06 December 2013

An artist with a cause

I've said on more than one occasion that good political art is extremely difficult to create. But I strongly believe that artists should have a political conscience, whether they express through in their art, through public activism (e.g., joining protests or movements), or in some other way. It's a rare pleasure to see an artist taking that step.

Not long ago Eliza Wierwight and her son happened to watch a documentary on the plight of Asian elephants. Eliza was deeply moved and decided to help in whatever way she could. Through the Save Elephant Foundation in Thailand, she and her son are sponsoring an elephant named Mae Bua Loy. But more than that, she has created an elephant-shaped topiary designed for Xmas, which she is selling at her store Patron and sending all proceeds to the organization. At L$499 apiece, merely 54 topiary elephants will sponsor a real elephant -- but Eliza is aiming to have residents of SL collectively sponsor 35 elephants. She is challenging everyone to take part in this project.

Topiary elephant benefiting the Save Elephant Foundation at Patron
Naturally I purchased one of the topiary elephants to support Eliza's cause, and set it up at Split Screen. Given I'm the wrong religion to have any particular affection for Xmas colors and ornaments, that's saying a lot. So those of you who cherish Xmas should buy an elephant for each of its twelve days!  While you're at it, give one as a present to everybody on your friends list. (Okay, okay ... how about 5 friends?)

Eliza's topiary elephant at Split Screen, accompanied by Scottius Polke's steampunk elephant.
Eliza's Satirical Polemicist is in the background.

More information about the Save Elephant Foundation (and how Eliza became involved) is available at Patron, and I've also set up a notecard giver at Split Screen.

As I mentioned, I think it's important for artists to get involved in social causes in one manner or another, and given how thoroughly screwed up the world is, there are a lot of causes to choose from. It's great to see that Eliza has found one that suits her gracious heart. Good luck!

24 November 2013

Rebeca Bashley's "Invisible People"; or, A Cobblestone on the Road to Hell

Rebeca Bashley is a highly talented artist whose work I haven't managed to blog before, mostly due to lack of time. Her recent Colour Key was a particularly striking work, ambiguous and disturbing. Quan Lavender put it well: Colour Key was "surrealistic, challenging, massive and tender, strong and poetic, dark and bright." Rebeca's current installation is Invisible People, located at the Lost Town - La Citta Perduta, and it again demonstrates her skill.

When you arrive, look for the sign announcing her work so you can pick up the notecard. (The notecard is not one of the ones you are automatically offered when you land.) The notecard explains the premise of the piece:
This is a story, presented thru camouflage body art,
about all those people that you pass by
on the streets every day and never notice them...

Lets play?

If you Find all invisible people and send me pictures
(sl, flickr or email invisible.people@live.com)
I will give you a sculpture.

There is 21 sculpture to be discovered in city
part of La Citta Perdutta and only one correct
angle of viewing.
The idea is that you walk through the Lost Town in order to locate these people, who are black on one side and textured on the other. If you then line up your camera just right, that texture matches the background and the people appear translucent, as if they were soon to fade away. A few examples:




Technically speaking, what Rebeca has done is impressive, maybe even brilliant. It's tricky to position the people exactly right; small bits can easily be out of alignment, especially if your computer (or your hand) isn't good at refined movements. I was able to get most of the shots, but there were a few that I couldn't figure out at all. As Rebeca says, there's only one correct way to view the people. Difficult as it can be, however, finding that camera location is rather fun.

Wait -- did I say "fun"? Yes. This is a game. I'm not just being perverse -- Rebeca suggests as much in her notecard: "Let's play?" There's even a prize at the end (a sculpture). But in this game Invisible People becomes ethically problematic. Finding the "invisible people" may be the name of the game, but it's also dead easy. After all, on one side the people are flat black. Can't miss 'em.


The actual game is not to find the people, but to position your camera so that they fade into the background. It's the reverse of the technique we sometimes see in which one must place one's camera so that shattered bits conjoin to reveal an image. Instead, in this game the goal is to make these people disappear.

Ick.

From the tone of her notecard ("This is a story ... about all those people that you pass by on the streets every day and never notice them") I assume that Rebeca's intention is the opposite -- that she wants us to see people who we usually don't. I expect she'd be aghast to hear what I'm saying; in fact I'd bet most of my readers are shocked and will try to build a counter-argument, because we all want to do the right thing (i.e., see the invisible people) and so we want this installation to achieve its apparent aim. Seriously, I hope someone convinces me I'm wrong. Maybe somebody can persuade me that what the game does is make us see the invisible people in their invisibility, or (a hair more plausibly) that it's an ironic demonstration that we secretly want these people gone -- convoluted arguments that seem geared toward securing a predetermined conclusion rather than assessing the evidence, but perhaps one of them could fly. After all, some art is meant to produce queasy feelings. Or maybe there's another way to rescue the muddled ethics of this piece. If you haven't yet seen Invisible People, I urge you to go and judge for yourself. But it's hard to escape the basic facts of the game. Find the people, easy; make them fade away, difficult, so you win a point toward your prize. In a performative contradiction, the reality is that Rebeca forces us do the contrary of what she says she wants us to do (and what we think we're doing), and guides us to feel that in the process we're doing the right thing.

So now what? What does one say about excellent art that inadvertently (well, I hope inadvertently) makes a very conservative statement? Well, probably just "Try again, please." Creating political art that succeeds both artistically and politically is hard. I raised the same point about The Gaia Theory Project. But given how completely fucked up the world is ... just keep trying. In the case of Invisible People, the artistry is highly successful -- and that's easily the more difficult part. People definitely should see it just for that.


12 November 2013

"White Balloon": small experiment

In her latest notice to the Immersiva group, Bryn Oh gave landmarks for a handful of current installations, including one named White Balloon, described simply as a "small experiment" -- no further explanation or attribution. Since I'd already seen most of the other works in her list, I decided to take a take a look. It turned out to be a piece by Bryn.

One could say that there's not much to see. One could also say there's not much new here. One could.

One arrives in total darkness. Old-time music plays on the stream. Turning around, one sees four faint pools of light some distance away (you must have the ambient lighting model on). As one approaches them, one passes through a number of swallows flitting about; they are either black or in silhouette. To the left, a fair walk away, there is a pool of light where Bryn's rabbit-masked woman stands looking at a dark gray balloon bobbing not very high in the air. If you click the woman, it recites one of the short, melancholy love poems typical of many previous Bryn works. At the opposite end, another pool of light, where some pigeons are pulling a large bomb through the air behind them. They coo as you approach.

All of these are old pieces. But I left out one other thing, or rather a nothing, that makes White Balloon powerful and imposing: space.

White Balloon is a huge, dark, nearly empty space. It incorporates a whole sim. Aside from the small sculptures I mentioned, there is nothing inside it. Jagged, dimly lit ridges surround the region. But past the bomb-carrying pigeons, past the ridge, is what looks like an enormous opening onto blinding white light. There appears to be a texture of some sort surrounding it, giving the impression that the entire installation in enclosed in an enormous cavern. Walking out, however, is futile. The opening of the cavern seems to be past the sim's edge, and so one can never leave. More, the blazing white light from the opening provides almost no illumination. In actuality, the enclosing cavern and its opening are an optical illusion, a figment of a cunning windlight. (The huge "opening" is the sun.) But the actuality is irrelevant. One experiences White Balloon as a vast, black, desolate cavern from which one cannot escape. It manages to be agoraphobic and claustrophobic at the same time.

This is the most spare, even minimalistic work I've ever seen by Bryn Oh. In fact, in a sense it's the most pared-down piece I have seen in Second Life -- even more than the hyperformalist works by artists like Oberon Onmura and Selavy Oh. The space wants to be fuller, aches to be fuller. But everything has been stripped out. The three small pieces are isolated in their dim pools of light, any context or connections long ripped away. And even though each of them touches on flight, nothing truly escapes ground level. The swallows fly low, the pigeons are weighed down by the bomb, the balloon bobs in the air but within arm's reach. High and barren as the space is, there is no up. In White Balloon, there is little (f)light.

I considered including a photo in this post, but my efforts failed to capture the feel of the place. Photographing White Balloon even seemed beside the point. One cannot photograph the massive, omnipresent "nothing there" there.

"Almost nothing" is worth seeing in White Balloon. As in negative space, what you don't see is what you see. Seeing nothingness is why one should see it.


06 November 2013

Attack Party!

Last night an impromptu party sprouted on the little parcel where I live.  Actually these people invaded my parcel and I joined when I logged on.


The foxy babe is Misprint Thursday, and the man with the fan and a tan is Woody Woodpecker (aka Arrow Inglewood).

Misprint vamps it up ... rawrrrr!

Meanwhile I boogied with the other invading spirit.



The hot-hot-hot chick I'm dancing with is none other than the lovely Maya Paris. OK, maybe the banana on her head was a giveaway. Still, soak it up, boys and girls -- this may be the only time in the next three years you see our slinky siren wearing anything other than her Veparella dress! Who knew that she had anything else in her closet ... or that she has a closet? (Actually I knew ... a few years ago a friend spied her checking out the threads at Pixeldolls.)

Martinis were guzzled all around. I told the party-goers that I was going to blog the event but everyone was too drunk to say anything except "Don't you dare, you SaveMe wanna-be!"

Naturally I banned everyone afterwards. I did say everyone ... now I can't get onto my own land.

24 October 2013

The Gaia Theory Project

Ziki Questi and Inara Pey just blogged about The Gaia Theory Project, which is a set of installations by eleven artists on the theme of the Gaia Theory which argues that the earth is a self-regulating system. (For more info, read the description on the LEA site or the Wikipedia summary.) Ziki gave The Gaia Theory Project a fairly negative review, and Inara a somewhat milder negative review. I'm sorry to say, I agree with their general assessment. (Actually Ziki and I discussed it about a week ago.) We differ on a few points: I'm harder on some of installations, but more positive about others.

One can see the Project's general orientation in an instant by looking at the announcement for its grand opening:

Opening announcement for The Gaia Theory Project, using a photo by Tani Thor
As Ziki wrote, "The organizers and artists have taken quite the gloom and doom approach." To be fair, this isn't quite true for all of the builds, but it's certainly the overall impression one gets. And it doesn't jibe with the official theme. The question is not whether the Gaia Theory is correct, but how -- or whether -- the Project actually represents it.

For instance, Melusina Parkin has a set of photos which you click to see the other possibility for (more or less) the same location. The photos are excellent. But without fail, one swaps between a lovely nature scene and an unpleasant image of the products of human civilization. The visitor's guide says it all:

Sign at Melusina Parkin's photo exhibition
It's almost a visual quotation of what Buffy the Vampire Slayer once said (in an entirely different context): "Fire bad, tree pretty." The idea that there's a third possibility is left almost completely unexplored. Where's the emergent balance through co-evolution that the Gaia Theory promises?

I must mention that Melusina, in a comment on Ziki's post, says that she does in fact explore the third possibility, pointing out that there a photo that unites nature and culture. But it's the last of (I think) 46 photos, which is not much of an exploration -- assuming the viewer doesn't say "OK, I get the point already" and leave her exhibition much earlier, which in fact is what I did (I returned after reading her comment).

Betty Tureaud's installation gives another side of the picture, commenting on the destructiveness within nature, such as hurricanes and, um, lightning. When, as Betty points out, over a million people contract malaria every year, nature loses a bit of its luster.

Although Betty's installation pursues a litany of (mostly) natural destruction which she places on an outer ring, at her installation's middle is a more optimistic representation of Earth, and at the center of that is Gaia as Mother Earth.

Betty Tureaud's "Gaia from Chaos"
This part of Betty's installation might be even stronger if it were separate from the ring of doom. Still, there are some odd artistic choices. Gaia has some mean spikes down her back: as an old TV commercial once put it, "Don't mess around with Mother Nature!" She's giving birth to the Tree of Life, but ... well, a friend with a slightly dirty mind had another interpretation.

I'll skip other works that sledgehammer the theme, "Humans are destroying the earth, and themselves along with it!" (It's a pity nobody mentions the human invention of, say, pipes with clean drinking water.) I'll now turn to some of the installations that have another strategy. Gem Preiz takes a more subtle and successful approach:

Installation (untitled?) by Gem Preiz
The rings slowly turn about their axes, intersecting in ever-changing ways, and the photos on their surfaces (which look mostly like minerals) are almost abstract, avoiding the stentorian utterance of a Big Statement. It's easy to get engrossed in watching this build.

Kicca Igaly's piece, representing early life forms, is rather nice, although the teleport's landing point is so poorly placed that it's easy to miss. Chinon Beaumont's "Mandala " is mostly another installation, to me not very convincing aesthetically, but it includes links to a couple of videos. I watched only one, a short animated film that didn't seem to have much to do with either the theme or the installation, but it was fun anyway.

I was also unclear about the relevance of the piece by Daniele Daco (Daco Monday):

"Evoluzione, Progresso?" by Daco Monday
This is the only installation presenting -- as its Futurist style suggests -- a fairly positive view of civilization, despite its title "Evolution, Progress?" and some hints about regimented life.

The last installation I'll mention is comet Morigi's "Wind Floaters." It generates colored boxes moving in response to the Second Life wind. It's minimalistic and I wan't sure of its relevance to the the Gaia Theory either, but like many script-based builds, I found it fascinating.

"Wind Floaters," by comet Morigi
I won't review the remainder, since that would make this post far too long.

As a whole, on its own terms The Gaia Theory Project was unsuccessful: it glaringly doesn't follow its announced theme that nature ultimately balances itself out -- the pieces are more about the human destruction of nature or nature's own destructiveness. (Ziki discusses this problem most fully.) Some contributions did work fairly well as art, but interestingly, most of them were the more abstract pieces, and I don't think that merely reflects my tastes. However, the works that take the "doom and gloom" approach dominate one's impression of the show. To paraphrase one of my recent posts, art can make big statements, but Big Statements aren't what make good art. Believe me, I consider pollution, de-forestation, the decline of biodiversity, and global heating to be the most urgent problems we face. But surely something more constructive can be said than "Bad humans, bad, bad!"

For a much more positive assessment of The Gaia Theory Project, see Quan Lavender's post.


28 September 2013

Poetry and Banality in Second Life Art

Following the tip in a blog post by Ziki Questi, I visited the Frantastica sim, where there is a new installation by DB Bailey (David Denton). To say that Bailey's installation is eye-popping is almost an understatement: the colors are so bright, so astonishing in color, they send an electric jolt through the brain. Parts of the build are positively on fire. Images are layered like echoes -- a cathedral, the Eiffel Town, pagodas, a woman in a kimono, deer drinking at a lake -- establishing a clear sense of place, space, and depth. The textures sometimes suggest wireframe. The impact of these color-intensified scenes is other-worldly, or maybe a hypersensual and almost hallucinogenic version of this reality. Strictly speaking the installation is most likely "possible in real life," but its sensibility is decidedly outside it.

(Click to enlarge)

Startling and impressive as the build is, one small section was particularly striking. Compared to the rest, it is quite simple: using a narrow color palette, it consists just of a space with curved walls, within which are tall boards and poles stuck at various but not extreme angles. On the boards, a poem slowly scrolls upwards.

(Click to enlarge)

Nothing particularly unusual in any of that -- after a point, I'd bet that there are dozens of works more or less along these lines. Two things made this piece exceptional. First, the poem was good. That's rare: most of the poetry appearing on Second Life art makes for painful, occasionally even cringe-worthy reading. Written by Albert Murrian (one of DB's neighbors), the poem presents tiny vignettes of daily life, often preceded by the word "somewhere" -- a jazz clarinetist plays in the market square, a magician performs tricks, a waitress counts her tips -- which are framed or punctuated, depending on your perspective, by a recognition of the impermanence of everything around us ("In the morning, all of this..."). The poem's style, subject, and use of typography place it in the American modernist tradition of William Carlos Williams (rather than, say, the ruralism of Robert Frost, or at the all-too-familiar kitschy end, Rod McKuen).

The second element that stood out was how the presentation of the poem works with the poem itself. Scrolling text per se is, again, nothing unusual in SL. In this case, however, it directly adds to the meaning of the poem. Its slow cycling exactly matches the poem's subject, the routine pace of the world repeating without end, without beginning. Ordinariness -- the ordinariness of everyday life, the ordinariness of the poem's presentation -- becomes newly seen and newly valuable. It is a good example of content and presentation working together, possibly toward the same end, possibly in opposite ones (as, for instance, in irony), but in either case conjoined. This small section of the Frantastica installation prompted larger thoughts.

Poems abound; poetry does not. Poetry is often lacking in Second Life art. In a sense this is to be expected: as Sturgeon's Law puts it, 90% of everything is crap. But it's useful to have some idea why. It's also difficult to discuss. There is extremely little criticism of art in Second Life; Quan Lavender is one of the few people who tries to inject a little. One reason criticism is rare here is that it often seems like wasted energy: we all have limited time, why spend it writing about stuff you don't like? Another reason is that there's a danger of "hurting someone's feelings," which in a tiny community like ours is a pain in the ass. There's enough drama already. The sort of art that certain artists produce make a viewer suspect that the artist won't take criticism well, and for critics as much as anyone else, life is a lot easier when people like you than when they're mad.

But the fact is that no matter what sort of work someone does -- build installations, create scripts, paint, photograph, write -- they can benefit from critique, even when they disagree with it. I say this from lots of first-hand experience: I've written and continue to write scholarly articles and books, and scholarship usually can't get published unless two (sometimes three) other scholars have read and commented on it. Scholars must be able to endure criticism, or they won't survive as scholars. Sometimes the readers say the book/article is fine, sometimes they say it needs significant revisions, and sometimes they say the problems are so severe that the book/article shouldn't be published. After that, it's up to the author to decide what to do with the criticism. Like most scholars, I've also had to review other people's work and comment on it, and a couple of times I've had to say the book or article should be rejected, which is not a pleasure at all. I've had an article rejected only once, and actually the criticism was absurd, small-minded, a bit vicious, and showed a complete misunderstanding of what I was trying to say. But even though criticisms were wrong, it would have been dishonest of me to assume I had simply been the victim of bad readers. Identifying and solving the article's actual problems resulted in a stronger article, which did get published.

But when it comes to art, people are often afraid to criticize, partly because of the ideology that art is about self-expression. This is a terrible belief. Yes, art is frequently expressive -- but I'd say that generally speaking, it shouldn't be an act of expressing oneself. Instead, usually it should express the world we live in, necessarily based on the artist's perception of it, but without it being about the artist. As William Carlos Williams put it, "No ideas but in things." Otherwise, why should I care, what does the art actually tell me? The ideology of "self-expression" can easily lead to self-absorption. It also makes the work unassailable: by criticizing your art, I must be criticizing you as a person! In contrast, Albert Murrian's poem is an excellent example of how art can be an artist's expression yet not be about the artist. It clearly expresses a perception of the world, the perceiver is Murrian, and yet nowhere does he appear in the poem. Not once does he say "I" or "me" or in any other way point to himself. He simply and directly gives us perceptions, without stepping in the middle. DB Bailey does exactly the same thing. He confronts us with an experience of the world, without saying "This is how I experience the world." Whether he does or doesn't experience the world that way is not the point (it seems doubtful) -- but his installation is an amazing vision of the world.

Another detrimental ideology of art is that it's supposed to be about Important Matters. I probably won't explain this well, because good art does explore issues and ideas. However, the ideological version of that fact leads artists to distrust their art, and so they announce those issues, always (literally or figuratively) capitalized. Love. Family. The Cycle of Life. Loneliness. Devotion. Peace. Inequality. Et Cetera. Et Cetera. Et Cetera. Most of what's said through these Deep Statements is simplistic and trite. The art becomes merely an illustration. Let me demonstrate how the ideology of Important Issues can ruin art, by mangling Picasso's Guernica:

/Me is stunned and moved by the violence, confusion, pain and horror encapsulated by a brilliant painting,
which uses just the right techniques (such as distortion and monochrome) to build its meaning. [Source info]

/Me is dismayed by the artist's inability to trust his/her art, a distrust which wrecks a potentially
excellent painting, making it merely an illustration of war's destructiveness.

Compared to the presentations of Important Issues that often appear in SL art, SaveMe Oh's "(F)art," sophomoric as it is, is almost a relief. (Almost: it's still sophomoric, and it still tries to make a Big Statement.) Of course, anything can be done well. Consider, for instance, the bluntness (and ironies) of Jenny Holzer's "Truisms."  But such forcefulness is rare. And when an artist is obviously earnest in their desire to produce art that Says Something, what can one say when the art is awful? "I'm so glad you have these major ideas, now here's a bottle of scotch, let's see what you do when you're pissed and pissed off." The ideology that art is about Important Matters makes art unassailable in its own way: since I'm criticizing your art, I must be criticizing your ideas, but since you're the artist you know better, therefore I know nothing about art!

I'm particularly wary of works displaying people: the human figure so often invites platitudes. Only a few artists in Second Life get away with it. Bryn Oh and Romy Nayar spring to mind, and they succeed in part because they don't take the body literally. Their distortions or reconstructions of the body are necessary to their narratives. Eliza Weirwight does present realistic bodies, but for her the body is a surface -- sometimes simultaneously stripped and masked, sometimes radically naked when it's fully clothed, sometimes hidden and obscured by its nudity.

A third damaging ideology is that art consists of Pretty Pictures. There's not much one can say about this sort of art. It's basically candy. Which is fine, if you want candy. I myself want candy now and then. But good art is not always (or even usually) pretty. Guernica is not pretty. That doesn't mean art should be ugly -- it means that art can be beautiful without being pretty. Of course, art can also be both pretty and beautiful. Some of Ziki Questi's photos are of lovely places, some aren't, but the photos themselves are almost always beautiful: the composition is impeccable and the photos make one see via her perception. (Although I'll have to admit, she was over-using depth of field; she appears to be easing off.) Beauty isn't an essential criterion either. Some brilliant works of art are outright ugly, like Francis Bacon's. DB's installation and Albert Murrian's poem are neither pretty nor ugly -- but they're powerful works of art. The point is that prettiness, generally speaking, has no particular connection to art. Artists should ignore the concept entirely.

I suspect sometimes that those artists who actually believe the ideologies of "self-expression" and "important issues" think personal expression and significant topics can substitute for technical skill (which is pretty damn important) and thoroughgoing perception. As I've noted, by placing the artist's feelings and earnestness foremost, they make critical commentary unmistakably unwelcome. For its part, the ideology of "pretty pictures" misconstrues what art is altogether. All three ideologies lead to banality.

I haven't said much about technical skill. That's partly because this post is focused on a different issue, and partly because skills are learnable -- and if someone just can't get the knack of GIMP or Blender or whatever, they can figure out how to use whatever skills they do have to their best advantage.

True, I'm not an art teacher. Strictly speaking I'm not even an art scholar. All I can do is say is what, from my layperson's viewpoint, seems to work and what doesn't work. Sometimes I can even figure out why. Probably half of SL's artists disagree with me; such is life.

On the other hand, I do have limited time, so for the most part I focus on work I like. Plus pissing people off isn't really my favorite activity. Go see Frantastica.


24 August 2013

Steampunk dada: The Bogon Flux is back!

The Bogon Flux is one of the great classic "Impossible in Real Life" builds, created by Blotto Epsilon and Cutea Benelli. Alas, it vanished from the grid two or three years ago. It was eventually succeeded by the Petrovsky Flux, which is at the Spencer Art Museum. If you haven't been there, well, go!

But first, thanks to Eupalinos Ugajin, the Bogon Flux is back, hosted on a LEA sim until the end of September. To be honest, I like it more than the Petrovsky Flux, possibly because by the time the Petrovsky Flux was installed I was more accustomed to some of the wild things artists can create, but more likely because the Bogon Flux is a lot sillier. Most art (virtual or material) is serious, so sophisticated goofiness is much to be treasured. The only other sophisticatedly goofy artists I can think of are Maya Paris, who has a strong satirical streak, and of course Eupalinos, whose style (especially lately) tends toward surrealism. Artistically, I'd call the Bogon Flux "steampunk dada," or perhaps "dada steampunk," take your pick.

You can't merely drop in on the Bogon Flux, look around, and leave. You must spend time with it, or you'll miss everything. There is much to see and much to explore, and what you'll see and explore changes. Specifically, the installation slowly grows. And grows. And grows. And then flies apart, until there's nothing left but the small shed at the base, and the whole cycle starts again. It's important to cam out now and then to watch what it does. If you happen to be inside one of the pieces when it blows apart, off you'll go. There are also strange creatures around, including watchful eyes, rats, and what might be described as a hairy turd (although it's the wrong color). There's also a giant couch and a few other things on the periphery.

The houses on fire are the least of the dangers.  And there are certainly pleasures, such as hanging out on the patio.
Your starting point.

"I always feel like somebody's watching me..."

Boom

The creators give instructions on how to explore the build, or at least how to go up, through internal teleports. Sometimes the teleports lead to a dead end, so you may have to find some way out. But going back down the build in any sensible manner is a lost cause. Either fly out from one of the rare openings or wait to be blown up.

The Bogon Flux and its surroundings are a little different from its previous incarnation. Perhaps it's my imagination, but I think it grows more slowly than before. Also I miss the rat barbecue. Still, years later there's still nothing like it on the grid except the Petrovsky Flux, so see it while you can.