Fuel: Around The World In Eight Hours

When it was announced that Fuel, Asobo Studios’ apocalyptic open-world racer, boasted a daunting 5,560 square miles of terrain (14,400 km²), I immediately made a mental note to go mental, and drive around the entire world. Last week, having received some PC preview code from publisher Codemasters, I did precisely that.

It’s essential that I point out, before we go anywhere, that Fuel has plenty of normal racing game trappings, including a gradual exploration system in which you unlock cars, perform races to unlock regions, and a whole load of other car-collecting, livery-tweaking elements. Were I bothering to play the game properly I’d be doing that and travelling about via helicopter to race across the sprawling post-apocalyptic pseudo-America. I wasn’t doing that, of course, because I am a very deliberate kind of crazyman. I was, instead, going to see what it would take to drive around the world in a single sitting. It would have to be a single sitting because, without unlocking the game, I could not easily return to where I had driven to, or save my location. I was going to drive without the safety-net of a saved game, or even a checkpoint.

Could it be done before my girlfriend got home from work? Would I still have time to do the washing up? Would so many hours non-stop off-roading mean that my brain ended up as a kind of rotisserie chicken, cooked and slowing turning inside my skull? What could I possibly learn from this strange road trip? These were all questions that would be answered in the next eight hours. Some people might class what follows as containing spoilers, but they’re mild ones, if they are spoilers at all.

Girlfriend packed into crumbling Ford Fiesta and sent off to work. Cats fed. It is time to begin.

The game begins in a basin by a lake, at the first of many racing camps. Like everywhere else in the game, there are plenty of opportunities for postcard snaps of wide-open wilderness in this starter area. I will be taking on my challenge with the default vehicle. It’s a buggy with a ludicrously large silencer on the back. This will be ideal for rough terrain and does around 70mph on level ground. Pretty much perfect. It’ll be going flat out from here on out, and cover over three hundred miles.

Fortunately for my project, Fuel allows you to set a remote waypoint via the map, and then provides a “chevrons in the sky” GPS visual to point you in the right direction. I didn’t always have this switched on, because it was moderately annoying. In rough terrain, however, it was essential, because it picked out the roads that would get me safely through mountains, or tricky woodland. Going offroad in these areas rapidly slowed me down, although it was often necessary to travel in what was generally a straight line cross-country.

Ooh, ramps. This Is Ramp Country, or the architecture of dubious racing physics.

I occasionally stopped on my journey to jump over a farmhouse, or derelict factory. There are hundreds of them across the landscape, each with its own convenient ramp. This achieves little for a tourist like me, but they could be built into the races which you can construct yourself in the game interface. When I am not jumping – which is most of the time – I am hammering through the countryside as fast as my buggy will carry me. Occasionally there’s the respite of open desert or rolling grass hills, but anything wooded requires continuous hard work and concentration.

There’s something on the horizon. Smoke!

This is my first major detour. I head towards to towering plumes and find a burning tract of forest. This is a world with little life, but plenty of evocative detail. Fuel, it turns out, is littered with this kind of stuff. I drive through a series of patchy, smoldering tree-skeletons, but later the burned forests become far more impressive, with blackened branches reaching from horizon to horizon. Set to a lightening storm and a sunset, it becomes profoundly picturesque.

It’s lucky that this kind of topography is so beautiful, because there’s almost nothing else happening in Fuel’s world, aside from the apparently pointless journeys of a number of black trucks. Fuel’s future America is bleak, and near-dead. Some unruly neuron in my head keeps suggesting that I’ve seen a human figure, but, of course, I never do. Like Burnout’s Paradise City, this is a place populated purely by machines.

I reach the first camp.

The terrain has been pretty rough so far, with some dense woodland and plenty of tricky hills and mountains to navigate. I find myself chasing after the ambient traffic: those giant, threatening trucks that circle around the lanes and backroads. Combine their errant movement with the witless distraction with my early road-trip chirpiness and general interesting in wandering about, and this becomes one of the slowest sections of the journey. I am also delayed by leaving the PC for a few minutes to eat some cereal and to stand in actual daylight for the only time that day.

The temperate hills of varied grassland and forest give way to a scrubby prairie.

These plains, eventually, become dusty, low hills, before smoothing out entirely into salt flats. I race across these, my eyes on the waypoint. The doorbell rings. The postman has brought my copy of Charles Stross’ Halting State, and a book about mud: Dirt: The Ecstatic Skin Of The Earth. Somehow both books are deeply relevant to the task at hand. One book about acts of crime and weirdness in online games, the other an investigation the terrain beneath our feet, which coincidentally shares its name with another Codemasters racing game. I muse on this bit of synchronicity as my buggy kicks up virtual grime into the camera.

The second camp that I will visit on my tour is an aeroplane graveyard.

It’s quite something, out there in the dead white of the flats, and should have evoked things in my writerly imagination, but by this point my mind is bent on speed. I soon leave, eager to cover more ground, faster. Around this time I also realise that the pure act of driving is unlikely to keep me from boredom, so I begin to construct a meticulous soundtrack for my travels. I begin with selected tracks from Eno’s Apollo, which Alec introduced me to the other week. Something about ambient or post-rock tunes seem to be wired through the travelling part of my brain. I can’t help enjoying the road-trip more once it’s set to gentle electronica and warbling noises.

The next hour makes for good speed. I can travel pretty much as the crow flies through this terrain, dodging trees and rocks as I hurtle across gently undulating hills.

These hills start out scrubby and dry, slowly becoming more luscious as I head towards the mountain range ahead. At this point I should probably stress what a colossal sense of scale the game has. See that mountain thirty miles away? You can drive there. You are driving there, for hours and hours. And unlike huge games like Morrowind or Oblivion, where the world seems pretty big because you’re on foot, in Fuel you’re travelling at around 70mph, all the time. Those distances begin to seem even more enormous, even though you can’t get out of the car. I begin to doubt I can circumnavigate the terrain in under eight hours.

I am falling down the side of a continent.

I have climbed up a gigantic elevation into some mountains, and I am now plunging, offroad, between wrecked trees and scraggly bushes, towards the valley floor. The sliding, crashing, tumbling process seems to go on forever.

I find a pontoon bridge of some kind to cross the huge lake that lay in my way. It’s beautiful here.

I switch over the music over to Susumu Yokota‘s Grinning Cat. As the terrain becomes more desert-like, so the gentle electronic lulls me into a kind of bored trance. The endless road seem increasingly dreamlike. I occasionally crash headlong into the zombie trucks which are cruising aimlessly about the roads. Crashes don’t happen if you’re paying attention, and when they do it’s just an instant reset a few yards back, which is fortunate for me. My smoking, battered ride found itself refreshed perhaps a dozen times across the journey. (Early on, I had noticed an overheating oil gauge and smoke billowing from the engine block, and had feared some kind of realistic damage system would cripple my progress. Not so.)

Perhaps my state of mesmerisation explains how I briefly became lost in the desert mountains.

I’d been blindly following the GPS at this point, which only seems to compute the next road that takes you in the general direction you want to go. This means that if the roads don’t link up – like when there’s a canyon or river in the way – it can end up taking you in circles. Annoyed, I start to look at the map more regularly, and stick to main roads for a while. Tastes like American road movie.

A field of crashed aeroplanes.

Someone at Asobo Studios has spent some time thinking about what an extreme-weather apocalypse might do to North America, and has then expended plenty of effort bringing that vision to life. The details are what makes it interesting to explore.

I reach the Grand Canyon.

One of the greatest geological features in North America should perhaps have moved me, but compared to what I’d already seen, it seemed rather unimpressive. At this point I decide to have lunch, alt-tab, do some blogging, write a couple of emails. I am delayed by around an hour. When I set off again I move the music over to Eluvium, for a rather more mesmeric, cinematic soundtrack.

Dustbowl City.

Deep in the rippled sand-dunes of Fuel’s endless southern deserts if one of its few urban areas: an abandoned city amid, well, a vast dustbowl. Hello, Dubai 2030? Something like that. I don’t stick around.

Having now long exceeded my tolerance for high speed offroading, I begin to fantasize about what could have been done, or what could still be done, with this magnificent terrain.

Have you ever seen the early Spielberg film Duel? Fuel’s big black trucks immediately brought it to mind. There needs to be a game mode, perhaps a mod, in which you are just a guy in a domestic automobile, trying to get across country. And the truck is hunting you. And it absolutely will not stop. Paranoia in a vast landscape where there is no-one to help you, and nowhere to hide.

Or perhaps the scale of the terrain and its half-hearted apocalypse could be employed to make a difficult experience even more explicit. Some kind of game with the conceits of Cormac McCarthy’s The Road. Heading south, slowly, looking for food: the real fuel shortage faced by the book’s doomed characters. A high score table for how far you make it across the map. No one makes it all the way.

Or, hooking back into rather more traditional Americana, a ranching cowboy game. The undeveloped wilderness of Fuel suggests something about old America. What about a true game of cowboys and indians, where you’re moving cattle, fighting off bandits, cougars and indians? Trying to undertake procedurally generated cowboy quests across five thousand square miles? A game on horseback in this vast world would make things seem even bigger.

Then there’s the logical step up from this simple apocalyptic racing game template: the evolution into a game of ultra-violent Mad Maxian speed tribes. Oh Gods of game development, it’s so obvious. So clear and perfect: Asobo Studios must, must deliver a Fuel 2 in which I’m racing across the desert with a gang of oil-punks, hunting for the last dregs of resources in this burned land. A freeform action game with RPG, or even management elements: the intense battle to become the dominant road-warrior brotherhood of a vast, abandoned North America. Yes, please, that needs to get made. And the terrain, the world, it’s already right here, and I’m driving through it, like a nation-sized showroom of videogame possibilities. Just imagine making a home of this, furnishing it with tales of hi-jacked land-trains, haywire ambushes by machinegun bikers, and hairsbreadth escapes from roving packs of helicopter gunships. Mmm.

Immense, burning forests.

Moving fast through Fuel’s wooded areas is thrilling, even after several hours. I’m travelling through a fire-ravaged tract of the game called The Ashtray, and the ruined forests seem to have reached a topological crescendo. As occurs irregularly throughout the world, a fighter-plane shoots overhead, reminding me that I should have spent the day playing Arma II. Thanks, game, that was really unnecessary.

Onwards, onwards, to the charmingly named Drownington Cove. Home of the famed Charles Drownington, the inventor of death by inhaling water?

Drownington Cove is the second abandoned city on my trip. It reminds me that this is nothing like the real America, although based on its satellite mugshots, instead it’s a cut and paste videogame creation. The bridge is clearly some kind of nod to the Bay Bridge, while the city could be San Francisco’s downtown, or it could be New York. Whatever, I can’t reach it. I look at the image of the collapsed skyscrapers in the lake for a bit, and then move on. On the playlist I put on some lively Orbital remixes, to increase the pace, to stay awake, to stay motivated.

Headache developing. No stopping. Must finish this.

I might be hallucinating. I’ve begun to sense the terrain ahead of me before I see it. Or do I? I glide onwards with weird inertia.

Journey’s end at Tsunami Reef. My brain throbs.

Finally I arrive at the northwestern corner of the map, where a vast inland beach plays home to a beached and derelict gas transport ship. I bounce around in the dunes for a bit, and log out. My work is done. 344 miles and well under my eight-hour target.

So there we have it. I might be a madman, and Fuel is probably the most impressive work of open terrain in videogame history. My tour took all day, and barely a covered a fraction of the full map, missing out entire mountain ranges, and the central core of the world. A shame, perhaps, that this map doesn’t contain more life, or more flexibility for the deliberate explorer. And the limitations of thing were showing through by the end: those same ruins, those same cow-remains, that same jet-fighter. But at least it exists: a kind of videogame ode to the American wilderness.

(You can click on this image for a slightly larger map of my journey)

You know, I really wasn’t joking about the possibilities for this: someone must go and turn this tech into a gigantic open-world action game. Racing is all very well, but it suggests, or implies, so much more. Whoever does more won’t even have to rebuild the world, because I’d really be quite happy with the one that Asobo already put together. Seriously, fill in some ambient life, populate with AI, lob a load of vehicular death toys in, and let there be rejoicing. Do it. Do it.


  1. eduo says:

    And me, all I could think of was how better Full throttle would’ve been with this instead of the “click and you’re there” road travelling (also inspired by Damnation Valley from Zelazny, incidentally).

  2. LionsPhil says:

    “In other words, Asbobo should sell this game-engine to Bioware so we can have ourselves a spiritual successor to Fallout!”

    I think you mean Black Isle (R.I.P.), but, THIS.

    Hunh. Apparently, some Black Isle refugees are working on more Fallout.

  3. unclelou says:

    Great article, Jim. Now I want to play it, but I guess I’d just end up wishing it was a dozen things that it isn’t.

  4. Jim Rossignol says:

    “so we can have ourselves a spiritual successor to Fallout!”

    Perhaps. I think there’s more to be done with post-apocalyptic futures than rehashing the themes from Fallout. Asobo’s vision of a climatically ruined America is already distinct and interesting.

  5. LionsPhil says:

    I’m not talking a Fallout remake. By and large, I’m talking putting proven-competent gamesmiths in charge of filing it up with things to do. And the “spiritual” part means they don’t have to tie themselves down to Vaults and the dwellers thereof, much as how Bioshock contains nary a single cybermodule. FO2 shows that they were quite willing to let vehicles into their world, but the bugs also showed that they just weren’t ready with the technology to manage it.

    Go on. Tell me you don’t want to cruise this landscape in a rusted Cadillac with Dogmeat hanging out the window. Then encounter a bunch of raider trucks trying to run a water convoy off the road.

  6. AndrewC says:

    There’s a thousand different ways to do post-apocalyptic, so demanding that any post-apocalyptic setting do things in a Fallout-y way – with 50’s throwbacks, black humour, crude satire and so on – will have a negative effect on creativity.

    And if you could get out of your car, Jim, you’d be tempted to walk it. That would be bad.

  7. noom says:

    Eluvium. Good call :D

  8. Flakfizer says:

    Why is the game called Fuel when it appears your car doesn’t need any?

  9. David Gentle says:

    Anyone remember the tabletop game Car Wars? I want that, with the car design system, in this engine. Make it so!

  10. Fat says:

    I can’t believe you make a living by driving around a virtual world, i’m jealous.

    Looks interesting though, and seriously large. I back up your idea too, they should totally add some guns and bad guys to that map.

    Might end up like another ArmA though, not that there’s anything wrong with that. Maybe replace soldiers with zombies? Epicly huge Left4Dead on a bigass map. Start in the middle and have to fight your way through the hordes, to the edge of the map, then escape the country somehow? Would take you a good 20-30 hours playtime without a vehicle! :P

    On a more serious note, why couldn’t FarCry 2 (or the next FarCry maybe) be more like this? Nice, open and hyooooooge!

  11. Monchberter says:

    @ Fat

    Probably because Farcry 2 had to balance a high level of fine detail. the kind of stuff you don’t need to render in high res when you’re barrelling along at 100mph. I would say that would be one barrier to a decent multi genre game in this engine, whether it still looked as stunning in close up and when stationary.

  12. Jeremy says:

    The problem with FarCry 2 wasn’t the lack of an open world, it was the lack of being able to relate to anything in the world itself. At least that was the problem for me. I’m the kind of person that needs a strong story arc or at the very least a strong motivation to continue doing what I’m doing.

    I also think that something a little darker and more subtle than Fallout would be more in tune with a game world like the one created here. A kind of explorer / survival game where you don’t necessarily have to be blowing up heads every 10 seconds, not that I didn’t enjoy that in Fallout, but the urban postnuclear setting lent itself to that type of system. I think Jim really nailed it when he mentioned “The Road” as a possible inspirational narrative to apply to this world, that sort of hopelessness of trying to survive on an impossible journey.

    Also kinda cool is Lake Powell making an appearance, it’s nice to see a nearby landmark there. They seem to have gotten it mostly right too.

  13. Dave says:

    Big Stross fan here, but also a game developer. Halting State was sheer madness.

  14. Dan says:

    does this game actually have any damage modelling? i think on such a “gritty” game it would suffer without one – even if it is only active within races… i must say that I am quite tempted to get this game.

  15. MA6200 says:

    I tried to pre-order this game twice in April and May and each time it was cancelled – I don’t think Codemasters seems too keen on selling the PC version as they don’t see fit to tell us when we can buy it. Their US site still has June 2nd listed as the release date and I was told the 19th of June when I e-mailed them to ask about it. At the time I considered it a relief as the metacritic scores are absolutely terrible, but it does look pretty cool in the preview. Is this game $50 good, or more like 15-20$ good?

    @ David Gentle

    You might like the game Dark Wind, though the engine doesn’t come close to this.

  16. Serondal says:

    Was there anything stopping you from going straight north to the end point?

  17. Sarble says:

    @Serondal “Was there anything stopping you from going straight north to the end point?”
    Madness? :)

  18. jonfitt says:

    This article describes what I wanted to do with Fuel, just drive around and check out the world.
    Unfortunately, the Action/RPG potential-game is what interests me beyond just driving around; racing doesn’t interest me.
    Perhaps I’ll pick it up cheap one day.

  19. Serondal says:

    @Sarble – I was just wondering if he was forced to drive round the edge of the map instead of just jetting straight over there or if that was the route he decided to take. when it first started off I was assuming this was a straight run from one side of the map to the other, didn’t realize until the map popped up that he was just running around the ouside of the map, makes it seem much smaller than I thought it was (but still pretty freak large)

    I don’t really care much for racing games, or car games in general unless they’re GTA related. I don’t even like the racing parts IN GTA so I doubt I’ll be checking this. That having been said this game looks interesting and I might actaully give it a try. Racing over long open roads does interest me more so than racing on tracks ect and I must admit I liked Forza Motorsports for the x-Box so I’m not totally against racing I supose.

    For some reason this reminds me a bit of Interstate 76.

  20. Taillefer says:

    Needs more sandworms.

  21. Plinglebob says:

    A lot of critics have panned this game which is a pity. My theory is because they’re all Yanks and so drive through large, open spaces every day and don’t really want to do it in a game. The only place i’ve seen it get a good reveiw is Edge (surprisingly).

    I bought this on the day of release for my 360 and my 2 biggest compaints have been the GPS is a bit crap at times (ok, a lot of the time) and the AI is evil. I consider myself a decent enough driver in arcade racers but I’ve got to a point where I can’t seem to win any more races to progress. Overall, its a fun game to go exploring in and if a good modding community appearsappear, I’ll buy it again for my PC.

    @Dan No damage modelling unfortunately.

  22. Mr_Day says:

    I am a sad bunny that Auto Assault was such a terrible little thing. Jim’s idea of driving around the wasteland and discovering farmhouses and abandoned buildings that you can get out and explore, coupled with it being a large, online persistant world is a temptingly fun..er…thing.

    It is sort of what I imagined a MMO based around cars would be.

  23. Merc says:

    A Mad Max style racing type game? How about a remake of Interstate 76 done as an MMO. Too bad there WERE NEVER ANY SEQUELS of that game.

  24. wheres_my_gun says:

    awesome article, thank you

  25. Railick says:

    Interstate 76 was a thrilling game for me for several reasons. Driving down the road for a long time was interesting as most games I’d played up to that point had tiny worlds in them (and if they were 3d even smaller) Then combat with cars, beyond awesome! Also there was the small fact that Interstate 76 was the first game I ever pirated. On a 56K modem over old skool AOL that took quite some time lol. Of course when I got older and got a job I layed off the pirating but back then it was new and I didn’t fully realize how illegal it was.

  26. Linfosoma says:

    Wasn’t Vigilante 8 some sort of a sequel to Interstate 76?
    I know, it was a console game, but it was pretty darn good.

  27. Sarble says:

    @Monchberter “I’d love a Carmageddon-esque mod for FUEL where by your goal is to hunt down and kill by any means necessary Jeremy Clarkson, James May and Richard ‘The Hamster’ Hammond.”

    Hmmm… maybe an asymmetric Carmageddon/Left4Dead mashup where Clarmammond try to get from one side of the map to the other while hordes of post-ecopocalypse activists try to tear them a new exhaust?

  28. Monchberter says:

    @ Sarble.

    it would only be right Clarkson would be astride a huge wheeled phallus with this expression on his annoying face

    link to autocult.com.au

  29. Fat Zombie says:

    Mad Max? Dude. It’s been done.

    It’s a Mad Mad Mad Mad World, however… On this engine? Would be perfect. It’s one of my dream game ideas.

  30. Jim Rossignol says:

    Mad Max? Dude. It’s been done.

    When has it been done well?

  31. Cutman says:

    8:00AM-4:00PM != 8 hours?

    “well under my eight-hour target”?


  32. Jim Rossignol says:

    Cutman: actually read the text, and lo, your confusion disappears. Amazing.

  33. Motherpuncher says:

    grand theft auto:Burned America

  34. Jonas says:

    Ah there it was, I’ve been playing FUEL on the evil console for a few days myself, largely due to your pre-release coverage, and I was actually considering writing to ask if you’d played it yet. This is a pretty neat way to approach the game, not one I’d like to try myself though – I drive from the first camp to the second camp (the one where you end your journey) without pause on the fastest road motorcycle I could get, and even that was too much idle driving for me.

    I strongly agree that it’s a game of huge potential, but I find myself really wishing it had a story and some guns for your vehicles. Less off-road racing and more Interstate ’76 would make this a really entertaining game. I guess it’s too much to hope for that to be added as DLC : )

  35. Dan says:

    @plinglebob – thanks… was considering getting this the other day but ended up getting [Prototype] instead – I think that I’ll pick this one up preowned in a few months when it’s a bit cheaper. i think we have been spoiled for damage in games recently but i think it should be a standard these days, perhaps not to the extent of Burnout or the realism of GRID but something like GTA where you get cosmetic damage and some slight changes to handling – this gets progressively worse until the vehicle blows up (plus would make the mad max ideas so much more full of awesome)

  36. ...hmm... says:

    jim please may i marry your music taste?

  37. Cutman says:

    But I did read the text =(

  38. unclebulgaria says:

    As a sales rep driving round the country, this reminds me a lot of the Stafford to Lewes trek.

  39. malkav11 says:

    If they start doing that sort of modding I’d pick this up. I’m not only not a racing game fan, but I’m definitely not a fan of the sort of racing this game has been reputed to offer, from reviews.

  40. Daniel says:

    “Yes, it has a multiplayer option. As for the rest: don’t know, although they’re clearly not impossibilities, just more programming problems.”
    Actually, at least according to Wikipedia, only the console versions have multiplayer. The Steam feature list also doesn’t mention any multiplayer action. Oh well, MP doesn’t mean much to me anyway; I’ll be picking this game up no matter what.

    On another note, does anyone know where the PC version of this game can actually be purchased soon? Officially, it’s released tomorrow, but Amazon doesn’t have it in stock until July 2, and Steam doesn’t have a release date listed at all (although it does appear between games being released on the 23rd and the 26th of June in the “Upcoming Releases” list).

  41. skalpadda says:

    This reminded me yet again of that old article about exploration games which was how I first stumbled across RPS.

    Would anyone pay for a game that was created in the name of aimless wandering tourism? Could anything in a game world be interesting enough just to go and look at? I wonder what the minimum threshold of activity, the minimum amount of danger and challenge a virtual landscape has to offer to be considered a game?

    Now of course this game isn’t about pure exploration, but it seems to me that that was exactly how you played it for this article. So, were there enough things to find and see to make it enjoyable and worth playing like this? The wish for more action, life and adventure gives the impression that the answer is no, but it would be interesting to hear your thoughts on the subject, and if you think it would be possible to do at all.

  42. Moonracer says:

    I didn’t know they were going for a post apocalyptic Americana theme. That was a pretty damn impressive feat you pulled. I’m not a racing game person, but I am impressed.

  43. LionsPhil says:

    “It’s a Mad Mad Mad Mad World, however… On this engine? Would be perfect. It’s one of my dream game ideas.”

    I’m not sure how you’d make that a game, though.

  44. lowrads says:

    I found Halting State had a few interesting ideas, but on the whole it was a chore to read.

  45. Vinraith says:

    Fuel looks really cool but I’ve heard the AI is in the habit of slowing down at the end of races. Can anyone confirm or deny that? I really hate racing games with shoddy AI.

  46. VTgamer says:

    Anyone play interstate 76? That game was the closest thing you could have to a mad max game. The setting was brilliant, the damage and handling models were great, and sending your enemies to hell with 50mm fire was the greatest feeling in the world. The world was linear but the drives were still long and cruising. Interstate 76 redone with the fuel engine and open world….that is what i really want.

  47. MastodonFarm says:

    Do Brits always use both the 24 hour clock (e.g. 23:40) and the AM/PM designation? Seems like overkill.

  48. Ota says:

    Great article, made me one of play what seems to be one boring ass game.

  49. Brulleks says:

    The Duel idea is an excellent idea for a potential mod.

    I’ve actually recreated the film’s basic concept many times in the various GTA games, although I’ve only ever taken on the role of the truck driver. Needless to say, the ending never works out quite the same as in Spielberg’s vision…

  50. simon says:

    /me pushes pencils up his cat’s bottom.