Spellbound by Imesha in Second Life

Imesha; Inara Pey, February 2016, on Flickr Imesha (click any image for full size)

Arriving in Imesha, Shaman Nitely’s and Ime Poplin’s multi-level cityscape, one might be forgiven for thinking they’ arrived in a corner of a city made famous on the big screen though the likes of Blade Runner or on television via Total Recall 2070. Buildings rise on all sides,  elevated roads and sidewalks passing along the deep gorges formed between the gaudily lit towers, ramps and stairways providing links between the different levels, allowing passage between them. Each level is perhaps just a little darker than the one above, until at the lowest, the visitor eventually comes to  brick buildings of a much earlier era, graffiti strewn façades tired, old original roads, where visible, cobbled and aged.

But Imesha is no direct homage to either Ridley Scott’s film (or those which copied its approach to a dystopian view of future cities), nor is it an echo of the Los Angeles of Total Recall 2070. While it may contain similar fusion of occidental-Sino-Japanese influences, it is very much its own place, and a quite spectacular one at that.

Imesha; Inara Pey, February 2016, on Flickr Imesha

From the upper levels s setting sun can be seen, limning the tallest buildings, its glow competing with their own brightly lit surfaces and myriad lights. Flashing billboards stare down at visitors from side sides of some of the buildings, the oriental faces on them flickering and smiling, the ambient sound scape shifting and changing to suit the environment as one explores.

And there is plenty to be found when exploring! “We added as much detail as we could for a homestead,” Shaman informed me when I bumped into him and Ime re-working a part of the landing area. “That’s why we are constantly replacing stuff with lower prim alternatives!”

Imesha; Inara Pey, February 2016, on Flickr Imesha

As we chatted, a Chinese paper lantern drifted by, doubtless riding on the air currents winding around the buildings. Watching it pass, I commented on the nods to Blade Runner etc. “Yes we wanted that Sci fi look,” Shaman replied, “but we also wanted to make it a bit more homely; not cold.”

A teleport system is available at the landing point, providing the means to hop directly to the various local destinations – the club, the diner, the art garden, etc. However, I’d strongly advise anyone making a visit to eschew this and strike out of foot. The best way is through the doors leading to the club space, or up the stairs alongside them. Both will lead you to routes connecting the platform to other parts of the region.

Imesha; Inara Pey, February 2016, on Flickr Imesha (click any image for full size)

Finding your way between all the levels may take a little time, but this will also allow you to hopefully see all of the detail and care put into this build. Do make sure you have ALM enabled as well (you don’t have to enable Shadows, which are the big performance hit); excellent use of materials is made in much of the region, so having ALM on increases the visual appeal of the Imesha.

All told, this is a fabulous deign and build, and one that should be enjoyed by all who visit. Should you do so, please consider supporting Ime’s and Shaman’s efforts to offer it to Second Life, by making a donation at one of the tip jars found throughout the region.

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3 thoughts on “Spellbound by Imesha in Second Life

  1. Another amazing write-up of this new sim,Inara. Thank you again for your amazing blog; I learn so much from you and you always capture the essence of new sims so perfectly with your words. Love, Maddie

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