Journeying through Infinite Darkness in Second Life (updated)

Infinite Darkness, June 2024 – click any image for full size

I recently received an invitation from Gian (GiaArt Clip) – together with some very gracious words, thank you, Gian! – to visit Infinite Darkness, their latest region design. Having previously visited and written about Gian’s Buddha Garden (see here and here) and Monkey Island (see here), I hopped over at the earliest opportunity to explore.

Anyone who visited either of these two past designs is going to find Infinite Darkness very different – and yet, equally rich in the kind of detail that made both Buddha Garden and Monkey Island so notable as places to visit – and places with a story to tell. A clue to that story lies within the About Land description for the setting:

Good and evil, water and fire, light and dark, are the essence of Infinite Darkness. The majesty of the gothic style, the occult symbolism and the dark powers of the vampires will immerse you on a hellish journey.

– Infinite Darkness About Land description

Infinite Darkness, June 2024

So it is that visitors find themselves arriving within the ruins of a chapel on the proverbial Dark and Stormy Night – and if not already set, it is at this point for the viewer to be checked to Use Shared Environment. These ruins (the marvellous Chapel Ruins by Marcus Inkpen, whose structures Gian has used throughout the region, giving them all a subtle connection of style and look, thus allowing them to become a natural part of the whole) sit upon an island, and give the first hints of the Light and Dark theme. To one side of the the chapel is a tombstone draped with a weeping angel. Facing it across the chapel’s worn floor is a stone plinth topped by an empty-eyed skull staring at the angel, as if mocking it and the idea of life after death.

A long and narrow bridge crosses the water to link the landing point. It is lined with further motifs conveying the ideas of light and dark, good and evil. These start on the left with a reproduction of Le génie du mal just outside the chapel, with its depiction of Lucifer becoming Satan, his crown held limply in one hand as his other feels the horns growing from his head even as his angelic wings have become demonic, bat-like membranes. Meanwhile, at the far end of the bridge is what might be seen as depiction of the corruption of innocence in the form of a naked woman giving herself over to the predations of a demon.

Infinite Darkness, June 2024

These motifs continue at the top of the stone stairway climbing up the steep side of the isle at the far end of the bridge, and the stone figure of an angel holding out a golden apple, a serpent wrapped around its torso. A clearer depiction of the Lucifer / Satan mythology and its link to the “fall of Man” I’ve yet to see; with the statue also underscoring the idea that both good (aka light) and evil (aka darkness) are spawned from the same roots.

It is before this figure that the adventure of discovery truly begins; one that I do not want to write above in great depth, as doing so would spoil anyone’s visit. Instead I’ll endeavour to offer some pointers for explorers.

Infinite Darkness, June 2024

The pool over which the statue of Lucifer/Satan sits is backed from a high waterfall, tumbling from beneath the shadowed for of a house occupying the island’s central peak. A stream exits the pools and curves around the north side of the peak to eventually tumble down into the cleft hewn between this island and an even taller one to the east. A path follows the course of the stream, providing access to both a tall bridge pointing north over the surrounding waters to another plateau of an island. Demons line the bridge, which is watched over by the decaying hulk of a stone gazebo, the demons giving a clue to what might be found on the far side of the bridge.

Neither bridge nor gazebo forms the path of the path however; instead, it crosses the stream as it takes the first step in its downward tumble by means of an old tree trunk, prior to continuing on by means of steps cut into the living rock that lead to the darkened maw of a tunnel as it beckons the adventurous inside.

A second path runs southwards from in front of Lucifer / Satan and around that side of the island’s peak, using a weathered board walk and mossy path to guide people to where a mix of ancient steps and wooden ladder provide access to the shadowy house above. In doing so, the path also provides access to yet another high bridge, tis one stretching its arm out to the south to touch another flat-topped island, this one home to the darkened bulk of a church, whilst the bridge and path are again watched over by a stone gazebo, thus one in far better condition than its northern cousin.

Straddling the flattened top of the rocky pinnacle, the house sits above two waterfalls to west and east, the latter also falling down into the cleft separating this island from the one rising even higher beyond it. A bridge spans this deep, narrow gap between these two isles, linking the front door of the house with a switchback path leading up to where the top of the taller island gives way to a the impressive bulk of a Gothic house built in the style of a castle. Shrouded in a veil of heavy rain as if trying to conceal itself from view and with thunder rumbling overhead, this house, with its towers and giant figure raised against its west face, appears to be a foreboding place.

Infinite Darkness, June 2024

Both of the houses offers a rich mix of ideas and motifs, with both leaning into the ideas of the occult and vampirism mentioned in the About Land description. With interiors by ViolaBlackwood, both should be explored fully, offering as they do their own details and sense of narrative for the imagination to explore – and I’ll say no more about them here so as not to spoil things, as noted above. However, they are not all that awaits; there are the aforementioned islands to the north and south to witness as well; and all I will say about these is that they are both very individual whilst together then further the theme of light/dark / good/evil.

Meanwhile, for others who do follow the tunnel below the smaller house and mentioned above, a further motif awaits in the form of a skeletal boatman standing in his vessel like Charon waiting to ferry the dead across the Styx. fortunately, the living do not have to take his boat across the misty waters: a rickety bridge spans them to provide access to another tunnel and caverns awaiting exploration.

Infinite Darkness, June 2024

Whether or not you are – like me – fascinated by the visual motifs and prompts neatly woven into the setting or simply love places that stir the imagination and represent time well-spent in exploration – or have a love of things occult / vampire -, Infinite Darkness offers a lot to see and appreciate, all of which is beautifully executed. For those who do share my fascination for symbols and motifs, I will in closing suggest you cam overhead and look down on the setting from above using your camera.

If you do, you might sport the region design, with it’s west-to-east orientation looks remarkably like the layout of a cathedral. To the west lay the entrance (the landing point), with its long bridge forming the nave, whilst the tall island with its Gothic house/castle sit as the chancel with its quire (or choir, if you prefer), ambulatory and apse. Meanwhile, the island to the north and south form the two transepts, their aisles and that of the nave coming together at the island with the smaller house to form the crossing.

Thus within its form, the region offers a further juxtaposition of “light” and “dark”: in form it resembles the “light” of Christian mythology, whilst the further into it one progresses, the more one is surrounded by the the “dark” of the occult and ideas of vampire and demons, with the latter form what might be seen as the most holy elements of a Christian cathedral, sitting as they do over the what might be seen as the location of a cathedral’s chancel, again giving focus to the idea that what we regard as “good” and “evil” are born of the same roots (our own imaginations).

Infinite Darkness, June 2024

All told, a superb setting and one deserving of time and thought when visiting.

Addendum

As pointed out to me by Gian, I did actually miss a detail within the build that is worth pointing out. Those who do delve into the tunnels and caverns should mouse-over the items they find within them carefully, as one has a hidden teleport. Those who find it will be transported to what I’ll call the layer of the vampire; a place which contains a sense of the ruins of Whitby and Bram Stoker (without actually being so), and carries with it a further element of the occult. With a vortex-like opening at one end, it also suggests it might be a further entrance to hell.  I’ll say no more here, and leave it to visitors to discover.

Infinite Darkness, June 2024

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In the Lavender Fields of MMe Loutre in Second Life

Nathhimmel: Lavender Fields of Madame Loutre, June 2024 – click any image for full size

From the east and south the land rises in a gentle slope, climbing gently to the west and north to meet with the upward sweep of land for the north side of the region so that all three slopes slopes form the low hump of a hill before falling back towards the western edge of the region. Across this landscape and broken by precious few trees, is spread a blanket of lavender, running from the water’s edge on all sides and drawn into regimented lines and blocks by avenues of grass in places topped by short lines of paving stones.

This is a tranquil place, the eastern shoreline interrupted by two bays pushing into it, the smaller of which looks like a giant thumb has been pressed into the ground to leave an indentation for the surrounding waters to claim as theirs. Such is the lie of the setting, were the wind to come from the east and passing over these bays, it is not hard to imagine it driving waves to where the shore breaks their progress so they transfer their momentum to the lavender, causing it to ripple inland and up the slope to wash around the house atop that single low hill.

Nathhimmel: Lavender Fields of Madame Loutre, June 2024

Boxy and long, the house presents a tiled roof to the sky which extends out over a north-facing veranda, affording it some protection against the likes of sunshine and rain. It is counterbalanced by the rising second floor of the house rising from the southern end of the house to provide sufficient space for a cosy bedroom. Aside from broken ruins a short walk down slope, the house is the only human-made structure on the island – and the only place still occupied.

With its low-walled garden lushly overgrown with flowers allowed to grow wild on one side and the other planted with cobbles, the house exudes the tranquillity that seems to flow outwards over the surrounding lavender and to the very edges of the region. Alone and at peace, this is the home of Madame Loutre, the last inhabitant of this restful setting, and the spread of aromatic plants growing around it are known as the Lavender Fields of Madame Loutre.

Nathhimmel: Lavender Fields of Madame Loutre, June 2024

But who is she? I hear you ask, and where might this place be found? Well (and to ignore the surrounding waters, I’ll let Konrad (Kaiju Kohime) and Saskia Rieko explain, for they are the people who have made our journeys to this place possible:

In the secluded one-house village, nestled deep within the enchanting region of Provence, resides the mysterious Madame Loutre, an ethereal otter spirit … Madame Loutre is both a guardian and a secret keeper of the village, known for her wisdom and the enchanting, calming presence she bestows upon visitors. The villagers from nearby towns speak in hushed tones about her magical abilities and the tranquillity her lavender brings. This idyllic haven remains untouched by time, a place of quiet wonder and mystical charm.

– From the Nathhimmel website

Nathhimmel: Lavender Fields of Madame Loutre, June 2024

Saskia and Konrad are, of course, the designers of Nathhimmel region settings in Second Life and which have appeared in these pages several times since the couple started offering their work as places for Second Life users to visit and photograph;  and the Lavender Fields of Madame Loutre is the latest iteration of their work, having opened at the start of June 2024.

This is a design which – quite genuinely – does not require description or explanation; it speaks beautifully and clearly for itself. The house offers a focal point around which endless stories might be woven about the mysterious MMe. Loutre – who she might by, why the locals think she has magical powers, what has given her a love of lavender – and more. The landscape offers subtle opportunities for photography, whilst dotted around three sides of the region places to sit / rest are awaiting those who seek them. Should props be required for photography, then joining the local group (no charge) will provide rezzing rights – but do please remember to pick your thing up afterwards!

Nathhimmel: Lavender Fields of Madame Loutre, June 2024

The landing point, located in the south-east corner of the region includes a link for obtaining additional information on the region (although the supplied notecard does give details on a previous Natthimmel design), and a teleport link to the region’s gallery – although this was without art at the time of my visit, so possibly awaiting a new exhibition. Neither of these latter points detract from the setting, which offers a relaxing and gentle visit for all who choose to drop in.

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Exploring Second Life: Kingsand photographic region

Kingsand, June 2024 – click any image for full size

I recently received an invitation from .Tempest Rosca-Huntsman and her SL partner, John (Johannes Huntsman), to visit their latest project, completed under the banner of the Formal Knot group and in association with Kultivate Magazine and Art Hub.

Kingsand is a Homestead region designed by Tempest and adjoining the Kultivate Gallery region. It is offered as a location for relaxation and photography – and to mark its opening, it is also host to a photographic competition running through until June 30th, 2024 offering a combined prize pool of L$30,000 – of which more anon.

Kingsand, June 2024

Accessed via the southern side of the Kultivate Water Haven region, Kingsand presents an open, semi-rugged setting sharing the same region surround as the former, thus allowing it to be enclosed on three sides with high mountains which add depth to photographs taken within it.

The land comprising the region has been divided into three parts, each separated from the others by water channels. The land directly adjoining the Kultivate gallery spaces is fairly low-lying, carrying with in a hint of a wildling garden, ancient paths and steps providing routes between the more even elements of the land, walls and gates offering a further sense of sub-division among the trees and flowers. To the east, this land forms a long finger of a headland, far rockier in nature, bordered by relatively open waters to one side and that larger of the channels cutting into the land on the other. Cut through by a narrow gorge, this headland ends in a low-lying promontory topped by a giant windmill.

Kingsand, June 2024

Across the channel, the larger of two islands cam be reached via a stone bridge. Low-lying to the south and west, this island rises to a tall central peak with highlands reaching up to it from the eastern side.  These slopes provide the means to reach the ruins of a cathedral or some similar structure sitting on a shoulder of rock thrusting outwards from the peak.

Apparently now the home of a library / story-telling space rich in flowers and blossoming vines and presided over by a dryad caved into a tree at its centre, the ruins might also be used as a means to reach the top of the mountain – although this does entail dropping down their flank and scrambling through the brambles at their base, and getting back again might be a challenge on foot, given there is no mean to climb back up into the ruins. Although that said, the bare peak is easily visible from the ruins, so such a climb isn’t really necessary unless you’re really wanting to take a photograph of yourself up there.

Kingsand, June 2024

To the west, the land sweeps around the mountain and along the second of the water channels to reach another bridge, this one offering the way to the smaller of the two islands. The most rugged element of the region, this island forms two rocky hills cut through by a natural canyon. The latter leads the way to a deck built out over semi-turbulent waters and offering one of multiple places to sit and pass the time spread throughout the setting.

The overall design is such that the region might be enjoyed by multiple visitors without them necessarily tripping over one another, and with sufficient space for photographers to rez-out props for photography again without necessarily interrupting others. Those who wish to do so should join the Formal Knot group; there is no charge and auto-return is set for 90 minutes. This should be more than enough time to compose props and photographs – but if you take advantage of this and complete your work within the time limit, do please consider taking back your items.

Kingsand, June 2024

Which brings me neatly to the June 2024 photo contest. Full details are in a notecard available from the region’s landing point – together with another card providing region information and rules – however, and in short:

  • Entries must comprise images taken within the Kingsand region, and entrants are limited to two such images apiece.
  • Entries must be submitted to the Kingsand Flickr group and bear the tag “Kingsand”.
  • Prizes will be awarded on the basis of L$10,000 each to two winners and L$5,000 each to two runners-up, for a total prize pool of L$30,000.
  • In addition, winners, runner’s up and a selection of commended entries to the competition will be exhibited at Kultivate Art Gallery at a date to be announced.
Kingsand, June 2024

Sitting under a fairly neutral environmental setting, Kingsand is perhaps best suited to being photographed using your own EEP settings – the landscape being such that its naturally lends itself to a range of day cycles and settings extremely well. It also seems to lack any ambient sound scape, which is a shame given its natural beauty. However, accepting the region is primarily designed for photography, this does not overly detract from its appeal.

In all a superb setting ideal for photography and avatar studies. My thanks to Tempest and John for the invitation to make a pre-opening visit.

Kingsand, June 2024

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Simurg’s mythical beauty in Second Life

Simurg, June 2024 – click any image for full size

Located within the north-west corner of a Full private region  which has been sub-divided into a series rental parcels, and which leverages the Land Capacity bonus, Simurg occupies a little under 4096 sq metres and is held by Lintu (KorppiLintu). It is offered as public space for visitors and photography, redressing it to suit the season and / or to offer different themes. The iteration I visited at the start of June 2024 carried the sub-title Ancient City, and contained a mix of ancient history wrapped with a touch of fantasy mythology.

Given its small size, the setting is seemingly easy to take in at a single glance, open to the water on two sides and the other two screened from the rest of the region intruding through the considered use of a main structure and two scenic backdrops. However, a simple glance can be deceptive; there is a lot more here than at first appears to be the case.

Simurg, June 2024

Perhaps the easiest way to think of the setting is as an ancient and once massive building – perhaps a temple; a place long since overcome by the passage of time. The landing point sits on the north side of the parcel, backed by great arches of a tall, ruined wall and looking across what was once a flagstone floor, now broken and open to flooding by the surrounding waters.

A good portion of this floor survives, pointing south-east towards stairs leading up to an antechamber apparently overlooking the rooftops of a large town or city suggestive of some where in Italy or southern Europe. Also pointing towards the antechamber  is a high wall mixed with rock formations which seems to form  the western boundary of the setting – although looking through its lower arches will reveal this is not the case.

Simurg, June 2024

Upon this wall, and looking down over the flagstones and water, is a line of statues which carry a Grecian styling about them. Further statues are set just above the waters at the base of this arched wall, although one of these is more Elven in look, thus providing one of the more fantasy elements to the setting. This is increased by the presence of stone-rendered sea beasts in the waters either side of the main flagstone floor. These in turn may have been called forth by the strange mer-like figures trumpeting the arrival of a figure upon a chariot and carrying a trident as he appears to have risen out of the sea behind the landing point.

All of this statutory add to the idea that this is a place steeped in history and legend (that charioted figure, for example, might well appear to be raiding up out of the sea, but he appears to in fact be Achilles, rather than any deity of the deep rising from the sea). However, little touches are add to the mix which bring together so much – as with the elven figures mentioned above, together with one of the statues within the antechamber also mentioned earlier. Rather than being something from ancient times, it is in fact a reproduction of a statue on the Honour Grave of Johannes Benk (1844-1914), located within the Vienna Central Cemetery, thus giving a further little twist to the setting’s narrative.

Simurg, June 2024

This great, semi-flooded hall is only a part of the setting. Sitting atop the high wall running on the west side, and above the statues thereon, sits a large table of rock forming a north-pointing promontory. Here, within a garden-like setting is evidence that however ancient the ruins below and around it might be, this is a place still very much in use. To one end stands the remnants of a modern brick-built structure with the bric-a-brac of modern life in and around it, presenting cosy place to sit and pass the time. facing it from the far end of the promontory is  wrought iron gazebo with table and chairs under its open top, offering another place to sit, whilst between them, the garden is split by water tumbling from above and then down a gaping hole it has tunnelled through the rock so it might fall onwards to join the waters below.

A glance down through the hole created by the waterfall reveals a little campsite tucked out-of-sight from the main ruins and sitting on a rocky outcrop. But how is it, and this elevated garden to be reached? There is no means by which to climb the ruins / rocks to reach it, and the waters surrounding and campsite on its outcrop appear too deep to wade through. The answer is to follow the trail skirting the waters flood a part of the ground level area and running north, away from the steps up to the antechamber.

Simurg, June 2024

Lit by electric or gas street lamps, this path leads the way to a teleport portal sitting within a door-like ring of stones. Obey the instruction of Click to Teleport, and you’ll be carried up to the garden. A second teleport tucked behind the brick ruins will then carry you down to the foot of the waterfalls. From here it is possible to take stepping stones back through an arch to the main part of the setting, or – despite the depth of the water between shore and campsite – walk to the little campsite without getting dunked, courtesy of an invisiprim.

Making excellent use of the available parcel space and vertical elevation, this iteration of Simurg has a welcoming mystical air to it. For me, this was increased by the parcel’s name: “Simurg” is one of the alternate spellings for the benevolent bird of Persian mythology, the simurgh. This is perhaps more happenstance than intentional – as noted, the parcel’s design seems to change over time (at least going by Lintu’s profile picks), rather than intentional – but it’s still a nice convergence between name and theme.

Simurg, June 2024

Certainly, the atmosphere within the setting is enhanced by the local environment settings (which I admittedly tweaked very slightly for the purposes of the images here), and brings together a mix of influences in a pleasing cocktail of sights and opportunities for photography. It might perhaps benefit for a slightly more immersive soundscape, but this is a very minor niggle and in no way detracts for the overall  beauty and appeal of Simurg.

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Frolicking in Joyful Gardens in Second Life

Joyful Gardens, June 2024 – click any image for full size
Imagine romantic botanical gardens where you can have fun too. Visit our butterfly house and watch them flutter around you. Wander through the maze, hop on rides, or find a spot to dance, cuddle and kiss. Where romance lingers and memories are made.

So reads the description for Joyful Gardens, a simply delightful region design by Hedy Heartsong, and which is home to more than might first appear to be the case when visiting.

Joyful Gardens, June 2024

Leveraging the Land Capacity bonus available to Full private regions, the setting’s charm commences with the general design of its three islands. This is hardly obvious from ground level, but can be seen on the map available on the reverse wall of the landing point’s notice board or indeed, by looking at the World map, although to really appreciate Hedy’s sculpting of the land, I recommend camming overhead and looking down.  Doing so will reveal that each island has been shaped in a manner which, when taken together, summarise the inherent theme of the setting: that of nature.

This is a place where it is exceptionally easy to get around on foot, each of the islands offering its own charms and attractions. The main island and the smaller island to the south-east are connected via a zip line and a small bridge. However, to reach the second of the smaller islands, sitting up off the north-west coast of the main island, you’ll need to either fly, make use of a rezzable skiff from the small jetty alongside the main island’s lighthouse or use the bubble rezzer available at the landing point for a more sedate ride to reach it. If none of these options appeal, then the island has a network of teleporters to help guide visitors from point-to-point around the setting: just look for the tree stumps with the topiary rabbits jumping over them.

Joyful Gardens, June 2024

Located on the south side of the main island, the landing point is roughly equidistant from both the lighthouse and the bridge crossing the narrows to the south-east islet. It faces a walk along a narrow neck of grassy land which quickly flairs out into the main island proper. Which of the three routes you opt to take is entirely up to you; as noted, the lighthouse sits above a small jetty where a skiff can be rezzed so you can pootle around the islands on the water, whilst the south-eastern islet is the location of a cosy little house / cabin and can – again as noted above, be reached by way of a bridge.

The fact that the latter is set apart from the rest of the setting initially suggests it is a private residence; however, signs on the picket fence before it bid visitors welcome, an invitation to explore it and the grounds around it. Both  he house and its accompanying outbuilding have the look of having once been put to more work-a-day uses, possibly as barns, but have now been converted into a cosy little residence and bath house respectively. They sit within a wildling garden where the grass has been allowed to freely grow, and fruit and vegetables are being cultivated in planters watched over by ripening corn on the cob.

Joyful Gardens, June 2024

Steps and a deck extend down from the island’s flank and out over the waters of the cove separating it from the main island, the deck presenting both a place to sit and a chance to rez a skiff and continue onwards by water. Just above and behind this is the termination point from the zip line which can also be used to reach the house from the central uplands of the main island. Obviously, you can also travel onwards from the house via the teleport network – but if you opt to take the skiff, don’t simply motor off and around the islands – it it to the middle of the bay and have a look at what lies beneath. the waves.

Away to the north-west Bird Island (as I’m going to call it) is home to a chapel, the waters between it and the main island guarded by a pair of sharks. Fortunately, it also has a jetty and skiff rezzer (I didn’t see a teleporting tree stump there), so you can avoid being looked upon as a moving snack by said sharks as you swim back across the channel separating the two islands.

Joyful Gardens, June 2024

The main island in the trio is home to a number of points of interest spread across its gently rising form, including ruins up on the central uplands – which have their own weather as well as the starting point for the zip line mentioned earlier;  a maze (one of two awaiting exploration, although you will need to avail yourself of the teleporter system to reach the second (and larger) of them) and an outdoor space that seems to combine an events / celebration / reception space (the chapel is set for weddings) with a small formal terrace / seating area / pond and a brace of carnival rides and a pair of hippity-hop amusement rides.

Meanwhile, sitting under the ruins is an old mining tunnel which can be explored from one end as it dives under the hilltop, whilst the north side of the island is home to the Joyful Jardin Vert, and its exposition bontanique. Here, laid out in a small and tidy formal garden space can be found a profusion of geraniums, gerbera and nemophila flowering amidst privet brushes and shrubs, the flower beds neatly divided by paves walks offering access to a central fountain and seating area.

Joyful Gardens, June 2024

Shielding all this on three sides are tall glass-and-stone greenhouses, one of which is now a butterfly house, the second a teaching room for those wishing to enhance their green-fingered skills, and the third a place in which to relax and enjoy a dance or a nibble of cake and freshly brewed tea (although the bubbly admittedly attracted me more – tea and I have a near life-long agreement that we will largely ignore once another!).

Throughout the entire setting are numerous places to sit and relax, opportunities to photograph the local flora and fauna and to generally appreciated Hedy’s landscaping talents. In keeping with this, do be sure to follow the trail between the trees on the west side of the Jardin Vert in order to fins more eye-catching and secluded little spots. And do make sure to travel with local sounds on to get more of an immersive feel for the setting. Photography is encouraged throughout, and should you need to rez props for your work, contact Hedy and she’ll do her best to assist you.

Joyful Gardens, June 2024

Genteel, relaxing and eye-catching under almost any EEP daytime setting (I’ve using the Shared environment in my images here), Joyful Gardens is a region that more than meets the promise of its name.

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ONCEAGAIN: art and landscape in Second Life

ONCEAGAIN Gallery and region, May 2024 – click any image for full size

While writing about Splash the Gouache, the May / June 2024 exhibition by Onceagain (Manoji Yachvili) at Nitroglobus Roof Gallery (see: Splash the Gouache at Nitroglobus in Second Life), I realised it had been a while since I last visited Onceagain’s gallery. At the same time I learned that she holds her region open to public visits, and so I made a mental note to hop over and pay another visit as soon as time allowed.

That time turned out to be sooner rather than later after Onceagain contacted me to act if I would pop over and photograph the region in its current form, ahead of her closing the region for a summer make-over.

ONCEAGAIN Gallery and region, May 2024
The invite was offered without any request for me to blog the region- Onceagain was extremely generous in her comments about my efforts in photographing Second Life regions – but having spent time wandering through the landscape, I felt it more than worth the time to write about, and I believe that Onceagain is going to hold-off closing the region for its makeover for a few more days so that people can see it as I’ve written about it here.

The first thing to note about the setting is that it is a place that freely mixes art – Onceagain’s work as well as pieces by other artists and photographers active in Second Life – with landscaping; as such those familiar with exploring countryside and similar settings in-world should not expect the region of have a central theme or styling; rather, it should be enjoyed for its own innate beauty and for the art within it.

ONCEAGAIN Gallery and region, May 2024

The landing point is located on the south side of the region, within a warehouse-like building which presents the first confirmations of the artistic lean, within images and pieces by a number of SL artists. Also to be found here is the teleport up to the main gallery space. The latter is going through a state of flux at the moment as Onceagain makes changes; nevertheless the range of art on display is more than worth the time taken to visit.

Outside of the landing point the landscape sits under the custom EPP setting, which I would suggest is the best way to view everything (World → Environment → Use Shared Environment), although admittedly, I’ve blended skies in the images used here.

ONCEAGAIN Gallery and region, May 2024

Where you wander once you do set out is simply a matter of letting your feet take you towards whatever catches your eye; scattered across the landscape are several more buildings which are home to displays of art, whilst 3D pieces can be found outdoors as well as indoors.

The art offered throughout is captivatingly broad, but I will confess to being particularly drawn to a collection of Onceagain’s own work located within a raised building on the east side of the region. Here she has used her art to illustrate a series of poems (touch each picture for a copy of the poem it represents). Alongside of this (figuratively speaking, as the two are in different buildings) is another selection of pieces by Onceagain which frame quotes on art by artists.

ONCEAGAIN Gallery and region, May 2024

All of the buildings across the region are open to the public, with the possible exception of the house located in the north-west corner. Whilst not formally marked as private, it is a visual ode to the kind of home Onceagain would love to have in the physical world; a place set behind hedgerows and at the end of a well-set Zen garden.

Sitting within its own parcel, the house combines a place to live with a home studio any artist would probably love to call home. As it is separated from the rest of the setting by hedgerows and gates, I would advise staying outside and gently camming around if you want to take a peep, rather than potentially intruding. That said, the Zen garden is available to spend time in, and makes for a restful space in which to spend some time.

ONCEAGAIN Gallery and region, May 2024

One of the reasons I found the region so inviting on a personal level lay not only in the flow of the landscape and the blending of nature and art, but also in the fact that Onceagain and I share a similar taste in design aesthetics and Second Life creators. We both have a fondness for the work of Alex Bader, Sasaya Kayo, Kriss Lehmann and Krystali Rabini and for the architecture of Marcthur Goosson – all of whom are represented within my main island home. Thus, in walking through the setting, I felt a certain kinship, although her region and my island are vastly different in terms of look and feel.

Calm, inviting and with a superb selection of art, Onceagain’s gallery and region is well worth a visit by anyone appreciative of art, photography or simply visiting a creative, well-designed region in Second Life.

ONCEAGAIN Gallery and region, May 2024

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