt at writing. Perhaps the players will have a project as a springboard for further racing experiments. Well, a start has been made - is it time for a sequel?

  • Huge seamless world;
  • Beautiful visual design;
  • Extensive transport fleet;
  • Fun racing modes and challenges;

Against:

  • Mediocre music;
  • Poor sound design;
  • Strange physics and enemy behavior;
  • Frustrated expectations related to weather;

Five and a half thousand miles of disappointments
The biggest world in video games is what Asobo Studio entices us with. 5560 square miles or 14500 equally square kilometers of developed landscape - isn’t it a reason to be proud?

Passport

Genre racing

Developer Asobo Studio

Publisher Codemasters

Publisher in the CIS"New disc"

Age 7+

Grade

Idea Motorstorm in a huge world

Graphic arts Not bad. It could be better, but the size of the territory imposes limitations

Sound Inexpressive. There is very little music and it gets boring quickly

A game Large-scale, but mediocre

Bottom line 2.5/5

Especially if this fact is included in the Guinness Book of Records. In addition to the territory of fantastic proportions, they promised many types of cars and motorcycles, as well as various competitions and missions. Unfortunately, as often happens, the result was far from expected.

The authors were clearly inspired by Motorstorm Pacific Rift - motorcycles, ATVs, jeeps, trucks and other vehicles (more than fifty units in total, we were not deceived) quickly run across the rough terrain of a vast post-apocalyptic world. Yes, you heard right – the future is not particularly bright. After a global catastrophe, Mother Earth turned into a huge, almost lifeless desert (although there is some kind of flora and it feels quite tolerable). Survivors value only one currency - fuel. We earn the treasured liters throughout the game. Having accumulated the required amount, you can buy your next car, and either win a new coloring in competitions, or find it at special points on the map. That, in principle, is all that will have to be done in the vast expanse of almost fifteen thousand kilometers.

The races take place in certain locations, between which we move either on wheels or using a helicopter. But express travel is allowed only within the map we have already explored - the in-game territory is divided into two dozen zones and until they are explored, access there is closed. So whether you like it or not, sooner or later you will travel to all locations. They, alas, are not very picturesque: stunted forests, deserts and tundra. And rare bases where competitions are held.

Long loading times are incredibly annoying (and this is when installing the game on your hard drive!). And you will have to meditate on them often, especially if you drive carelessly. There was also the effect of the last kilometer, which is now quite common in racing projects - opponents who started quickly, approaching the finish line, slow down, giving the slow player a chance to take first place (we are not interested in others). Competitions take place only in one class and there are no mixed races, like in Motorstorm, which is a pity. About a third of the way through, the forces of nature come into play: hurricanes appear that demolish pillars, lift them into the sky and throw cars and other bulky objects to the ground.

Cars in FUEL perform turns in the air, which gives off a pure arcade feel. But, fortunately, the vehicle control schemes are different, and the developers have worked hard here. Alas, the imperfection of physics has become a serious fly in the ointment - cars constantly skid and it is not always clear why. Driving over rough terrain is like a lottery: sometimes we easily fly up a steep hill, sometimes we barely crawl up a hill. Surprises await you when trying to cut corners through the thickets. Our car easily overcomes some clusters of bushes, but rests against others as if it were a concrete wall. There are still oddities, but not so significant.

Pretentious and cool

The picture is a little short of the level of Colin McRae: DiRT, PURE or MotorStorm Pacific Rift, but given the size of the world, this is forgivable. Vehicle models are quite detailed, there are no blurry textures. But the sound is frankly not pleasing - there is a clear dissonance between the intensity of the engine roar and the speed of the car. Well, a measly dozen of musical compositions is simply ridiculous for a project of this genre. They are not particularly interesting and get boring after just a few hours of play.

Yes, the world is really huge, but there is nothing to do in it. Travel for half an hour to get a new car paint job? Excuse me! It's a rare race connoisseur who will complete FUEL - only the low season can provoke him to such a feat. The mountain gave birth to a mouse.