Second Life’s STÖMOL: a review

From STÖMOL

Warning: if you have not seen STÖMOL, be aware this article does contain spoilers! So if you don’t want your experience spoiled, I suggest you click this link and catch it before you read any further!

Friday, July 24th, 2020 saw the official public première of STÖMOL, a feature-length science fiction machinima filmed entirely in Second Life. Written, directed, edited and produced by Huckleberry Hax, the film also stars Hax in the titular role of Epi Stömol, a private investigator / hunter, with Caitlin Tobias as Waarheid (and who also serves as the film’s assistant director and publicist), Ylva as Verity Certain, Boudicca Amat as Istinito Tatsache, Anthony Wesburn as Adevaru, and Mich Michabo as The Quill.

Set some 40 years into the future, the film combines elements of the graphic novel with those of noir-style films to unfold a tale framed by the search for two missing coders, and which folds into itself questions on the nature of truth and reality in a world impacted by climate change and the control of conglomerates.

On the surface, the story appears straightforward enough: attractive, mysterious woman hires PI / Hunter to locate her missing adopted son. Along the way, the PI encounters another hunter, Waarheid, who is looking for her missing niece – and both boy and girl appear to be two halves of the same puzzle: coders called The Eye and The Quill respectively, who could unlock both the reason for the climate catastrophe impacting the Earth – and also could hold the keys to both reality and our perception of the truth.

“It is an intimate thing to kill someone, especially when you get to see them taking you in with their eyes in that final second of life, knowing it was you who has just taken everything from them. There is nothing you can see that come even close to seeing that” – Epi Stömol. Screen caps from STÖMOL.

Agreeing to seek the girl if Waarheid attempts to locate the boy, Stömol sets about his task, a shadowy, helmeted figure tracking his movements. Whether he is aware of this or not isn’t clear, but Stömol does find the girl – and has an initial encounter with the helmeted figure in the process. Opting not to inform Waarheid of his find, ostensibly to prevent her from ending her search for the boy, Stömol has a further encounter with the mysterious helmeted one, confirming him to be Adevaru. Attempting to strike a deal, Adevaru reveals the true value of the two coders – giving Stömol  pause for thought.

Keeping to the bargain, Waarheid, informs Stömol she has located the boy, who is being held against his will. A rescue attempt is made, only to apparently fail, a kidnapper escaping with the boy. This set the film up for a sharp plot twist that is genuinely surprising and unexpected, in the process moving us to the final denouement, which in turn brings the story full circle to connect neatly with the opening sequence.

All very easy to follow. However, this simple sounding narrative actually lies within a much more complex story, one that might be summed up in asking the question just what is truth?

Waarheid. Screen cap from STÖMOL.

This is exactly what Stömol does as the film opens, mulling over both that and the nature of reality.

Stamp your feet on the ground; down three fingers of whiskey; put a cigarette in your mouth and light it. Is any one of these things real? Is any one of these things “the truth”? Or is truth just a story we create so that things seem to make sense? The line that joins the dots up into a picture that we can understand. We think each dot can only lead to one other; but what if every dot leads to a thousand others, and a million different pictures can be drawn?

– Epi Stömol

Presented in terms of the action that follows these ruminations – the dispatch of an unknown individual carrying an automatic weapon – it’s easy to simply view Stömol’s words as merely reflective of that action; indeed, with a nice slight of narrative, we’re encouraged to do so; but the fact is with this opening statement the film’s focal point is set – and, again, indirectly, a hint is given about Stömol himself.

This element of “truth” being at the core of the film is revealed in other subtle ways as well. Take the names of the principal players Stömol encounters: Verity Certain (itself a play on words), Istinito Tatache, Waarheid – all are words for “truth” and / or the state or quality of being true in their language of origin (English, Croatian and Dutch). Even Adevaru would appear to be a play on Adevărul, Romanian for truth. Similarly, The Eye and The Quill are not randomly chosen names for the two missing coders: the eye is the organ that sees the truth, whilst the quill is the tool by which the truth can be recorded.

It is this layering of elements in which STÖMOL is lifted above being a”simple” tale (although it can still be enjoyed as such), giving it more of a novel-like feel. Similarly, the broader production values evident in the film also help to present it as more of a motion picture than a machinima. Good use is made of framing – over-the-shoulder shots, cutaways, close-ups, all provide depth to STÖMOL.

There are subtleties in approach that give the film added richness. As noted, the twist towards the end of the story is presented in a manner that is so entirely unexpected, I doubt anyone could see it coming. There are also ambiguities scattered throughout that add a certain edge to Stömol. Take the outcome of the rescue attempt: did it really fail, or did Stömol allow the kidnapper to escape with the boy so he might remove Waarheid as a potential rival and thus leaving open his path to having sole control over the Quill and the Eye? And what of the comment about making a gift to the man killed in the opening sequence, is not a new light on this cast within the film’s ending and Stömol’s comments about controlling the truth through The Quill and The Eye?

An encounter with Adevaru. Screen cap from STÖMOL.

However, it would be remiss to say STÖMOL is not without its warts. Whilst relatively few, they do jar when they happen – such as the fight scene with Täuschung (another clever name – this time meaning “deception” or “to deceive”; a shame it didn’t go anywhere). It appears to have been included because it had been shot before the core of the story had been settled, and the fight couldn’t be readily re-filmed to better fit the narrative. Thus we’re left with a character that pops up and dies without saying a word and without serving any other purpose than to facilitate a fight.

The narration can also be unsettling. Delivered without cadence, it is peppered with unnatural pauses in delivery that can grate to the point of spoiling enjoyment. A case in point: early in the film Stömol walks the streets in a 4½-minute segment during which he delivers less than a minute of voice-over in total. This is painfully drawn out across the 4½-minutes with clumsy, mid-statement pauses up to 20 seconds in length. It’s a sequence that could have been edited to around 90-100 seconds without losing any of its dramatic edge whilst facilitating a far more fluid narrative delivery.

Elsewhere, the film offers ome nice hat-tips to its major sci-fi influences: Blade Runner and Blade Runner 2049. These range from the obvious – the use of Zee9’s Drune designs  (Bladerunner) plus the atmospheric effects (aka Blade Runner 2049) – through the the more subtle: watching the robotic major domo march into Verity Certain’s pool area ahead of Stömol, I couldn’t help but think of Sebastian’s robotic playmates greeting him on his homecoming. Stömol’s use of a noodle bar also sits as a nod towards Deckhard in Blade Runner.

Overall, STÖMOL is a creditable first outing into feature-length filming in Second Life. Yes it has some faults – name me a film that doesn’t, and technique can always be polished. Certainly, the warts don’t prevent the film from packing a satisfying punch at the end whilst achieving what it sets out to do: entertain.

Oh – and when watching, make sure you do so through the credits: there’s an MCU-style tag scene that offers a hint of what might come in the future.

Here’s the link for the film again.

Gen Con: sneaking a peek in Second Life

Part of the VRazeTheBar Gen Con Experience Welcome Centre, reproducing the Indiana Convention Centre entrance, which is replicated in full within the event regions

It’s now just a week before GenCon 2020 opens its on-line and virtual doors to gamers. The largest tabletop-game convention in North America by both attendance (almost 70,000 in 2019) and number of events, Gen Con features everything from traditional pen-and-paper games to computer games by way of role-playing games, miniature war games, strategy games, board and card games, to live-action role-play – and more.

Traditionally held over four days in down town Indianapolis, Indiana, where it is focused on the Indiana Convention Centre, Gen Con has – like so many other large scale gatherings – been forced to change tack for 2020, courtesy of the SARS-CoV-2 virus, and as I noted in Coming to Second Life: Gen Con “the best four days in gaming”, for 2020 Gen Con will be taking place on-line across a number of platforms – and it will also be going virtual with a presence within Second Life.

Called VRazeTheBar Virtual Gen Con Experience, the Second Life event is being developed by solution provider VRazeTheBar, who are in working closely with Gen Con to ensure the convention is fully and strongly represented in-world.

Given it is both a week since my first report on the event and just a week from opening, event organisers Alesia Clardy (AleisaPM in-world) and Ron Clifton (RCArchitect in-world), respectively VRrazeTheBar’s Creative Director and Technology Lead, allowed me to hop back and see how things are coming along.

We’ve made some minor changes since we last chatted. The Welcome Centre will now be remaining in its own location on Mainland, rather than moving here, and will remain open for folk who are not registered for the event, or who misplace where they are supposed to be. We’ll have guides there to provide assistance to visitors throughout the four days of the event. Second Life users will also be able to visit it for information on registering for the event and then getting to the main event regions.

– Alesia Clardy (AleisaPM in-world), VRazeTheBar

Part of the VRazeTheBar Gen Con Experience: the Fantasy games area
Taking place over the four days of Thursday, July 30th through Sunday August 2nd, VRazeTheBar Virtual Gen Con Experience features a full schedule of activities for gamers and attendees spread across four regions collectively divided into themed areas defined by altitude, with levels on the ground, at 500m, 1,000m and 1,500m.

The latter is devoted to gaming areas, the level split between sci-fi, fantasy, steampunk, medieval, and renaissance areas built around a central arrival, greeting area.

We’ll be running the games here. some will be open to whoever wants to play, others will be lead by our Second Life event Games Masters (SLeGMs). When an SLeGM activity is in progress, access will be restricted to the registered players and the GM and Host. When not in use for a specific game, attendees will be free to wander through through and explore – we even have some horse rezzers for those wishing to try their hand at riding in SL!

– Alesia discussing the 1500m level at the VRazeTheBar Gen Con Experience

Part of the VRazeTheBar Gen Con Experience: a table-top game in the Medieval area

Meanwhile, at the 500m level, is a reproduction of down town Indianapolis, a place where those who regularly attend Gen Con in the physical world can feel at home, relax and generally socialise. The build includes a reproductions of the convention centre that is the focal-point for the physical world event, and the Union Station, where social activities take place.

To help people get in the mood for the main event, the VRazeTheBar will be hosting a pre-convention dance for registered attendees on Friday, July 24th, between 17:00 and 19:00 SLT. It will take place in the Union Station building in-world,  and fancy dress is encouraged with prizes for the best costume / best look. The event will also be live streamed as a part of GenCon Online’s pre-event activities.

Getting around so large an environment could be confusing for those unfamiliar with Second Life, so the VRazeTheBar team have utilised Second Life Experience keys to establish easy, HUD-based teleporting. Arrivals within the regions will receive an invite to join the experience and receive the HUD, which will be auto-removed when they leave / log-off, as per any other experience, and replaced automatically on their return.

Part of the VRazeTheBar Gen Con Experience: a part of the Sci-Fi area (the “Inara Pyramid”! – no, nothing to do with me, rather part of a link to the TV series Firefly

As I noted last time around, attendance at the event requires registration through the Gen Con website – and this includes Second Life users. Registration is mostly free, although there is a nominal US $2.00 fee for some special events, mandated as a part of Gen Con Online’s registration requirements. Whilst visiting VRazeTheBar Gen Con Experience, attendees will have the opportunity of picking up an in-world Gen Con tee shirt, a backpack and other goodies.

I’ll have a further update on things, including details of the opening event and the special guest who will be attending ahead of the opening next week. In the meantime, once again my thanks to Alesia and Ron for their time and attention.

However, if you’d like to learn more before then, tune-in to Lab Gab at 11:00am SLT on Friday, July 24rh, when Strawberry Linden will be chatting to Alesia and Ron – read more here. Or, if you prefer, hop over the the Welcome Centre!

Links and SLurl

Stand for Justice: US $11K+ for BLM-related charities

Stand for Justice

At the start of June 2020, and thanks to a post by Linden Lab, I learned about Stand For Justice, an Second Life event organised to raise funds for the charities Black Lives Matter, Black Visions Collective, Campaign Zero, the National Police Accountability Project, and a Split Bail Fund benefiting 38+ bail funds across the United States (see: Stand for Justice in Second Life).

Over 100 SL brands and stores joined the event, with 100% of all sales to be donated equally among the supported charities and organisations. The event closed its doors at the end of June, and during the first part of July, the funds raised with cashed-out from Second Life and distributed to the supported charities. On July 16th, the organisers announced the final pay-out of funds raised had been made.

In all, a total of US $11,159.64 was raised by the event, after process credit fees. However, by the time the event closed and donations were ready to be made, the Black Visions Collective has ceased accepting funds. A poll of Stand For Justice group members was therefore taken for alternate charities to whom a donation could be made, resulting in the nomination of the National Institute for Criminal Justice Reform, a non-profit organisation providing technical assistance, consulting, research, and organisational development in the fields of juvenile and criminal justice, youth development, and violence prevention.

The five donations came to US $2,231.93 each. A full breakdown of payments and receipts can be found on the Stand for Justice website, and the actual transfers of funds from the Stand for Justice account to the charities was recorded via a You Tube live stream.

Additional Links

Premièring on July 24th, 2020: STÖMOL a Second Life Machinima

STÖMOL publicity image

Update: due to some last-minute changes, the public première of  STÖMOL is now slated for July 24th – details at the end of this article.

STÖMOL is an ambitious feature-length science fiction machinima filmed entirely in Second Life and due to première on You Tube on Thursday July 23rd, 2020.

Written, directed filmed and produced by Huckleberry Hax, who also takes the lead role of Epi Stömol, a private investigator. Also appearing in the film are Caitlin Tobias as Waarheid and who is also the film’s assistant director and publicist; Ylva as Verity Certain, Boudicca Amat as Istinito Tatsache, Anthony Wesburn as Adevaru) and Mich Michabo as The Quill.

Stylistically, the film is very much shot in the style of an animated graphic novel – think of the likes of Sin City and you’ll get the idea – that grew out of Hax’s writing and Second Life photography. In all it has taken some 18 months to produce, and involved filming in more than 15 regions around Second Life. These include Zee9’s evolving Drune builds, which I’ve featured in these pages on a number of occasions (see: Drune IV: an Aftermath in Second Life, and Drune: a further visit in Second Life, for example), and the (now sadly passed into history) Kun-Tei-Ner by Lotus Mastroianni and Fred Hamilton (see: Kun-Tei-Ner: a water world in Second Life) and Huntington Beach, designed by Jade Koltai, although it has also since passed into a the pages of history (see: A trip to Huntington Beach in Second Life).

Described as being about “history” in the form of climate change and “truth” – topics that should both resonate with an audience, given the current geopolitical situation in the modern world – STÖMOL  is framed around the search for a pair of missing coders, a boy and a girl called the Eye and the Quill respectively, who may hold the key to unlocking the truth about Earth’s current situation- or perhaps they represent something else.

Official history tells us the sky turned red after an asteroid hit the planet and a trillion particles of dust got blasted into the air. But some people say that’s a lie. They claim we did this to ourselves.
They can’t prove any of it. From 1990 onwards – seventy years of history – there’s official conglomerate media only. Systems today don’t recognise the file formats from back then. ‘Digital Hygeine,’ they tell us.

– From STÖMOL

Despite these focal points within its narrative, STÖMOL is a film that came together somewhat organically, rather than building from a set story. Discussing the development of the idea during a segment of Lab Gab, Hax noted the the filming of scenes would take place as locations in Second Life were identified, with the structure of the story not emerging until some 50% of the filming was completed, the actual script / dialogue then following from that.

This is, to say the least, an unusual approach to shooting a film, and appears to be borne out of Hax’s experience with the National Novel Writing Month, an event that takes place globally every year and in which writers are encouraged to write a 50,000 novel across the 30 days of novel – but not to edit or revise as they write, instead allowing the story to shape itself.

Which should not be taken to mean STÖMOL  is in any way haphazard. Quite the reverse; the film demonstrates a high production quality, with many considered creative choices. It is also a film that carries with it a certain twist at the end (although the clue is there from the beginning – will you spot it?), whilst offering a certain amount of hat-tipping to the likes of Blade Runner and Blade Runner 2049 without ever feeling at all derivative.

However, while I’ve been able to see the film in advance of its release, I’m not going to go into further details here, as I have no wish to spoil the public première, the details of which are:

I’ll also have a personal review available following this public première. In the meantime, here’s a sneak peek, and you can catch more on the STÖMOL website.

A vicarage, two computers, poetry, a cat and a Batman!

Seanchai Library

It’s time to highlight another week of storytelling in Voice by the staff and volunteers at the Seanchai Library. As always, all times SLT, and events are held at the Library’s home, unless otherwise indicated. Note that the schedule below may be subject to change during the week, please refer to the Seanchai Library website for the latest information through the week.

Sunday, July 19th: 13:30: Tea-Time with Miss Marple

Anyone who murdered Colonel Protheroe,’ declared the parson, brandishing a carving knife above a joint of roast beef, ‘would be doing the world at large a favour!’ It was a careless remark for a man of the cloth. And one which was to come back and haunt the clergyman just a few hours later – when the colonel was found shot dead in the clergyman’s study. But as Miss Marple soon discovers, the whole village seems to have had a motive to kill Colonel Protheroe.

Tea-Time with Miss Marple

Seanchai Library draws to a close a 6-week run featuring Agatha Christie’s Miss Jane Marple, with The Murder at the Vicarage, the novel marking her first appearance in print.

Monday, July 20th, 19:00: Colossus

Gyro Muggins reads the 1966 future cold war novel by Dennis Feltham (DF) Jones.

Charles Forbin has dedicated ten years of his life to the construction of the supercomputer, Colossus, rejecting romantic and social endeavours in order to create the United States of North America’s (UNSA, a nation encompassing both America and Canada) first artificially intelligent defence system.

Colossus is capable of taking and analysing data rapidly, allowing it to make real-time decisions about the nation’s defence needs. But the system soon exceeds even Forbin’s expectations; it is able to take far more information and process it far faster than he and his team at the Colossus Programming Office believed would ever be possible.

Such is the system’s apparent abilities, the President hands off full control of the UNSA’s ballistic missile capability, together with other defence protocols, to Colossus and makes the announcement to the world that he has ensured peace.

But then the USSR announces that it has a defence supercomputer of its own – Guardian – with capabilities similar to that of Colossus. Then the two computers demand they be allowed to communicate directly – and proceed to do so at a rate that is well beyond the understanding of their respective development teams. 

And neither system takes it kindly when Forbin and his Russian opposite number, Academician Kupri, both disable their ability to communicate directly and then seek to remove them from control of UNSA and USSR nuclear missiles…

Tuesday, July 21st:

12:00 Noon: Russell Eponym, Live in the Glen

Music, poetry, and stories in a popular weekly session at Ceiluradh Glen.

19:00: Poetry by Request

With Caledonia Skytower at Ceiluradh Glen.

Wednesday, July 22nd, 19:00: Whittington

Caledonia Skytower reads Alan Armstrong’s 2006  Newbery-Honor winning tale.

Whittington is a roughneck tom cat who arrives one day at a barn full of rescued animals and asks for a place there. Present at the barn is a menagerie of animals and young Ben and Abby, whose grandfather owns the barn and does the rescuing.

To earn his place, Whittington tells the tale of his famous ancestor, the nameless cat who brought Dick Whittington to the heights of wealth and power in 16th-century England. In telling his story of how his ancestors saved and elevated Whittington, this tom-with-a-chip, elevates another little boy above his fear of learning to read.

Thursday, July 23rd, 1900: Batman!

With Shandon Loring. Also in Kitely – from the main Seanchai World grid.kitely.com:8002:SEANCHAI.

An ethnographic exhibition in Second Life

Ethnographic Exhibits of Two Cultures from the Republic of Panama

Available now at the Community Virtual Library, and with its official opening towards the end of July 2020, is Ethnographic Exhibits of Two Cultures from the Republic of Panama.

A collaboration between Nexus Dot, a  cultural anthropologist, and co-curator and media specialist Shiloh Emmons, the exhibit represents two decades of ethnographic research Nexus has made studying two groups indigenous to the lowland tropical rain forests of Panama, the Guna and the Emberá, examining their life styles, culture, art and religion.,

Located on a sky platform, the exhibition comprises six main components that examine both the Guna and the Emberá from several perspectives, including their cultures, the Mola art of the Guna, Emberá cosmology, ecology, and shamanism, and more. In addition, the exhibition presents photos of the Emberá Drua heritage ecotourism project, and offers an ethnobotany examination of how these lowland cultures of Panama make use of plants.

Ethnographic Exhibits of Two Cultures from the Republic of Panama

The aim of the exhibition is two-fold:

  • To communicate Nexus’ work in studying these two groups of people over a span of two decades, and the place and role of such cultures in the world today.
  • To provide the non-profit community and education system with a template of how scientific research can be transformed into an engaging, multimedia 3D virtual experience that resonates with scientists, educators, and interested Second Life residents.

The video below serves as a general introduction to the exhibit.

Based in both Panama and Idaho, USA, Nexus earned his MA in anthropology at the University of Oregon, where he specialised in the ecology and cosmology of tropical indigenous cultures, and where he also spent time as a graduate teaching fellow. Whilst he does hold that MA in anthropology, his work in studying the Guna and Emberá is very much born of personal passion, rather than being funded directly as a part of a set academic study.

Most of my research is self-funded, although I have executed a number of projects for agencies and institutions as a consultant. Often these projects were involved with ecological l or socio-economic components, so there is a link there. I’m also a geospatial analyst, and have been involved in computer mapping and handling data like the COVID map system; I’m actually at my farm in the countryside of Panama at the moment due to the general quarantine.

– Nexus Dot discussing his work

As a long-time user of Second Life who had been largely absent the platform several years, it was the current SARS-CoV-2 situation that encouraged Nexus back, with the idea of experimenting with the platform to see how well complex material like a professional anthropological paper might be translated into an engaging, multi-media learning tool, and a meeting with Shiloh started the ball rolling with the exhibit.

Ethnographic Exhibits of Two Cultures from the Republic of Panama

The exhibition is open now informally to visitors, with the formal opening taking place on Sunday, July 26th – of which more below.

Ahead of that, however, on Sunday, July 19th, Nexus will gives a short presentation about his work, and discuss the value of the anthropological perspective. The specifics of this event are:

The formal opening on July 26th will be split between the exhibition space and the CVL meeting place, and comprise the following schedule and activities:

  • 11:20am: the exhibition will be available for those wishing to visit it ahead of the opening activities.
  • 11:50am: Beragon Betts will introduce Nexus Dot at the CVL meeting place.
  • 12:00 noon: Nexus will present  Mola art and aesthetics among the Guna people.

Arisia Vita will will provide music ahead of the presentation, and people will again be able to visit the exhibition following the presentation, with both Nexus and Shiloh on hand. Those attending this event are asked to take their seats in the CVL meeting place no later than 5 minutes prior to the presentation commencing.

For me, the talks are the meat, the exhibit well it is the teaser so to speak; although the exhibit has taken on something of a life of its own! We’ve tried to ensure people can still appreciate the exhibition should they be unable to attend the presentations.

– Nexus Dot discussing his work

Ethnographic Exhibits of Two Cultures is an engaging exhibition, rich an detail and information, and an absolutely must see for anyone with an interest in anthropology, ethnography or culture.

SLurl Details

Cookie, the home of CVL, is rated Moderate.