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Action Half Life. Episode 2


December 15, 2003 - January 15, 2004

What is heroism in our times, when war, exploits, and pathos are just a part of a virtual show endlessly dissipating into mass circulation? Our show is total ­ starting from its well-structured 3D computer games, its powerful Hollywood effects so wonderfully spent on saving private Ryan, its gala parade of Maximus' triumph in the Coliseum and ending with its especially selected TV reports from unknown and faraway places with exotic names.
Our heroes are teenagers ­ emerging from the most "heroic" of life's phases. The teenage moment is the moment when a young shepherd can take heart and gain victory over a hulking giant and when an abandoned child can find the inner unction to extract the magic sword out of a rock to become king, vanquishing all enemies. All of our young heroes are conquerors in the virtual world. Their enemy is absent, and pain and suffering are forbidden by the very nature of the game. They are so alienated that nothing, not even their common virtual battlefield, inhibits their giving themselves over to pure personal exploit, to securing victory over an enemy that does not exist. The driving concept behind our art is our perpetual attempt to precipitate the "genome of heroism" out of today's world of glimmer reality.
Our title, ACTION HALF LIFE, is the name of real computer game.
Our heroes are teens carefully cast from among more than 500 top applicants who had first been screened by the best of modeling agencies.
The landscape for this project is the Sinai desert, which so rightfully deserves its selection as the main set of the next Star Wars episode. The armaments are specially crafted 3D mash blasters and instruments of other famous technologies that have been well-tested and proven in previous virtual wars.

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