A Dark Moon rises for Halloween in Second Life

MDark Moon, Calas Halloween 201; Inara Pey, September 2017, on FlickrDark Moon, Calas Halloween 2017 – click any image for full size

Every year, Ty Tenk and Truck Meredith produce a stunning immersive environment in Second Life to celebrate Halloween and to help support their Calas Galadhon regions. In 2017, they opted for a sci-fi design with the title Dark Moon; it carries a degree of emphasis on a certain film franchise ideal for  Halloween, richly re-imagined and with little twists of humour along the way.

“It’s something that’s been fun putting together, and a little bit different for us,” Ty informed me when inviting Caitlyn and I over for a sneak peek shortly before the region opened to members of the Calas Galadhon group.  To be honest, “different” is not the word I would use – not unless it is spelt “astonishing”, at least; because Dark Moon is a stunning build. It will open to the public on Sunday, October 1st, 2017 and will remain so through to the end of the month. However, until then, anyone joining the Calas Galadhon in-world group can enjoy advanced access.

MDark Moon, Calas Halloween 201; Inara Pey, September 2017, on FlickrDark Moon, Calas Halloween 2017

Spanning several levels, Dark Moon carries visitors on an adventure from space ship to moon’s core, with much to discover along the way. The voyage begins on the EVA / cargo handling deck of the Cargo Ship Utopia, where visitors can find instructions for best viewing the installation. In short order, make sure you have Graphics > Preferences > Advanced Lighting Model enabled (you do not need to enable shadows, so hopefully the performance hint won’t be too great), set your viewer to the region Windlight settings (Midnight) and make sure both local sounds and the audio stream are active. I’d also recommend dropping draw distance down as well; this is largely an enclosed build, and except for one or two points along the way, a draw distance of 128 metres is more than sufficient.

It’s pretty clear that the Utopia has encountered serious troubles. The cargo deck is in disarray, and many of the crew appear to have taken to space suits to escape the ship – some of them perishing in their attempts, smashed visors and broken suits testament to the violence which overcame them. Corridors are splashed with blood, and the causes of the panic await visitors within the ship’s biodomes, which might be encountered whilst seeking the teleport portal off the ship.

MDark Moon, Calas Halloween 201; Inara Pey, September 2017, on FlickrDark Moon, Calas Halloween 2017

This will lead visitors down to the surface of a moon. Here the tour shuttle awaits visitors, waiting to whisk them through the remaining levels of the build and to the Dark Moon itself. I recommend the ride; it gives a feel for the explorations to come – although it far from reveals all. However, Caitlyn and I did at times find the default camera positioning in the shuttles a little troublesome.

At the end of the tour is a teleport to get back to the moon’s surface – and from there a further portal, once reached, carries visitors into the bowels of the satellite, on the first step of a progressive downward journey. This take you through stunning aliens scenes from the gigantic setting of a high-tech civilisation, through a field of very familiar mist-enshrouded eggs and down into catacomb-like halls. to where a final portal awaits those who find it.

MDark Moon, Calas Halloween 201; Inara Pey, September 2017, on FlickrDark Moon, Calas Halloween 2017

The sheer scale of these builds is such that it can be hard to find the way – so look for the silver figures as they point towards routes which can be taken. There are also secret ways, tunnels and chambers awaiting discovery, one of which holds the famous Space Jockey. These may not have obvious points of entry – or have entry points which take you by surprise; such as dropping through a coruscating pattern on the “ground”.

And there is a touch of familiar humour as well – when aboard the Utopia,  for example, take a look at one or two of the spacesuited figures nearer the ship’s hull; you might note a familiar someone. There are also nods in place to other sci-fi franchises  – such as the guardians of the final portal lading to the Dark Moon, where a month of entertainment is planned throughout October. Keep your eyes out, as well, for the zero gee dispenser in the catacombs and an opportunity to float around parts of the installation.

MDark Moon, Calas Halloween 201; Inara Pey, September 2017, on FlickrDark Moon, Calas Halloween 2017

The Calas Galadhon Halloween and Christmas builds are ways a joy to visit. They are a reminder of the rich vein of creativity evident in Second Life and offer superb opportunities for exploration, photography, and fun and socialising through the events held within them. However, they also serve another purpose: to help raise the funds needed to keep the Calas Galadhon regions open for the enjoyment of everyone in Second Life. Ty and Tuck meet 40% of the cost of the eleven regions (including Erebor, the home of the Halloween / Christmas builds) out of their own pockets – so, when you come across the donation kiosks scattered throughout the Dark Moon builds, please do drop some Lindens into one of them.

To (hopefully) entice you into visiting, here’s a little video I shot ahead of the opening – and I hope 20th Century Fox don’t mind the choice of music! 🙂 .

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Taking a drift through Tokyo in Second Life

Mitsumi-Town in Tokyo; Inara Pey, September 2017, on FlickrMitsumi-Town in Tokyo – click any image for full size

Stretching across the skies of three Full regions (each making use of the additional 10K LI allowance available to private region holders to increase their overall capacity to 30K), is Mitsumi-Town in Tokyo.

Designed by a team led by Eripom Moonwall, it’s a meticulous build, one which has taken several months to bring together, but which is stunning in its look. Blending together elements powerfully evocative of modern-day Japan and periods from the city’s earlier history, it is awash with detail, and only lacking an active population- hopefully that will change over time.

Mitsumi-Town in Tokyo; Inara Pey, September 2017, on FlickrMitsumi-Town in Tokyo

As the build is spread across three regions, it can be a little bewildering to find your way around – and there is a heck of a lot to see and discover. The middle of the three LMs for the city – which delivers visitors to the Morpire City downtown area – is a good place to start, setting visitors down in a small open air area alongside a cafeteria-style restaurant (the Mitsumi-Town LM disconcertingly drops visitors in the middle of one of the city’s expressways). The restaurant provides access to a shopping mall awaiting occupation, and is bracketed on the other side by an elevated train track paralleled by part of the city’s impressive road system, while skyscrapers push their why into the heavens beyond.

The road system winds its way around, over, through, and under the city, slicing it into blocks and districts, which can vary in look and feel – just like no two areas of a physical world city really resemble one another beyond superficial similarities in building height, possible road layout, etc. It’s a system which can also – with consideration and care – be driven along. Rezzing in the city is (at the time of writing) allowed, and auto-return is set to five minutes.  This being the case, I pulled out the Beverly 812 that so far has only really seen one outing as a prop, and we took a little drive around the streets.

Mitsumi-Town in Tokyo; Inara Pey, September 2017, on FlickrMitsumi-Town in Tokyo

However, exploration on foot is perhaps the best way to fully appreciate the overall design. Head westward from the landing point, for example, and you’ll pass through canyons standing between high rises towering overhead, pass entrances to subway stations and then – suddenly – come to the “old town”, where the skyscrapers have yet to encroach.

This is an area where the buildings are clearly of an older period – the 1960s or 1970s, perhaps. Advertising boards are mounted on walls, awnings shade doorways and vending machines, street lamps fight off the long finger shadows from the neighbouring towers of steel and glass. Among these older building, the streets are narrower, often lined with ranks of power distribution poles bringing electricity to the shops and apartments.  Little arcades vie with low-level plazas to tempt the wandering feet into exploring.

Mitsumi-Town in Tokyo; Inara Pey, September 2017, on FlickrMitsumi-Town in Tokyo

Here and elsewhere, many of the buildings are accessible. Climb the stairs in one and you might find your way to a roof garden or all the way to a rooftop coffee-house; ride the elevator in another, and you could find yourself in a dragon-decorated restaurant. Teleport disks might also be found here and there, waiting to whisk you some place, while pedestrian walkways and travelators offer competition to the roads and rail tacks in pointing ways around the city.

Some businesses are already talking up residence in Mitsumi-Town. Eripom’s own combat weapons business sits towards the east end of the city, with fashion stores close by. To the west, hanging in the sky over it is the huge glass and steel edifice of the R2 Fashion headquarters. This looks down on the hanger-like hall of where US military hardware can be found. Other building look like they are awaiting occupancy – although this is an assumption on my part.

Mitsumi-Town in Tokyo; Inara Pey, September 2017, on FlickrMitsumi-Town in Tokyo

What helps to make this build immersive is that it actually extends beyond the boundaries of the three regions on which it sits. Off-sim builds have been used to extend the look of the city to great effect (so much so that on a couple of roads, it’s easy to miss the fact you’re heading towards a region boundary until you bounce off of it!). The most impressive of these off-sim areas – which appears to be still under construction – is to the north, where two massive bulk carrier vessels lie alongside the makings of a docks area.

Presented under a bright sky in which horizon haze has been used to good effect, softening the more distant views over the city, Mitsumi-Town is a magnificent build offering plenty of scope for photography – and perhaps more over time. Certain more than worth a visit!

Mitsumi-Town in Tokyo; Inara Pey, September 2017, on FlickrMitsumi-Town in Tokyo

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The Itakos Project in Second Life

The Itakos Project: Tutsy Navarathna

“You don’t make a photograph just with a camera,” American photographer and environmentalist Ansel Adams  wrote in The Camera. “You bring to the act of photography all the pictures you have seen, the books you have read, the music you have heard, the people you have loved.” It’s  a thought-provoking statement which encompasses the richness and depth of photography as an expression of art and artistry; suggestive that photographs can be part of a wider, deeper journey through life.

It is also a quote Akim Alonzo has chosen to encapsulate The Itakos Project, which is now open through until the end of 2017. A gallery complex of three buildings arranged around a courtyard, with the main building flanked by two pavilions and facing an events space across the courtyard.  The name for the project has, like the quote from Adams, been carefully selected, echoing as it does the name Ithaca, the Greek island and legendary home of Odysseus. In doing so, it also evokes the idea of a journey  – or, as Akim himself notes, a dream or the search for beauty and emotion.

The Itakos Project: Akim Alonzo

The aim of the project is to present the work of SL photographers who, through their work, engage upon story-telling or presenting the ideas of stories, or who seek to present beauty and emotion through their study of the avatar and the worlds around it.

For the initial exhibition, Akim presents his own stories told through his images and work within the project’s Blue Pavilion, while in the Red Pavilion focuses on Maloe Vansant and Paola Mills under the joint title of The Itakos Collection. Within the main gallery structure can be found Subtle Scent of Solitude, by Imani Nayar and The Dancing Serpent by Kate Bergdorf. Also to be found in the foyer area of the main building is a teleport doorway leading to a separate platform wherein can be found The Venal Muses,  an exhibition by artist and videographer Tutsy Navarathna.

The Itakos Project: Maloe Vansant and Paola Mills

“Poets, painters, photographers, writers, film-makers and musicians were all inspired by the atmosphere of brothels and their venal muses,” Tutsy notes in introducing the exhibition. “Some, like Toulouse-Lautrec have even made it an essential part of their work. Painters like Degas, Manet, Derain, Munch, Ronault, Van Dongen, portray ladies of little virtue lounging on a sofa, on the rooms of their lupanar….”

Thus those taking the teleport to The Venal Muses find themselves in a softly lit setting with plush red walls, soft furnishings, all of which are redolent of the boudoir for a woman of easy virtue whilst also retaining the feel of a gallery. On the walls of the rooms and halls of this space hang striking images by Tutsy, rendered as painting and richly recalling the work of the artists he mentions.  It’s an evocative space, not just because of the inherent depth within the images, but because the design of the space casts the visitor perhaps into the role of voyeur or – on a deeper level – patron, within some of the scenes presented.

The Itakos Project: Tutsy Navarathna

All of the exhibitions on display offer much to those visiting, but with its richness of setting and uniqueness artistic expression, both of which reach directly into the subject matter, The Venal Muses is perhaps the most captivating of the current exhibitions currently on display at The Itakos Project. From the project’s notes, I understand feature artists at the gallery will change on a monthly basis while the upper floor of the main building will be devoted to displaying work by artists enrolled in the Soul Portraits – Itakos Art Gallery in Second Life Flickr group.

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Drax Files Special: Second Life and the power of immersive journalism

Nonny de la Peña (l) and Peggy Weil

A new Drax Files World Makers video appeared on Tuesday, September 19th, taking the form of a special retrospective of a much earlier work – and series.

In 2007, he was involved in putting together a series for Berlin-based Life For You News, an in-world TV magazine in which Drax’s pieces were something of a precursor to World Makers and perhaps one of the first attempts at immersive journalism/ reporting within a 3D world. On September 19th, 2007 as a part of the series, he released a piece examining the Virtual Guantánamo project, aka Gone Gitmo, conceived by Nonny de la Peña and  Peggy Weil.  To mark the 10th anniversary of that story, this Drax Files World Makers special looks back on it through the eyes of de la Peña and Weil, and presents the original documentary itself.

Guantánamo Bay (aka “Gitmo”), rendition, the treatment of actual (and / or alleged) terrorists, the question of human rights, America’s response to acts of terror in the wake of 9/11, including things like the loss of civil liberties through the likes of Patriot Act are difficult if not contentious subjects to examine, simply because of the complexities of the views involved. Such was the containment of events within the barbed wire fences of the prison, what happened there was, for many of us, little more than something in the news, reduced to shots of orange jumpsuits locked together with words like “terrorism”, “threat”, “attack” and so on. Even as reports of human rights violations, the use of torture, the detainment of potentially innocent people without right to  basic habeas corpus, we perhaps remained largely injured.

In 2004, concerned at what she was witnessing with regards to American values, de la Peña, an award-winning documentary film-maker Nonny  released Unconstitutional: The War On Our Civil Liberties. A 66-minutes documentary, the film examined the US Patriot Act, and included material on Gitmo and the equally infamous  Abu Ghraib prison.

In 2006, with funding from the Bay Area Video Coalition and the assistance of the Interactive Media Division of the USC School of Cinematic Arts, de la Peña set out with artist Peggy Weil to develop the Virtual Guantánamo project. With it, they sought to recreate Camp Delta at Guantánamo and expose visitors to the realities of life there – from rendition through incarceration – in which they had absolutely no free agency over their avatar, experiencing everything directly in first-person.

The experience  – finely balanced in some areas to prevent undue attention of the use of torture – was open to the public for 6 years and became the focal point for conferences and discussions on issues of human rights hosted both in the physical world and at the Gone Gitmo installation (the latter including the likes of Seaton Hall Law School and ACLU). And thus it became the subject of a segment from Depres’ Live For You News series.

Gone Gitmo became a focal point for real world and in-world discussions on human rights issues during its six-year run in Second Life

Presented here, and bookended by commentary and reflections from de la Peña and Weil, the Gone Gitmo video – which itself was nominated for an Internews “Every Human Has Rights” Media Award and featured in Vanity Fair – makes for a fascinating retrospective on several levels. Most obviously, there is the examination of the subject matter itself, particularly in the present political climate.

However, the piece also sits as a reminder that immersive journalism is not a new thing (although at times Headset Hype would have us believe otherwise). de la Peña is (in Forbes’ words) “the Godmother of VR” through her work in this type of journalism across multiple mediums (Gone Gitmo, for example was also produced using Unity, and she has used VR a numerous other projects).

It’s also a reminder of how valuable immersive 3D spaces such as Second Life (and potentially Sansar), can be in bringing people directly in contact with issues and topics of interest / concern, not just as a medium for news or education, but as a means of challenging perspectives and awakening critical thinking. In this, de la Peña’s ideas voiced in the original Gone Gitmo video for dealing with street gangs and their internecine fights with one another, are particularly salient.

Finally there is also the visual reminder of just how much Second Life has grown as a visual medium in the last ten years.

All told, a fascinating piece.

A break for coffee in Second Life

BarDeco and Kekeland - Coffee Island; Inara Pey, September 2017, on FlickrBarDeco and Kekeland – Coffee Island – click any image for full size

Coffee Island is a beautifully atmospheric homestead region designed by Dandy Warhlol (terry Fotherington) and Belle des Champs (Bridget Genna). It forms the latest iteration of BarDeco, the music venue and club (see here for more), carrying the name BarDeco & Kekeland – and it is truly an atmospheric place.

Split into three – a primary, sheer-sided island flanked by two smaller isles, one of which has been left to nature – the region sits shrouded in a gathering twilight through which wisps and ripples of mist are creeping. Visitors arrive on a dusty track on the main island, the slender form of an old chapel rising from the end of the track. In the other direction, the path curls south to follow the line of the cliffs, before turning west to cut across the island and again turning at the westward cliffs to turn again to follow them northwards.

BarDeco and Kekeland - Coffee Island; Inara Pey, September 2017, on FlickrBarDeco and Kekeland – Coffee Island

South of this track a narrow neck leads to the south side of the island, a bulbous headland where a broken carcass of an old lighthouse sits. This seems to point accusingly towards the shadowy bulk of a ruined farmhouse sitting hunched against a rocky shoulder, gathering the mist about itself forebodingly. A sandy bay sits below the ruined house, but even this has its own warning – the wreck of a trawler lays against the foot of the cliffs.

To replace the fallen lighthouse, a new one stands above the cliffs in the north-west corner of the island, looking westward out over the low hump of one of the accompanying islands while also casting an eye over the beach, which starts against the northern cliffs and runs round much of the east side of the island. An old bridge, in need of some repair reaches out over sand and sea from the beach, almost reaching the sands of the second of the smaller islands, which is home to a little coffee shop sitting on its rugged shoulders.

BarDeco and Kekeland - Coffee Island; Inara Pey, September 2017, on FlickrBarDeco and Kekeland – Coffee Island

The main islands’ curving beach is reached via a switch back path which descends from the northern  end of the track circling the island.  And old warehouse, filled with an artist’s bric-a-brac sits overlooking the path down to the beach, a barbed wire fence discouraging the local sheep from wandering too close. This warehouse / studio brings visitors almost full circle, standing as it does a short distance from the chapel and the landing point. But this is far from all there is to be discovered here.

Walk along the path to the chapel, and you’ll find that it is not all it appears to be. Just inside the doorway, and surrounded on three sides by undergrowth which almost looks like it is trying to take over the place, is a set of steps leading down. Follow these, and you’ll find the club mentioned in the region’s description.

BarDeco and Kekeland - Coffee Island; Inara Pey, September 2017, on FlickrBarDeco and Kekeland – Coffee Island

This is, quite frankly, beautifully done, with tall pillars of brick supporting a high ceiling, a frontage of old, weathered buildings offering a view out over a terrace and secluded bay. The bar offers a homely if roughshod welcome while a dance area sit at the foot of the steps leading down from the chapel. Two side rooms off of this offer a taste of shoddy-chic where patrons can relax. Almost entirely invisible from the ground above, with atmosphere added by the passing trawler off-shore passing ghost-like in the haze, the club area is an exquisite outpouring of imaginative design.

In fact, the entire region is an exquisite design. While the default environment settings add considerable atmosphere – as used in fur of the images here – the land really does lend itself to a wide range of windlight settings and different times of day, making it perfect for photographers. There are also several spots for sitting and passing the time – not just in the bar, but up along the path running around the islands and over at the coffee-house, making it the kind of place people may want to sit and enjoy, even if they don’t fancy mingling with those down in the club.

BarDeco and Kekeland - Coffee Island; Inara Pey, September 2017, on FlickrBarDeco and Kekeland – Coffee Island

Once again, a rewarding visit, and our thanks to Dandy and Belle for continuing to share their vision with us.

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Of Glytches and gems: the Lab’s grid-wide Second Life game

Tyrah and the Curse of the Magical Glyches – bonus region portals

On Monday, September 18th, 2017, Linden Lab announced the launch of their latest Experience Key based game for Second Life users to enjoy. Entitled Tyrah and the Curse of the Magical Glytches, it is something of a departure from previous games such as Linden Realms, PaleoQuest and the Horizons adventure. Not only is it grid-wide in nature (the first time Second Life experiences have been used on a grid-wide basis), it will in time also allow parcel holders to host the game on their land if they so wish – possibly attracting traffic to their locations.

I was able to see and try the game ahead of its launch, and thought I’d offer an overview and some feedback, as well as take the opportunity to ask a few questions of Dee and Patch Linden about the game and the reasoning behind it.

Tyrah and the Curse of the Magical Glytches is a combination hunt, capture game and first-person shooter. It builds on elements seen in previous games from the Lab, but is far broader in scope. There are two basic aims of the game:

  • Capture mischievous Glytches as they wander SL and perhaps gain gems from them, and / or an immediate prize of a Glytch – which might be a shoulder / head pet, held pet, or follower (all of which can be traded between users) or even complete avatars.
  • Collect coloured gems – which can be redeemed for weapons upgrades, and/ or access into the game’s bonus regions and / or prizes

A video outlines the game’s back story. I’m not going to say much on this other than, “alas, poor Magellan, I knew him, Horatio. A fellow of infinite drinking ability and most assured desire for food…” – or something (with apologies to W. Shakespeare, Esq).

 

Hartyshire

Game-play Essentials

There are several aspects to playing the game, which are covered in another video; but for those who prefer to read things,  I’ve outlined them below.

Hartyshire

Hartyshire is the heart of the game. Reached via the Portal Park, it is the place where people can learn more through the aforementioned videos, and where players obtain their Glytch Starter Kit, can upgrade their weapons, claim prizes or – gem and weapons upgrades allowing – access the special bonus regions. There is also a range of free gifts for visitors, whether or not they join the game. There are three important areas in Hartyshire:

The Gem Apothecary is where players can:

  • Obtain a game Starter Kit: with everything needed to start playing: a note card of instructions, the game HUD (see below) and a jar – your first Glytch catching weapon. The kit is delivered as a folder to your Inventory.
  • Upgrade their Glytch catching weapon: use gems given by Glytches to upgrade from jar through swatter and net to gun. Each weapon improves the chances of catching Glytches. Replacement weapons can also be obtained here.
  • Claim Gem Lottery Prizes: contains prizes from the Lab’s previous games, split into three groups – Common, Rare and Epic, corresponding to the three gem colours – Green, Pink and Blue. Prizes in each category can be obtained by redeeming the required gems of each colour.
Inside the Gem Apothecary – start kit, weapons upgrades and “captured” Glytches

The Gift Shop is where visitors to Hartyshire can collect game-related free gifts and hatch their SL14B gift egg to gain their first Glytch.

The Bonus Region teleport portals – of which, more below.

The Glytch catching weapon upgrades. Credit: Linden Lab

The HUD

To play the game, players must wear the game HUD. Removing this at any time stops all game-play, saving the player’s current status (e.g. gems taken, current weapon upgrade, etc). Players can re-join the game at any time simply by wearing the HUD once more; there is no need to return to Hartyshire in order to do so. The Glytch catching weapon can also be worn, although the game will also function without it.

The main game HUD

With the HUD worn, players click the Next Loc(ation) button to teleport to a location where they can hunt Glytches. On arrival, the Map can be opened to see where the Glytches are. A maximum of five Glytches can be caught per location, after which players should use Next Loc to move to another location to continue the hunt.

At the moment, Glytches can only be found on assorted Linden / LDPW regions and parcels. In the future, residents will be able to apply for their land to be added to the game – of which more anon.

Glytches

A Glytch in the wild – is worth more in your cage

Glytches can be hunted in either first- or third-person view, but must be captured in first-person (Mouselook) view by clicking on them with the left mouse button.  Note the range at which a Glytch can be caught varies with the weapon being used, and not all captures will be successful.

A failure to catch a Glytch can result in it casting a spell on the hunter. They’ll also use spells if startled or to protect one another. Spells vary from silly dances to anvils dropping on heads, but they will allow the Glytch to escape by de-rezzing (another will rez nearby).

A successful capture will result in a cage appearing around the Glytch and a message displayed on the game HUD. The Glytch may also offer you a reward. This might be gems or it might be a Glytch prize – or both.

Note that when a glitch prize is given, players must switch to third-person view (ESC) and Accept the Glytch via the notification displayed in the top right of the viewer window. Failure to do so may result in the prize being lost. If the notification collapses before it is clicked on, it can be re-opened via the Notifications tray.

To help keep the game fresh, new Glytches will be added over time A wiki-based Glytchopedia will also be published in due course, listing all the Glytches.

Continue reading “Of Glytches and gems: the Lab’s grid-wide Second Life game” →