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		<title>Star Wars Art Projects</title>
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		<pubDate>Tue, 12 Apr 2011 05:37:14 +0000</pubDate>
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				<category><![CDATA[Star Wars Art]]></category>
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			<content:encoded><![CDATA[<p><strong><a href="http://deuist.com/star-wars-art-24/">Star Wars Art</a> projects</strong><br />
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<p><a href="http://deuist.com/star-wars-art-projects-2/">Star Wars Art Projects</a> is a post from: <a href="http://deuist.com">Star Wars Movie Posters</a></p>
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		<title>Star Wars Art Project</title>
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		<pubDate>Wed, 09 Feb 2011 02:52:04 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Star Wars Movie Posters]]></category>
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<p><strong><a href="http://deuist.com/star-wars-art-project-5/">Star Wars Art Project</a></strong><br />
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<b>Star Wars Art Project</b><br />
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<p><a href="http://deuist.com/star-wars-art-project/">Star Wars Art Project</a> is a post from: <a href="http://deuist.com">Star Wars Movie Posters</a></p>
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		<title>star wars art projects</title>
		<link>http://deuist.com/star-wars-art-projects/</link>
		<comments>http://deuist.com/star-wars-art-projects/#comments</comments>
		<pubDate>Tue, 03 Aug 2010 09:58:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Star Wars Artwork]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[diy]]></category>
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<p><strong><a href="http://deuist.com/star-wars-art-projects-2/">Star Wars Art Projects</a></strong><br />
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<b>Star Wars Tribute</b><br />
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<h2>SPOON BENDING, WAR, AND UFOs by J.E. Ante</h2>
<p>Spoon bending was a psychic art popularized in the 1970s by Uri Geller. But this worldwide craze was a short lived and ill-advised NWO attempt to research the estimated numbers of people who actually have this talent worldwide. Very few people have this talent in measurable quantity but the continuing research showed two startling aspects of this psychic art. One is that skeptics can halt the successful completion of spoon bending in localized areas. And two, groups of believers can greatly amplify the success of spoon bending in localized areas and also project it at great distances. The far reaching military aspects of this knowledge led to the widespread debunking of spoon bending in general as the NWO realized its error in ever publicly researching spoon bending and popularizing it in the media.</p>
<p> The NWO had electronic amplification technology of psychic energy for tele-kinesis but with non-military groups of people able to achieve similar results the weapon of this psychic art becomes a nightmare for modern mechanical and electronic armies that rely on technology to multiply their force and project it worldwide. For example if environmental groups got together with a talented psychic individual they might be able to disable all whaling ships at a distance many times each whaling season and virtually end the whaling harvest entirely with no one knowing they did this. Other countries might develop this psychic technology to disable any and all missiles before they are ever launched or even after they are launched.</p>
<p> The many UFO craft retrieved for study have very curious aspects to their manufacture and interior design. The UFO crafts have no seams or right angles anywhere and are molded into one solid super strong piece with all rounded curves and no switches or outer projections of any kind to manipulate. This has great meaning when fighting an opponent who has this psychic ability of tele-kinesis. The three man fighters would then consist of a pilot, an offensive officer of beam weapons, and a psychic offensive and defensive officer for amplified electronic psychic defense of the UFO craft itself and to project psychic attacks on weak spots of nearby enemy craft. All of the rounded and solidly fused craft parts with no outer switches are not vulnerable to the relatively low foot pounds of strength of psychic forces. But there are some internal UFO mechanisms that still need to be protected by the defensive UFO officer from psychic attacks and manipulations. This is most likely the method of UFO fighter attack and defense against an equal opponent in possible hostile UFO engagements of today.</p>
<p> True conventional psychic soldiers of the future would develop a playbook of the weakest points of all enemy weapons system to most easily damage them psychically. All rifles and ordinances can likewise have weak spots to focus on psychically to disable them or weaken their metal parts dramatically. And all electronics and machinery of any kind of the enemy can also be disabled at a distance through amplified psychic means.</p>
<p> The electronic smog today of modern societies is not an accident. Microwave ovens, cell phones, and hundreds of other electric smog generating devices are mostly intentional to limit psychic development in the general populations of mankind to keep this technology for the elite. Short term blackouts are not long term enough to end this electronic smog to see major increased psychic effect results. But a coronal mass ejection in 2012 might end Earthly electronic smog for many years which will bring about a rebirth of the older psychic arts which were more widespread in ancient times. Most all modern armies would have their worst nightmares realized if their modern expensive weapons could be neutralized by a simple group of citizens projecting psychic attacks on modern weapons platforms.</p>
<p> Future NWO weapons such as HARRP would be extremely open to this type of psychic attacks from citizens who do not wish to be mind controlled or dumbed down psychically into a perpetual working class existence. These types of HARRP weapons would have to be similarly hardened as UFOs are and constantly protected by talented psychics to remain operational.</p>
<p> Much of the spoon bending instructions may now be incorrect or misguided to mislead the public in learning spoon bending so that they will fail at this. Metals are particularly easy to bend it is thought because they are crystals by nature and much more coherent. Metals and all matter are solidified light and so metals are more intelligent and coherent than other non-crystal matter. Because of this man can communicate and act upon crystal type matter and metals much more easily than non-crystals such as plastics. This may be why UFO construction materials are always a mixture of metals and non-crystal materials so that they are superstrong but not very coherent and intelligent. Thus the materials of a UFO are much more resistant to psychic attacks which would make them weak or fail when attacked by an enemy psychically.</p>
<p> Correct spoon bending instructions would have the person expand their awareness to envelop the targeted metal and simply ask the metal's assistance to bend or change as you will them to change. By contacting the infinite and communicating through it with lower intelligent coherent metals you acquire infinite potential energy to complete your task and bend or change the metal. It is not so much your will that is acting on the metal. It is more a request and agreement for assistance in accordance with your will that get results and perform the psychic change of the metals.</p>
<p> Time of day greatly affects the outcome or communication with metals in spoon bending. It is known that all men are naturally 400% more psychic around the one hour per day that they are aligned with the galactic center of the galaxy. The cosmic light of millions of stars of our galaxy is highly coherent like a laser when aligned with the galactic equator and center. A half hour before alignment and a half hour after alignment is the best time to meditate for world peace and perform psychically. (See "The Best Times To Meditate For World Peace" by J.E. Ante -- for an easy way to calculate this galactic alignment each day.)</p>
<p> There seem to be two major groups of civilizations in the galaxy. Those that use psychic energy and those that do not. Those that do have largely ended massive expenditures for war, ended expensive medical technology for healing, and ended pyramidal power structures that favor the elite. Those that do not use this natural psychic technology or actively suppress it such as our Earth have many wars, much ill-health and disease, and an elite power structure of great disparity. Hopefully the genie is now out of the bottle and in time individual citizens can band together to make expensive machines of war obsolete and outmoded elite power structures a thing of the past.</p>
<p>This and all of my articles can be reposted anywhere without permission.</p>
<p><strong>About the Author</strong><br />
</p>
<p>J.E. Ante, Graduate University of Indianapolis BA 1972, Head of the Life Science Institute Health Library, original organizer of first Earth Day in 1970 and local ZPG chapter in Indiana, Population and Environment Editor with Reflector at Indianapolis University, 12yr organic gardener with fruit, nuts, and berries, lifelong student of Out-of-Body spiritual techniques.( http://www.articlesbase.com/authors/joseph-ante/201241.htm )</p>
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<p><strong><a href="http://deuist.com/star-wars-art-project-5/">Star Wars Art Project</a></strong><br />
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<b>Star Wars Project</b><br />
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<h2>How to Achieve Astral Projection (obe) Overnight</h2>
<p><strong>Three Easy Techniques to Achieve Astral Projection Overnight</strong></p>
<p><strong>Ingredients List</strong></p>
<p> Achieving Astral Projection overnight is as easy as going to bed. There are a few ingredients and three easy techniques you need to cook this up. Needless to mention, if you are an intermediate to expert level in the art of astral projection you might already know these ingredients. </p>
<p> However, the hope of jotting this down is to provide a very simple recipe to allow anyone to achieve success literally overnight.</p>
<p><strong>1. First Ingredient: Everything Requires an Exchange of Energy</strong></p>
<p> Automobiles need fuel to move, plants need water and sun to grow, even the human body needs energy, in this case food, to function efficiently. That being said, projecting astral projection also requires an exchange of energy, or fuel. The natural question is: What is this fuel and where does it come from?</p>
<p> Firstly, for clarity's sake let's dichotomize this fuel into organic fuel and prana (life force).</p>
<p> The aforementioned fuel is plainly and simply just food. The body needs to be well nourished and healthy to be apt to allocate its precious resources to astral endeavors. If you are weak you won't be able to study, exercise, heal, or operate efficiently, it is no different when it comes to astral projection. That being said, it is possible to overwork or put enough stress on the body to achieve astral projection but this is for obvious reasons counterproductive. A healthy diet works best. Plenty of water and a supplement of B vitamins and magnetite will do wonders. Lemon juice is also an important and accessible part of this equation. It is very important to test, test, and test again. What diet works best for you? What feeding time works best for you?</p>
<p> Attempting to project too soon after dinner will reduce your chances of a projection because of the stress on your digestive system. Substances such as caffeine and alcohol will also act against you. Avoid them during your projections.</p>
<p> The other and more important kind of fuel is prana. This, in a nutshell is an unseen energy that is all around us and permeates everything. This is the energy that ties and binds our universe together. Think of prana as the "Force" from the film Star Wars. Much like organic fuel allows your physical body to operate, prana is what will fuel your "astral probe" and allow "projection". Breathing is by far the easiest and most accessible way of obtaining prana. What's the trick? In order to absorb prana it must be wanted. Turn your lungs, and your body into a loving home for this prana, invite it in and it will come. There are more advance ways of absorbing prana. Specialized meditation techniques, I recommend a specialized chakra meditation that will yield more than enough prana for projections, amongst other benefits.</p>
<p><strong>2. Second Ingredient: Knowledge is Power</strong></p>
<p> The biggest factor ruining aspiring astral projectors all over the planet is fear. And knowledge is the weapon of choice against this treacherous enemy. There are countless articles, books and tapes on the subject. Saturate yourself with the subject. Be logical and don't believe everything you read. There is a great debt of gratitude due to all the trail blazers that have put astral projection in the map, but remember these are regular people trying to explain and talk about an unusual subject. Thus, be wary of misinterpretations. One pearl of knowledge that must be shared and will strike down fear of astral projection is that: You are not out of your body. Yes, you never leave your body while you are projecting. Think about these letters that you are reading. You are experiencing with your sight. These letters are outside your body, yet you are able to perceive and experience them while you remain inside inside your body. It is of great importance to grasp this. It will obliterate ignorant fears commonly associated with astral projection, such as, fear of death, fear of possessions and fear of getting lost outside of your body.</p>
<p><strong>3. Third Ingredient: Practice Makes Perfect</strong></p>
<p><em>Who likes to hear this sentence?</em> Not nearly as many as those that like to say it. But, as painful as it sounds, it holds true. Any skill worth having requires you to put in a decent amount of time and effort. Now that your motivation is likely back to zilch allow me to digress to the original point of this article...yes, the overnight part. Hopefully, your motivation is now back to normal levels. The following are three simple and efficient techniques that will project your astral probe literally overnight.</p>
<p><strong>The Movement Technique </strong></p>
<p> After a long day of white water rafting I proceeded to lay down in my bed and rest. Interestingly, laying there in a relaxed state, I couldn't help but notice that the movement of the raft moving down the river had stayed with me. I went with it for a while and as soon as my brain was convinced of the reality of this movement it was tricked into achieving it. Before I knew it my astral probe was inches away from my bedroom wall as I lay in bed. After discovering this purely by accident I experimented with other variations of movement, such as, jogging, swimming and even driving a car with great success.</p>
<p><strong>The "Feels Like Technique" </strong></p>
<p> This is a very powerful technique, and for the purpose of astral projection you might want to think of it as visualization on steroids. Using this technique, is the only way I have been able to project while completely awake. In a nutshell, you will pick a room in your house; the bathroom seems to work best. Lie down and relax in your bedroom. Now as you lay there, relaxing and getting comfortable start to picture your bathroom in your mind's eye. If you are anything like me, your first attempts at visualization will be pathetic. Your job is to trick your brain into believing it is in the bathroom, the brain is no fool, and you need to imitate the sensory data the brain expects to receive to the best of your ability. Feel the colors, the brightness, and the texture of the surface. Look at the mirror, the corners of the room, the sink, you get the idea. It is all in the details.</p>
<p><strong>The Lazy Technique </strong></p>
<p> This is my favorite one because it requires the least amount of work. This technique requires you to play around with your normal sleep schedule, so it is not recommended for work or school days. Simply set your alarm clock about three hours earlier than usual. Get up and do some type of task that will require some degree of focus. Read a book, preferably on astral projection, take a walk around your block. Taking a 15 minute drive usually does it for me. Then go back to your warm, comfortable and inviting bed. That is it. I can only speculate that these actions put your brain in a very special state of mind that makes it much more prone to achieve astral projection.</p>
<p> Everything in the universe requires an exchange of energy. Remember that, whether you are writing an article fueled by caffeine or sending an astral probe to the Mexican Riviera powered by prana. Knowledge will set you and your astral probes free. Educate yourself on the subject; it is the only way to dispel ignorance and fear. Be consistent with your practice, anything worth gaining requires effort. And if all this sounds like too much work, at least give "the lazy technique" a try, you might be one of the few lucky natural astral projectors.</p>
<p><strong>About the Author</strong><br />
</p>
<p>Higher Balance Institute offers tools for meditation, spiritual development, enhanced intuition and sensory awareness in the world. Our mission is simple - to awaken the world one mind at a time. For more information visit us at <a href="http://www.higherbalance.com/103.html">www.higherbalance.com</a> for free eBooks.</p>
<p><a href="http://deuist.com/star-wars-art-project-4/">Star Wars Art Project</a> is a post from: <a href="http://deuist.com">Star Wars Movie Posters</a></p>
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		<pubDate>Thu, 01 Jul 2010 12:28:26 +0000</pubDate>
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<b>How to Make Star Wars Action Figures with Pipe Cleaners : How to Make Pipe Cleaner Action Figures</b><br />
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<h2>Star Wars: The Force Unleashed</h2>
<p>Star Wars: The Force Unleashed is a video game created by LucasArts. It is also a part of The Force Unleashed project. This <a href="http://www.factpile.com/tag/star-wars">Star Wars</a> game was originally created for the Wii, Xbox 360, PlayStation 2, PlayStation 3 consoles, PlayStation Portable, Nintendo DS, and mobile phones that are java equipped. Part two of this particular game was revealed at the 2009 Spike Video Game Awards which thrilled game players.</p>
<p>This game was released in North America, Southeast Asia, Australia, and Europe in September of 2008. There are downloadable versions for the Xbox 360 and PlayStation 3 consoles which can be easily accessed around the globe. There was later an Ultimate Sith Edition of the game which was released in 2009 that compared to the Star Wars game but offered new characters and exciting new adventures. The game is easy to learn and master even for the newest of players. The developers created the game to be user friendly so players of different ages could enjoy it. This also helped to expand the game's presence to the Mac OS platforms and Microsoft Windows. This project helped to connect the 2 Star Wars trilogies and introduce a new protagonist, which was Darth Vader's secret apprentice known as "Starkiller".</p>
<p>Star Wars: The Force Unleashed and the sequel are both loved by players around the globe. They enjoy the game play, features that it offers, the graphic effects, and the overall layout of the games. It has a compelling storyline which an impressive art throughout the game and was purchased by millions of gaming fans putting at the top for one of the fastest selling <a href="http://www.factpile.com/tag/star-wars">Star Wars</a> games.</p>
<p>The actual game is considered a 3rd person action game in which the characters weapons include a lightsaber and the force. The creators of the game developed the main characters lightsaber like any other force power which ensures that with the push of each button something amazing and unexpected will happen. This Star Wars game has a combo system which allows you to combine lightsaber attacks with all of the force powers and for stringing lightsaber attacks. You can earn points for experience by attacking or destroying enemies or finding artifacts which can be used to increase Starkiller's traits and powers.&nbsp; The game is easy to learn and master even for the newest of players. The developers created the game to be user friendly so players of different ages could enjoy it. The game is easy to learn and master even for the newest of players. &nbsp;However, as you progress into the game the levels will become more difficult to master and you will need to improve your overall character in order to survive and beat the evil force. Just like the good characters the bad ones each have different attack abilities, strengths and weaknesses.</p>
<p>&nbsp;</p>
<p>This Star Wars game is definitely one that you will enjoy spending hours playing either solo or with friends. Either way you can master your inner goodness or evil by channeling it through your game play.</p>
<p><strong>About the Author</strong><br />
</p>
<p>This game was released in North America, Southeast Asia, Australia, and Europe in September of 2008.</p>
<p><a href="http://deuist.com/star-wars-art-project-3/">Star Wars Art Project</a> is a post from: <a href="http://deuist.com">Star Wars Movie Posters</a></p>
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<p><strong><a href="http://deuist.com/star-wars-art-project-5/">Star Wars Art Project</a></strong><br />
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<b>What is a good Science Fiction movie?</b><br />
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<p>I am in the 6th grade and my project for my Language Arts class is to choose a Science Fiction movie and write an advertisement and make a poster. I REALLY hate Science Fiction and know NO good Sci Fi movies. Please don't tell me Star Wars or the Matrix (taken). Please help me!
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<p>War of the Worlds<br />
2001: A Space Odyssey<br />
Alien<br />
Total Recall<br />
The Fly<br />
Predator<br />
A.I</p>
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<b>How to Make Star Wars Action Figures with Pipe Cleaners : Making Action Heroes With Pipe Cleaners</b><br />
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<h2>Classic Gaming</h2>
<p>PC gaming is doomed. No, really, it's going to I cop it any day now. In fact, it may even have expired by the time you read this introduction. After all, people have been predicting its demise for 20 years now - it's all piracy this, expensive hardware that, niche appeal this, compatibility problems that... Oh, shuddup. PC gaming isn't going anywhere.</p>
<p>The platform's infinitely adaptable, it's hand-in-hand with the rise of casual, ad-supported and subscription-based games, and it's got a back catalogue several hundred orders of magnitude huger than any other gaming system. In terms of that incredible back catalogue, the PC's currently undergoing two very important changes that may rescue it from the impotence of dusty floppy disks and pop-up-infected abandonware sites.</p>
<p>First, PC gamers' values are changing - the audience is moving away from graphics-hungry teenagers and into a breed that's more prepared to judge a game on its less superficial merits. In short, a game consisting of 320x240 pixels, each the size of a baby's fist, no longer causes quite so many people to scoff dismissively at it. Secondly, digital distribution services - notably Valve's Steam and the great-in-the-States-but-crap-over-here Gametap - are gradually adding classic games to their online stores - legal, free from floppy disks, and dirt-cheap. A slight spot of whimsy and a few dollars is all it takes to enjoy yesterday's finest.</p>
<p>While it's early days for this, things can only get better. On Steam alone, the last few months have seen the rediscovery of ancient treasures such as the earliest Wolfenstein, Unreal, Doom and GTA games. The past is indeed another country - but, when it comes to old PC games, lately we're talking more Isle of Man than North Korea.</p>
<p>Until these electro-stores are fully stocked, plenty of options remain to locate your desired fragment of yesterday - eBay, second-hand stores, free fan remakes and (mumble) bittorrent (mumble) abandonware (mumble), for instance. Somewhat sadly, old PC games don't seem to retain much value, even for mint-condition boxes. I'd be lucky to get a hundred bucks for one of my proudest possessions, my still-sealed copy of Dungeon Keeper.</p>
<p>Still, that's great news for buyers. But where to start? Over 20 years of PC gaming is an impossibly large subject, so how we're going to approach it is by breaking it into key genres (albeit composited ones) and looking at the games which defined them, or alternatively took it to interesting places that have been sadly left unexplored since. The obvious names - yer Dooms and C&amp;Cs - will go unspoken in favor of games you're less likely to have played. For the sake of argument, history began in 1987 - a year that saw, among other epochal events, the dawn of VGA and its wondrous 640x480, 256-color pixels, LucasArts defined point'n'click adventure games with Manioc Mansion and the first real-time 3D RPG, Dungeon Master.</p>
<p>To start at the most obvious - but, in some ways, least interesting - point, let's talk action games. The earliest first-person-shooter was 1973's Maze War, but it was id software's 1991 fantasy shooter Catacomb 3D that really birthed the form as we know it. Until then, we didn't even get an onscreen hand reinforcing the sense that the player was the game's character. From that came Wolfenstein 3D and Doom and - well, you know the rest. Its the point between then and now that contains lost wonders.</p>
<p>Hidden Treasure</p>
<p>1994's Marathon is a fine example. One of the earliest games by future Halo creator Bungle, though this didn't prove a runaway success on PC, it was one of the first post-Doom FPS games to introduce elements beyond repeatedly shooting monsters in the face. Friendly Al characters, alternate fire modes, co-op play, swimming and, particularly, a strong layered plot (which was a major inspiration for System Shock and Halo, among others) made it an altogether more grown-up affair than other Doom-a-likes. Though its superior sequel Durandol was the only Marathon game to see an official Windows release, Bungee now offers free versions of all three instalments' Mac versions, which fans duly ported to PC. Download links and a setup guide lurk at <a href="http://www.calormen.com/mwd.htm">www.calormen.com/mwd.htm</a>.</p>
<p>Skip ahead to the second half of the 1990s and 3D-accelerated gaming is in full swing. There were a great many ways to kill pretend things - including expertly-adapted licensed fare such as 1999's Aliens versus Predator and 1997's Star Wars: Jedi Knight 1998's Thief The Dark Project, from the dearly-missed Looking Glass Studios (the key members of which went on to form Ion Storm, the developer behind Deus Ex), was a revelation in such violent climes. Essentially, the design document for the subsequent decade of stealth games - count Splinter Cell, Hitman and Assassin's Creed among its followers - murder took a distinct backseat to using the environment to create your own non-linear path through the game.</p>
<p>Playing a character poorly suited to direct combat, using shadow and sound to avoid beef cake enemies, and emphasizing the need for patience and attentiveness over reflex gives Thief a pounding tension few games have touched. On top of that, it's about unified design and atmosphere to create a sense of place and menace, whereas so many of its peers contented themselves with a jumble-sale muddle of second-hand sci-fi ideas. If you're spitting like a bucktoothed viper at the idea of 1998 polgyons, direct your ocular organs to modetwo.net/darkmod/, where there's an ongoing project to remake Thief in the shadowtastic Doom 3 engine - they released a demo version not long ago.<br />&nbsp;<br />One of the most interesting areas of PC gaming is the crossover point from FPS into other genres. System Shock 2 and Deus Ex are the best-known examples of introducing roleplaying elements - tailoring the character to your own tastes, managing inventories, handing choice of action and path to the player - into a real-time action environment, but point your mind earlier than that. Another Looking Glass effort, the 1992's Ultima Underworld, offered a genuine 3D world (an early build of which was id's 'inspiration' for Wolfenstein 3D) and first-person-perspective monster-stabbing augmented by RPG trappings and non-linear exploration.</p>
<p>Most recently, the likes of Oblivion and S.T.A.L.K.E.R owe a great debt to UU and its sole sequel, but fans feel it's never been done better. Make your own mind up with one of the various remakes at tinyurl.com/3yzvz8.</p>
<p>Genre Splicing</p>
<p>Two years later, the first System Shock was doing things with environmental interaction - stacking boxes to form a ladder to higher places, for instance - that most games don't offer even now. While you'll need to have your own moral dilemma about whether or not you should download the so-called 'abandonware' version of Shock, it is worth mentioning that there's a near-complete fan project that makes it run happily under modern Windowses and with improved graphics at tinyurl.com/2sc5n9. Or, if you want an absurdly violent, foul-mouthed alternative to these more cerebral FPS+ wonders, 1999's Quake 2-powered Kingpin: Life Of Crime sported branching dialogue, the buying and selling of weapons and recruitable NPC companions alongside its granny-baiting blood 'n' maiming.</p>
<p>For RPGs themselves, well, there's a wealth. No platform has ever done roleplaying as well as the PC. With Fallout3 due later this year from the makers of Oblivion, now's the time to play the first two post-apocalyptic open-worlders. They're turn-based, which makes combat a tactical matter of how you've developed your character's abilities and the best way to approach a situation, rather than how fast you can click fire. Most of all, it offers choice - how your character behaves, who his allies and enemies are, and the reputation he has with the game's populace. It's also vicious, funny and still the aesthetic benchmark for any game set on a scorched Earth.</p>
<p>More traditional fantasy roleplaying is best served by Ultima VII, the best of the long-running series that earned Richard Garriot his name, and one with which Looking Glass/Ion Storm big fish Warren Spector was heavily involved. As with the Fallout games, there's little need to stick to the straight and narrow here - this is roleplaying that encompasses morality, not simply whether you fight with a sword or a bow. It's also a world in which you can interact with almost anything in the game - whether it's to craft your own food or weapons, or just strumming away on an unclaimed lute. The presentation may be crude, but modern RPGs generally lag far behind it in most other respects. It's another game whose fans are battling to keep it alive - while you'll need to track down the original game files yourself, the Exult engine (exult.sourceforge.net) will make 'em run tickety-boo on your new-fangled modern operating system.</p>
<p>Another semi-free-form RPG milestone is 1993's Betrayal at Krone/or (whose creators later went on to create the Tribes series), which blends first-person exploration with third-person fighting - and handily it's available for free from <a href="http://www.alt-tab.net">www.alt-tab.net</a><br />.<br />While it doesn't offer the freedom of a Fallout or Ultimo VII, arguably the aged RPG to play if you haven't is 1999's Planescape: Torment. A beautifully-written tale of guilt, identity and atonement that'll tear your heart out, stamp on it repeatedly then roughly shove it back inside your shattered ribcage, this is a game about words more than deeds. Around 800,000 of 'em. There's nothing else quite like Planescape, and it's the staple of any discussion about gaming narrative.</p>
<p>Stepping sideways into strategy, again you've got Battlezone combining FPS, RTS and military sim, or the absolutely, awe-inspiringly unique Sacrifice (example spell:'bovine intervention') boldly mixing action, roleplaying, comedy and a thousand new ideas-a-minute in alongside more familiar real-time strategy tropes. Both threw down experimental gauntlets no-one else dared to pick up. On the more tactical side of the coin is Syndicate, from gone-but-not-forgotten British uber-developer Bullfrog - a still gloriously immoral real-time squad tactics game that makes GTA look like Theme Park.</p>
<p>Peter Molyneux's been muttering about reviving Syndicate's satirical dystopia of corporate oppression and violence, but until (if ever) that happens, there's a fan remake in the works, which the first level now complete, at freesynd.sourceforge.net.</p>
<p>Strat Attack</p>
<p>More conventional RTS nostalgia is perhaps best served by Starcraft - still the template for ultra-balanced multiplayer strategizing with distinct playable races, not just differently-colored clones of each other - and Dune 2, the father of commanding and conquering, and even today surprisingly way ahead in terms of offering a convincing narrative explanation for resource-collection and perma-war. There's an impressive free remake of the latter at d2tm.duneii.com. Another one to look up is 2000's Ground Control, one of very few RTS games to ditch resource management in favor of using your cunning to blow up tanks with a fixed retinue. Its sequel was miserably generic, but did have one thing going for it - the original game was released for free to promote it. Grab it from tinyurl.com/38wt7.</p>
<p>It would be remiss of us to mention turn-based strategy without bringing up Sid Meier, but frankly the recent Civilization 4's good enough, or you can dabble with FreeCiv (freeciv.wikia.com), for a less accessible but simpler game more in keeping with the original Civ. But what you should really do is play 1994's Colonization, a Civ sequel that centers solely on conquest of the New World. While Civ tries to encompass everything, and logic is gradually eroded over time even as complexity snowballs, Colonization is utterly focused. You've a single goal - win independence from your mother nation, and the journey to that is a fascinating arc of scrabbling out a few pennies from trade or conquest, building up to self-sufficiency and finally to all-out war. Why Sid hasn't revisited Colonization is a mystery.</p>
<p>The curious no-man's land between strategy and management gaming is occupied by Dungeon Keeper, another Bullfrog game. The central gimmick-you play the bad guy, an unseen lord of the underworld raising a bestial army to fend off do-gooder heroes - is a little too panto to pay off, but what it's really got going for it is that you're trying to impose order onto chaos. Your monsters either don't want or are too stupid to be managed, underground cave systems aren't suited to logical architecture, and your most powerful unit, the Horned Reaper, will just as happily slay your own troops as he will the enemy's. It's a juggling act, only the balls are on fire, someone keeps throwing rocks at you and you've only got one hand.</p>
<p>A thousand dusty treats go unmentioned. For adventure gaming, eschew the more obvious Monkey Island/Sam 6- Max fare and nose at the branching options of Indiana Jones and the Fate of Atlantis, the heartstring-tugging of The Longest Journey, the fiendish puzzles and oh-so-French wit of Gobliins 2, or the artful grimness and wealth of choices of Blade Runner. Less earthly pursuits, meanwhile, are best exemplified by TIE Fighter's coolly wicked space simming, Privateer's open-universe exploring 'n' fighting VT trading or Stunt Island's fusion of set piece dare devilling and proto-movie-editing.</p>
<p>If there's one undisputed must-play from the annals of PC gaming though, X-COM is it. First game UFO: Enemy Unknown remains the best of the series, but sterling sequel Terror From The Deep can be had for a few dollars from Steam. Famed for its artful juggling of global strategizing (building and upgrading bases to track alien invasions, and research new weapons to defeat 'em), astoundingly tense turn-based squad combat and gentle roleplaying, nothing's come close to X-COM, though many have tried.</p>
<p>It's the nexus of all PC gaming, a super-smart meeting point of action, strategy, RPG, management that promised a future of constant creativity, but instead we saw one that splintered into feature-creep variations on each of those single themes. Only now, with the new surge of indie gaming exploring places big-budget studios fear to tread, are we seeing a return to the inventiveness of early 1990s PC gaming. Go remind yourself quite how incredible a time it was.</p>
<p><strong>About the Author</strong><br />
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<p><a href="http://deuist.com/star-wars-art-project-6/">Star Wars Art Project</a> is a post from: <a href="http://deuist.com">Star Wars Movie Posters</a></p>
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