Returning to The Well in Second Life

The Well: Infirmos
The Well: Infirmos

In 2012, Loki Eliot created The Well, a horror themed mystery adventure about attempts to rescue a little boy who had fallen down an old well and into the labyrinth of tunnels and caverns which lay beneath it. In 2013, he followed this with The Well: Sollicitus. Set a year later, it set players the challenge of discovering what had happened to a science team that vanished while exploring the labyrinth.

Now, in 2015, comes the third instalment of this unfolding story: The Well Infirmos. Set some time after the events of 2013, it places the player in a mental hospital. how they got there, they have no idea – but perhaps it was a result of their experiences beneath the well. But there is something strange out this hospital: the staff and other patients have vanished, and while the wisest move would be to simply get out of there, the only way to do so is by investigating what has happened; something which means an eventual return to the well and its caverns.

The Well: Infirmos
The Well: Infirmos

The Well is an Experience based game, requiring the payment of a one-time fee of L$100 to the vendor at the landing point, which registers you to play the game as often as you like. Once paid, press the Start button on the vendor to receive the game HUD, which will auto attach to the bottom of your screen, and will self-destruct on leaving the game area. Should you return another time to play again, simply click the Start button on the vendor to receive a new HUD.

Once you have the HUD attached, approach the Well to view a brief introduction to the game before you arrive in the day care room of the hospital. Here you must explore the various rooms and offices – door will open as you reach them, and your camera will auto-focus on items of interest. You will need local sounds enabled, and make sure you have the volume turned up.

The Well: Infirmos
The Well: Infirmos

I don’t want to give too much away, other than to say the child’s drawing you find around the hospital are of import. However, you’ll know you’re on the right track when you emerge from the Security Office after seeing / hearing everything you need, to find the hospital strangely altered and the day care room is now dominated by a huge hole which offers you the only way forward.

And so you return to the tunnels beneath the well, and you must find your way through them using the teleporters, which may either carry you forward or backwards, and avoid the child-like Shadows. A direct encounter with this will affect your sanity, as shown on your HUD, and if this drops to zero, you will be returned to the landing point and have to start over. You’ll also be returned to the mouth of the well when you have successfully reached the end of the game – and receive a little prize as a memento.

The Well: Infirmos
The Well: Infirmos

Those who have played previous iterations of The Well will find this latest version familiar – which doesn’t make it any the less interesting. The major change is to the start of the game when your are in the hospital, but “down below” in the caverns has also been given a few new wrinkles. If I’m honest, moving around some of the hospital rooms can leave your camera on the wrong side of a wall and it can also be a little tricky getting close enough to some of the drawing to auto-focus on them, but not to the extent that the game is spoiled.

Overall, The Well: Infirmos is an engrossing third instalment to the story, which I enjoyed as a returning player, and Jodi and Andi, who took to the caverns as first timers, reported they had a great time  playing. And if you have an Oculus Rift, make sure you use it when playing – The Well is fully suited to complete VR immersion.

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The Well Infirmos, Escapades Island (Rated: General)

Sorrow and rain in Second Life

Sorrow, Paper Dinosaurs; Inara Pey, October 2015, on Flickr Sorrow, Paper Dinosaurs (Flickr) – click any image for full size

Sorrow is the name of an atmospheric region designed by The Lollipop Kids, led by Voshie Paine. This is a place with a tragic back story (as told by the introductory note card), something which is perhaps reflected by the sombre, rain-heavy skies with their scudding, grey clouds.

This was, we are told, once a happy estate, built on money and handed down through the generations until tragedy came upon the last of the family line. Not anything supernatural, you understand – this isn’t a story purely confined to the Halloween season – but events sufficient to cast a pall over the region and give rise to the name by which it is known.

Sorrow, Paper Dinosaurs; Inara Pey, October 2015, on Flickr Sorrow, Paper Dinosaurs (Flickr)

Visitors arrive at the edge of one of the two larger island making up the region, and are greeted by a heavy downpour. The rain is so dense it turns the lightning into irregular flickering of great sheets which briefly illuminate different parts of the surroundings, revealing a broad expanse of water behind the landing area and, through the dimming rain, the dark outline of another landmass on the far side.

Before the visitor lies a pathway, offering a route to the steady lights of a nearby house just visible through the rain and trees. Here can be found comforting shelter from the rain in what I assume is the cosy home of the family who were once employed as servants on the estate. Just inside the door sits a samovar, offers piping tea to warm the insides after the rain, and food is offered in the little conservatory kitchen.

Sorrow, Paper Dinosaurs; Inara Pey, October 2015, on Flickr Sorrow, Paper Dinosaurs (Flickr)

Beyond the house and further around the sweep of the island, sits a barn where horses graze and sheep give out the occasional plaintive bleat, as if commenting on the persistent rain. From here, more details of the island across the water can be seen, sometimes limned by the flash of lightning reflected in countless raindrops to form another bright sheet of light across the sky. However, if you want to cross the water, you’ll have to follow the shore you are on back to where a grey boat sits at the end of a small dock (sit in the middle of the boat to row it across the water).

The second island marks the location of the estate’s main house and is, if anything, riven with even more rain. Another track leads up through trees tall and aged, some so old they appear to be dying, to the main house. Or what remains of it. No longer in its prime and cleared aged, it moulders slowly, decaying from the inside out, the memories of the tragic events that transpired here now its only occupants.

Sorrow, Paper Dinosaurs; Inara Pey, October 2015, on Flickr Sorrow, Paper Dinosaurs (Flickr)

The final island in the region is by far the smallest. It also requires the row-boat to reach it, and is the location of a little encampment, brazier bravely trying to fight off the rain and heat a tall pot of coffee – although I think the pot of stew cooking alongside it might be a little watery to the taste!

As noted, Sorrow offers an atmospheric place to explore, although the volume of rain might impact viewer performance, so some graphics tweaking might be required. However, the atmospheric beauty of the region cannot be denied, the rain and windlight settings combining to give a very real feel of walking through a heavy rain storm on a dark night.  The back story also adds a further layer to explorations, making Sorrow a more than worthwhile destination for those who enjoy exploring SL and taking pictures.

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The Drax Files 33: visiting the past through Second Life

Hauptmann Weydert (aka Cyberpiper
Hauptmann Weydert (aka Cyberpiper Roelefs in SL and Pit Vinandy in the physical world), the driving force behind the virtual Luxembourg work, sharing time in-world at Fort Thüngen with his daughter (image: The Drax Files World Makers)

I admit to having something of a personal bias towards The Drax Files World Makers episode #33, which premiered on Friday, October 30th, as it focuses on the work of Hauptmann Weydert (Weydert – also known as Cyberpiper Roelefs within Second Life and Pit Vinandy in the physical world) and his team and their work with the 1867 Project, which recreations elements of the City of Luxembourg as they were at a pivotal point in its history in the 19th century.

I had the pleasure of visiting Fort Thüngen, which forms a part of the project, and then touring  The Virtual Pfaffenthal alongside Hauptmann Weydert (looking resplendent in his period uniform), as we discussed the project in July 2015  – see my article Luxembourg 1867: exploring virtual history in Second Life. So to witness almost first hand through this video just how faithful a reproduction the 1867 Project presents, and gain a greater insight into the Project’s collaboration with Luxembourg City History Museum, comes as an absolute pleasure.

The Virtual Pfaffenthal; Inara Pey, July 2015, on FlickrThe Virtual Pfaffenthal, (Flickr)

Second Life and environments like it have always been recognised as having a powerful role to play in both education and historical recreation, and this is once again brought home in this segment of the World Maker’s series. In it, viewers are invited to explore the immersive, educational and creative powers inherent in the platform and to catch a glimpse of a fascinating period in European history as well, one which is in turn being shared with the general public in that city through the collaboration with City History Museum.

The immersive power of the platform is marvellously presented through footage filmed in the physical world which has been carefully matched with footage filmed in-world. These differing scenes are then beautifully transitioned between, carrying the viewer seamlessly from one to the other, visually conveying the richness of content and opportunity within the virtual in a manner no amount of narrative could convey. Kudos to Drax for both the filming in Luxembourg and the editing.

The creative power of the platform is beautifully encompassed in just 25 seconds starting at the 1:50 mark, when Pit provides a simple description of the various options for design and building, both in-world and through external tools, as he works on a part of the fort in-world.

Continue reading “The Drax Files 33: visiting the past through Second Life” →

Of dreams and nightmares in Second Life

Broad Street Gallery, Crestwick Island
Broad Street Art Gallery, Crestwick Island

…Of Dreams and Nightmares is the title of the current art exhibition being held at the Broad Street Art Gallery, Crestwick Island.  As the title might suggest, the exhibition takes its theme from the time of year, and features the work of artists  .kiki, Cipherscape, Burk Bode, Senna Coronet, Harbor Galaxy, MM, Isa Messioptra, Mich Michabo, Maloe Vansant, William Weaver and Robin the Femboy Wonder.

Each artist presents a single piece in keeping with the theme, resulting in a rich diversity of images, which fully encompass dreaming, dreams, and nightmares, with touches of the surreal and of the erotic.

... Of Dreams and Nightmares, Broad Street Gallery, Crestwick Island
… Of Dreams and Nightmares, Broad Street Art Gallery, Crestwick Island

As with Not Yet Dark, which I reviewed back in July 2015, this is an incredibly charged exhibit ideally suited to the gallery’s cosy confines. Each piece carries its own story, some of which are quite complex and can be interpreted a number of ways, while others speak directly to our the fears we may escape during the day, but can loom large at night or in our sleep.

Take Harbor Galaxy’s Anxiety at 3:00am for example, which binds together a hint of a personal nightmare and a reference to the 3:00am myth, both of which speak to us subconsciously as we look at the piece. Alongside it, Maloe Vansant’s What Lies Beneath offers a similar duality:  the hidden things haunting our subconscious which come out as we sleep, and a reference, perhaps, to the fear that follows us from childhood that something nasty is lurking beneath us, under the bed.

... Od Dreams and Nightmares, Broad Street Gallery, Crestwick Island
… Od Dreams and Nightmares, Broad Street Art Gallery, Crestwick Island

But these aren’t all dark images; Senna Coronet offers a vision of the power of words to carry us away to dreams and imaginings that are neither dark nor threatening in her piece, Lines On a Page Carried Me Away. William Weaver, meanwhile, presents an altogether different view on the nature of dreams (or should that be fantasies?) in his Awakenings (do be sure to catch Isa Messioptra’s little take on this piece which sits just side the gallery’s door; it again offers a clever dual take on things).

All told, another superb exhibition, with all of the pieces available free of charge to visitors. Should you drop in to see them, do please consider a small donation at the door to help with covering the costs of running both the gallery and Crestwick Island.

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Trick or Treating in Second Life

Carver's End
Carver’s End

Pulse Games have been bringing Halloween themed games to Second life for eight years. In 2014, they created Don’t Panic, an enticing and fun little adventure-come-hunt built around the story of paranormal investigators and mysterious goings-on, as I reviewed at the time, having previously encountered their 2013 event, System Failure. So when I heard the news their offering for the 2015 Halloween season was open, I was curious to find out what it might be like.

Carver’s End is billed as a trick-or-treat adventure which takes the turn for the worst. as one might expect, participants are out doing the trick or treating as things  get decidedly odd and increasingly gory as they progress  through what might otherwise be the sleepy little hamlet that goes by the titular name.

A Blood Moon hangs over Elm Street Baptist Fellowship, Carver's End (Paster: F. Krueger?)
A Blood Moon hangs over Elm Street Baptist Fellowship, Carver’s End (Paster: F. Krueger?)

Things start innocently enough at the arrival point. Here you’ll need to grab a copy of the free play pack, which includes introductory notes, instructions on game play. Do make sure you heed the notes on minimising lag and divesting yourself of unnecessary facelights. It’s also a good idea to have sound on as well, although essential information is also delivered through chat. There’s also a game HUD in the form of a radio, which you’ll need to wear. With this in place, you’re ready to proceed via the “tunnel” leading to the town.

As Carver’s End uses Experience Keys, you must grant it permission to act on your avatar when you reach the tunnel entrance. The requested permissions are displayed in the dialogue, and as with all Experience keys activities, the permissions granted will be automatically revoked when you leave the game play regions.

"They're heeerrrreee...."
“They’re heeerrrreee….” – the TV has some strange offerings in Carver’s End!

On granting the permissions, you’ll be transported to Carver’s End (population 666). From here on in, what happens and where you go is entirely up to you. As with all Pulse Games, progress is very much as case of explore, touch and listen for hints (given both over your radio (local sounds) and in chat).

And when I say “explore” and “touch”, I mean exactly that; don’t take anything for granted, and take your time. There are prizes large and small to be found (with the black rats in particular handing out hunt prizes), while doors, gates, manhole covers, ladders, and so on may well teleport you to another area of game play.

The game HUD - LEDs mark your progress, and if you get lost, HOME will take you back tot he landing point
The game HUD – LEDs mark your progress, and if you get lost, HOME will take you back to the landing point so you can start over

It is at this point that a small problem does occur. One of the really attractive elements of Don’t Panic, was the fact it was structured around a storyline with a defined starting point and purpose. This, combined with the various ways one could progress through the challenge, made it  and engaging activity.

Carver’s End has a similar free-form approach to it, which offers the same different routes through it, allowing different things to be found over several runs through the town. However, it does lack any underpinning story. This left me leaving a little disappointed with the experience when compared to Don’t Panic; there was little to really keep me engaged to the same degree, which was a shame.

That said, for anyone who does enjoy hunts in Second Life and fancies one with a horror twist, Carver’s End will be open through until mid-November; there’s plenty on offer as you find those little black rats!

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Escaping October’s darkness in Second Life

KiLu, Majorca; Inara Pey, October 2015, on Flickr KiLu, Majorca (Flickr) – click any image for full size

KiLu is both the name of a region design partnership and the demonstration region they have created, which is now open to the public to explore and enjoy, and which I recently had the opportunity to visit.

The partnership is that of Salty Kimchi (Kimbra Iridescent) and Luis Lockjaw, who is perhaps known to many in Second Life as the creator and owner of the marvellous Hesperia of Templemore. And as a demonstration of the collaboration, KiLu is simply superb, and right now also offers just the ticket if you’re looking for a break from the Halloween season’s October hold on Second Life

Loch Noble, Pinewinds; Inara Pey, October 2015, on Flickr KiLu, Majorca (Flickr)

A homestead region, KiLu is beautifully landscaped into a rural setting caught in the turn of the seasons as summer fades into autumn. The setting is that of a shallow river gorge, the river in question tumbling down the rocky face of a tall rocky hill in the south-east corner of the region, from which it proceeds to split the region into two unequal halves as it rapidly spreads from splashing stream to wide, meandering waterway, its descent marked by stepped waterfalls.

A lone covered bridge links spans the river as it broadens and the land either side dips toward the passing water. It is close to this bridge, that newcomers first arrive, a small farm behind them occupying this part of the island. Close to a barn, dairy cows and horses graze, while further away atop a hill behind the barn, sits an A-frame house. High cliffs bar the way westward from here, but the land slopes more gently upwards to the north and east, offering the chance for visitors to roam among the trees.

KiLu, Majorca; Inara Pey, October 2015, on Flickr KiLu, Majorca (Flickr)

Should you head eastwards, roughly following the path of the river, you’ll eventually find your way up into the hills to where it begins – you’ll have to face getting your feet wet from here if you want to explore the rest of the island, as the bridge mentioned above is the only dry route across the water.

The south side of the island reflects the rural nature of the north side, with gentle slopes leading up to the rocky east side, a broad path leading the way between tall fir trees. A large house looks down on the bridge and the river from close by; open to the public, the house also overlooks the sea and a small wooden dock. Follow the broad track eastwards and upwards, and it will bring you to a rather quaint cottage, or perhaps it is a converted barn, alongside the waterfalls. This has clearly seen better days, with nature now its chief resident, but it still offers a place to sit and rest awhile, should you be so minded.

KiLu, Majorca; Inara Pey, October 2015, on Flickr KiLu, Majorca (Flickr)

There are other places where visitors can sit and tarry to be found scattered through the region, both on land and on the water, making KiLu the perfect escape, accompanied by an audio stream, which turns the clock back to yesteryear to bring visitors the likes of Jimmy Dorsey, Glenn Miller, Artie Shaw and more.

Definitely a place to add to your list of destinations – and should you visit and take photos, do consider contributing them to the KiLu Flickr group. And if you enjoy your visit – which I’m certain you will, do consider a donation towards its upkeep when passing the little barn up at the waterfalls.

SLurl Details

  • KiLu (Rated: Adult)