Trailer "Racing" unveiled. FUEL OVERDOSE (Playstation®3 and PC)

TOKYO (August 28 th 2012). After more than two years of development the Fuel Overdose team is thrilled to reveal its first official trailer, titled “Racing”. This trailer, the first in the “Tactical-Action-Racing” series, focuses on the racing and driving components of the game. Fuel Overdose is scheduled for release on PlayStation®Network and PC.

§  You can watch the Racing trailer on our official Youtube channel here:

§  Download the press release:

About the Racing trailer

As great fans of the top-down/isometric view racers of the 80’s and 90’s, we wanted to bring the driving experience of these games back to life. From the very beginning our ambition has been to reconnect with a racing experience that would be fun and easy to learn, and at the same time deep and challenging.

But we also wanted to introduce innovative game features such as the grappling hooks that you can use to grab other vehicles, to get back on track, or to perform perfect turns.  Hardcore racers will also have the opportunity to test their driving skills and improve their performance with very advanced techniques such as skidding, drifting and spins.

And because Fuel Overdose has always been about playing the game the way you want to play it (more details in the coming “Tactical” trailer), our ambition was also to give racers the freedom to choose. So depending on your race strategy and on your driving style, Fuel Overdose proposes several types of vehicles and customization options so you can improve the performances and modify the handling of your ride.

Last, even though Fuel Overdose is an action racer, the game offers a series of challenges and game modes both offline and online, that focus on the racing aspect, such as drift, weapon-free and time attack modes.

To sum up, Fuel Overdose racing, it’s:

·         The good old feeling of top-down/isometric racing

·         Grappling hooks to grab your enemies and perform perfect turns

·         A wide variety of vehicles, driving styles and customization options

·         An array of advanced techniques: skidding, drifting and spins

·         For the race purists, offline and online weapon-free and drift challenges and game modes

Coming soon

What we revealed here is only a small portion of the Fuel Overdose experience, so stay tuned for the coming trailer that will reveal the other aspects of the game: Action (as hinted in the short teaser at the end of the” Racing” trailer) and Tactical.

What is Fuel Overdose?

Fans of combat racers for ages, we have played a lot of them over the last 15 years and we started our journey wanting to bring back a certain idea of the genre but also propose something completely new and fresh. We focused our efforts on trying to provide innovative and fun action/combat game mechanics while bringing in a tactical touch to it.

 Put simply, we like to think of Fuel Overdose as a “ Tactical- Action-Racing” game:

Action : From the large array of upgradable weapons, one can expect for such a game, Fuel Overdose also features innovative and fun weapons and game mechanics such as a grapple that can be used in both offensively and defensively to bomb detonators, not to mention a whole fighting system that offers unique skills moves and attacks to each character of the game.

Tactical : with Fuel Overdose, the choices made before and during the race have a real impact on your chances of success. The game leaves no room for luck and features a resource management system for the vehicles and weaponry, a super/ultra attack gauge inherited from the versus fighting genre as well as auction events than can bring a decisive edge to win races.

Racing : Fuel Overdose is not a combat-arena game, it is, as its core, a racing game that requires driving skills, and that allows and values different racing styles and a diverse garage of vehicles, themselves all customizable to improve their driving, maneuvering, defensive and offensive performance.

The team behind Fuel Overdose

Created in 2010 I-Friqiya was born from the desire to develop independent games for the digital market.

Having all worked in large video game companies and big studios, we believed that a small and focused development team could bring something more to the table, namely a very focused production and an editorial line that could be held without compromise or concessions.  

The project and studio developed around a multicultural team of European and Japanese talents:

Jérôme Coquard took on the tasks of game design, level design, programming, and also crafted the full scenario and universe of the game.

Ryo Tazaki is the graphic design and artist behind all the graphics and animations in the game, from tracks to vehicles and all the way down to the HUD

Hideyuki Saito is the second artist on the game and he specifically focused his time and talent on all the character designs than can be seen in the game.

Skander Djerbi and Aroun Ducroux are both co-founders of I-Friqiya and followed the production and marketing of the title.

Want more?

·         Official website and blog:

·         We are on Facebook and Twitter

·         Should you have any question please do not hesitate to contact Skander (Exec producer)  directly at  

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