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 Colosseum 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 modelling
agencies. The landscape for this project is the Sinai desert,
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.