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And sadly there is. Structurally FUEL doesn't play to its established strengths, and you'll spend little time actually exploring the expansive world Asobo have created and more time in the menu screen, ticking off rudimentary challenges in a way not terribly unlike a normal and unremarkable off-road racer. In the races themselves, losing sight of the lead vehicles and allowing them to fall out of rendering distance lets the race Al unfairly propel them steadily towards victory.

I've had to restart many races upon noticing that the two race leaders were a good mile ahead of me, and that the gap was widening thanks. On the highest difficulty setting you'll be thumped time and time again, and on the mid-setting you'll often find your opponents little challenge.

Margins of victory are magnified hugely by the distances you race, and you'll rarely encounter anything close to a photo finish. When you can see the other racers, they're generally good sport apart from the occasional hiccup - getting stuck on inclines only to receive magical boosts , driving headlong into abandoned vehicles, that sort of outrageousness. Contact with them feels unsettlingly unpredictable, as does contact with anything other than the floor beneath your wheels.

So we move on to the physics, which are floaty and unconvincing in all but the buggies. FUEL feels solid enough when you're not doing anything unusual, but collisions with roadside furniture and jutty-out bits of terrain highlight a real problem with the handling.

At times you'll be launched skywards, or fall foul of the cruddy damage meter that decides like some strict parent whether or not you've had enough damage for one day and rudely resets your car to the track. If you're lucky, it'll be pointing in roughly the right direction. The road cars are big offenders, feeling to be made of polystyrene and shiny paper - which is appropriate, as that's how they look: garish, chunky and exhaust-pipe laden in an otherwise fantastic looking game.

That FUEL is marred by these problems is a great big puddle of shame, as when things come together the game really does shimmer. The payoff for daring to ride your bike through the dense, charred remains of a pine forest and succeeding, while your opponents stick to the prescribed route and fail, is immensely satisfying. The vistas and scripted weather changes you're treated to during races can be stunning at times, and when you decide to endure the free ride mode before eventually being put off by the lack of anything to do or see in it the previously mentioned sense of bigness about the mountains and valleys rarely ceases to impress.

You'll spend your time with FUEL trying to love it, endlessly probing it from all angles like an awkward virgin, certain there's at least one way in but repeatedly finding yourself rebuked, unsatisfied and frustrated. The head-spinningly massive world is a design feat on paper, but in practice it delivers nothing other than a varied, edgeless backdrop and the ability to plot out mile long marathons, which unfortunately isn't as much fun as it sounds. FUEL'S not a bad game, but it's fallen short of the incredible open-world racer epic we'd conjured up in our imaginations having had all of those big numbers and square miles thrown at us.

Fuel Is Set in a massive world. David Dedaine - the co-founder of Asobo - sets off an aerial cinematic that takes us from one corner of the map to the other. It sails effortlessly past the point where you think "Jesus, that's big". Then it goes on, until you get that lost feeling you get when you walk with your eyes closed.

And still, it goes on, until you're forced to laugh at the sheer dumbfounding enormity of the terrains, the number of distinctive landmarks, and the fact that it's still flying by. By the time the cinematic had completed the km diagonal journey, I'd involuntarily muttered "Fuck off! But FUEL wasn't always going to be km by km of open-world arcade racing. At one point, it was going to be five times bigger. With a view distance of 40km, there's always something you can see in the distance to entice you away.

Whether that's the searchlights of a. That's part of the reason they brought the landscape down from that original, supermassive plan. So, when someone asks how long it takes to drive from one corner of : the map to the other, the answer is: "We don't know. We always get distracted. In creating a world of this scope, you can't ask a human to place every tree, and sculpt every square inch of land. A lot of the detail in FUEL'S world has been generated from algorithms - from the roads, to the terrain, to the obstacles that litter the highways.

You're a petrol-head adrenaline junkie, who finds that global warming has turned the world into a giant metal playground. You're collecting fuel, but for no more noble purpose than to unlock more cars and races - seriously, you don't need to worry about a storyline. Auto Assault tried that path, and look where that ended up. Secondly, you'll be kept in check by the career races. You'll unlock the higher races by earning fuel. This is earned, with a kind of irony, by winning races. Going for a gold medal requires a knowledge of the map's shortcuts, while going for bronze which means your competitors will be slower, not that you rank third you always have to win to earn the fuel and keep progressing.

Whilst Asobo aim to fill their world with spectacle and events, racing games are more instantly suited to MMO-style multiplayer than story-driven games like Grand Theft Auto IV or Oblivion. The MMO route was one they considered, but performance issues has led them into a compromise. So, the number of player-controller cars sharing the world at any one time is limited to That might sound like a desolate wasteland, but when you drive away from one crowd of people, the game will take them out of your world, and replace them with a new set of racing buddies.

We didn't see this in action, but Asobo assure us that this feels naturally like a full world. You just, won't see many people at once. It sounds like a logistical nightmare, and it's something that can only play out in the fullness of a well-populated release.

The race editor is a great addition, and it's something that'll add an appealing tinge of infinity to the game. You can drop up to 30 checkpoints on the game world, wherever you like, and challenge the game's Al - or any of the people currently sharing the world with you -to compete in your race.

Other players will have the option to keep the race in their own banks to play later. Make a particularly fun event and it might proliferate - you might even get challenged to your own race. The weather and day cycles add variety to the world. Fog rolls across the land in the morning, and the ravaged environment throws sandstorms, rain, blizzards and tornados out during the day.

In some races, these moments are scripted - abandoned trucks are reliably launched at you, and the same pylons will topple across your path every time.

But in the free-ride aspect of the game, it's all generated. That I'm talking about a four-letter Codemasters racer and I haven't mentioned the racing aspect yet says something about the game. That's because there's so much new stuff to talk aboutjthe racing element - as enjoyable as it is - feels like the least surprising part of the game.

But it'd be approaching unprofessional to ignore it, so here we go. FUEL is no simulation. It's not a pure arcade racer, either - the lead character may have a tattooed-dude attitude look about him, but this isn't overpowered trick-driven gameplay where you earn boost by shunting and drifting.

In fact, there's no boost button. Its inclusion was considered as were a lot of things, including cross-platform play but eventually decided against For some games, the replayability comes from mastering these tricks.

In FUEL, the replayability comes from the world, the flexibility, and the shortcuts. The vehicles open to you are diverse - from motorbikes, quad bikes and buggies, to muscle cars and trucks. The 10km diameter lake in the centre of the map causes an instant reset of your vehicle, if you drive into it, so it's natural to ask if there'll be any vehicles designed for water. But his pride briefly gets the better of his professional PR facade, and he adds, "But there is something.

Just ask yourself what the coolest thing you can do in an area like this would be. He might mean you get to freeze the lake, get out of your car and ice skate around.

Even without boost and drift, the courses we played are highly entertaining, providing a fluid and enjoyable driving experience. Driving paths range from wide roads to goat paths, each with a type of vehicle best suited to it For this reason, some races will be limited to a particular vehicle. Others related to a class of vehicle, still others to the two genus of off-road and on-road.

Some races will have no restrictions at all, and the multiple paths available to players will be a triumph of balancing. If they work. Challenges are designed to add a bit of variety, and they range from finding and destroying a car to chasing a helicopter.

There's a long raid challenge, which is a four-hour race designed to induce dry-eyeballed epilepsy in a player's shredded nerves. The saving grace of the long raid is that it's completely optional. In terms of difficulty, the gold medal Al is unforgiving, and even though trailing cars are given a boost, that only takes you so far. There's certainly no power-ups. And this is the silver medal difficulty. It can be more punishing. FUEL is looking audacious, gorgeous and strange.

There are elements that throw up a bit of doubt - mainly how whether the online multiplayer will worl - but the proof of concept that we've seen and played is a good reason forward to summer.

One aspect of the game that needs a fair amount of refinement is the on-screen GPS system. A solid set of arrows in the sky, the animation was so fast that it became the busiest thing on the screen, drawing your eyes away from the action.

Moreover, it was constantly recalculating itself so quickly that you could see it changing its mind during the tighter circuit races - it was far less stressful to turn it off. However, the GPS is also designed to adapt to your racing skills, alerting you to more hazardous routes, once it thinks it can trust you. There's plenty of months left to file down the GPS into something less obtrusive and more helpful, so let's hope they sort that out.

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