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同時也有2部Youtube影片,追蹤數超過283萬的網紅bubzbeauty,也在其Youtube影片中提到,Hey sweetcheeks! I missed catching up with you guys so so much! This video was supposed to come sooner but I've been a bit bombed down with the cough...
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欲網購黃明志最新實體專輯《亞洲通才》及歷年專輯和周邊商品請到。Purchase Namewee Latest 《Asian Polymath》 , Others Music Albums & Merchandises Please log in to https://namewee4896.com/
《亞洲通才》專輯介紹
常常有人問我們:「黃明志到底還要發多少張“亞洲通”系列專輯啦?」
我們早練下一秒就立刻尷尬而不失禮貌地微笑說:「我們也不知道耶~」
但,人生的改變,總是突如其來。
每次被詢問總是超困擾的唱片行店員、戰戰兢兢怕搞錯上架資訊的音樂串流平台夥伴、訪問還要寫小抄怕口誤講錯的記者、DJ或樂評大大、每年都覺得「怎麼又來了」的金曲獎偉大評審、很喜歡黃明志但永遠搞不清楚要買哪張專輯的聽眾們!
你們的困擾,我們都知道!
而這一次!我們終於有答案了!
繼2013《亞洲通緝》、2015《亞洲通殺》、2016《亞洲通車》、2017《亞洲通吃》、2018《亞洲通牒》到2019《亞洲通話》!(其中還努力入圍了金曲獎三次最佳國語男歌手獎、三次最佳音樂錄影帶獎、一次年度最佳歌曲獎!)
「亞洲通」系列最終章!!!!!!
「亞洲通」系列最終章!!!!!!
「亞洲通」系列最終章!!!!!!
叛逆實力派創作歌手黃明志
勇敢集八年累積的超強音樂成就!
再給你集八點也換不到的超棒感動!
黃明志“亞洲通”系列最終大魔王專輯《亞洲通才》
轟動全球系列專輯最長紀錄,憾動無數聽膩亞洲通三字的音樂愛好者
象徵著一個音樂時代的結束,留給亞洲通音樂無限的惆悵與未來可能性
終於即將問世啦!!!
《亞洲通才》是黃明志有史以來規模最大的一張全創作專輯
從專輯概念開始,黃明志就打破所有時間、空間與人物生死的想像
集結七張亞洲通專輯一路走來的意念與傳承。
要向宇宙許下一個最強大的音樂願望:完成一張「致敬」專輯
從《一萬個開心的理由》、《對你愛完了》、《五百》、《我們的海闊天空》、《不要去Club》這些充滿黃明志風格的曲名,就足夠讓人充滿好奇又忍不住噴笑出聲。但黃明志對「致敬」二字的敬意,絕非玩笑。為了完成這一張他夢想中的「致敬」專輯,黃明志幾乎跑遍亞洲的所有國家和地區,從日本、台灣、香港、馬來西亞、中國到印度寶萊塢,思考調查找出了足以影響一個世代、國家或文化發展與傳承的重要音樂元素,用接近史料考證與科學研究的方式,日以繼夜焚膏繼晷地完成了這張,在現今音樂產業中可說是前無古人、後無來者的「致敬」專輯:《亞洲通才》。
在這張不簡單的「致敬」專輯中,充滿來自亞洲各國家地區、不可思議的厲害人物,共同對某個時代致意的驚人能量!從第一首《中國痛China Reggaeton》以雷鬼搭配中國傳統樂器,找來香港影帝黃秋生合唱合演就讓許多聽眾嚇到下巴脫臼!《我們的海闊天空》用激情搖滾加上饒舌,找來中國歌手富九毫無違和感致敬香港傳奇樂隊Beyond,更是讓許多香港聽眾熱淚盈眶連聽三百次!《你是我的青春》鄭重邀請到當年憑藉彈奏一首《Canon Rock》爆紅國際的音樂家JerryC 跨刀合作並合演音樂錄影帶,致敬黃明志與他共同經歷的Youtube 草創那自由的時代;最驚人的創意是:黃明志連對成人色情片都可以致敬!《不小心》這首遊走在愛情與色情邊緣的歌曲,竟然邀請到無人不知無人不曉的日本當紅女優三上悠亞攜手出演,讓許多宅男在電腦前(因為痛哭)而消耗掉好幾噸的衛生紙;而90 年代的復古電音一直是許多聽眾念念不忘的音樂情懷,黃明志大膽攜手台灣電音教父DJ Jerry 羅百吉,兩人合作新曲《不要去Club》,反諷幽默又好笑,瞬間帶領聽眾回到90 年代的夜店七彩旋轉球下!
光專輯合作陣容一字排開就夠讓人嚇人了,為了完成亞洲通系列最終章《亞洲通才》的致敬概念!搖滾、雷鬼、中國風、寶萊塢、饒舌、流行、抒情、電音、廣high等無數的音樂曲風;取樣、吉他、古樂器、甚至熱巴那手大鼓、沙貝琴、西塔琴等無數的樂器元素,黃明志將上述的音樂風格和音色大膽玩弄掌間、互相揉合,每首歌在詞曲、編曲、製作到音樂錄影帶拍攝,他都有著無限的靈感與點子!黃明志說:「這是我花最長時間、最投入、最激發創意的一張音樂作品了!」
以講求完美個性著稱的黃明志,在製作《亞洲通才》這張「致敬」專輯的過程中,常為了一個當時很經典的音色,花好幾個星期、聽好幾千個不同的音色庫、不斷想辦法詢問當年的音樂製作人或編曲師,才終於完成「致敬」的第一步:找到音色。接著又開始與編曲一同興奮討論,要怎麼將這個音色與其他現代音樂元素和音樂曲式互相結合,保留該時代的感動,同時締造新時代的意義。每一首音樂作品都花了難以想像的心血與時間,才終於創作出這張令人讚嘆不已、既復古又前衛的嶄新「致敬」概念專輯《亞洲通才》!
要「致敬」不難,要「模仿」也很簡單,但如何把對音樂最大的愛,展現在對無數也曾這樣愛著音樂的經典音樂人、他們所創造的音樂時代上,這絕不是件容易的事。從學生時代黃明志帶著一個背包窮遊亞洲各國,在不知多少個窮困潦倒的夜晚,聽著這一首首經典歌曲,想著這些充滿才華的音樂人,拿起吉他彈到破皮,一首一首地寫下去,只希望有一天能成為他們的一份子。而在經過金曲獎多次的肯定後,黃明志終於在音樂上找回熱情、感動與敬意。
2020 是全球因疫情而陷入絕望的一年,但黃明志回到自己對音樂最「粗」的熱情,最「深」的感動,和最「大」的敬意,邀請了無數亞洲重要的音樂人與各領域工作者,挑戰種種極端而不可能的工作模式,耗費幾萬小時的努力,終於完成了“亞洲通”系列的最終也是最重要的一張專輯《亞洲通才》。
「通才」二字,泛指什麼都會的人才,黃明志一直相信每一個人都有獨特的才華跟天份,不論是很會演戲的影帝、讓人們開心的AV 女優、努力練習的辣妹舞者,只要願意努力,都能在各自的領域中發揮驚人的才華!以「想要跟亞洲各個有才華的人們一起合作」為出發,不論國家、地區、思想、語言、政治、種族和文化,只用初衷、熱情、執著、努力、合作和感動去完成,這就是《亞洲通才》這張專輯。
聽完這張專輯,如果你也有那麼一點被觸動,如果你也開始想努力些什麼。那麼,這張集結亞洲各國許多人們的才華而完成的《亞洲通才》專輯,僅獻給你那份也許還不為人所知的---才華。
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《Asian Polymath》 Music Album Introduction
Asian Polymath is the biggest project Namewee has ever put on, the wholly self-written album transcends the concepts of time and dimensions, it reimagines the afterlife and bestows a whole new meaning for life and death. Asian Polymath is a cognition collectives of all the previous albums, it congregates the essence from the last generation’s works. Asian Polymath is a wish from the author to honor the greats.
From 10,000 Reasons To Make Me Happy, Stop Clubbing, Our Love Is Over, Beyond The Edge and Five Hundred. These very Namewee-ish song titles have definitely got people to burst into laughters and their interest piqued. However when it comes to ‘Honoring’, the word has put Namewee into serious thoughts. To hammer the album into perfection, Namewee has had a few excursions to countries and places such as Japan, Taiwan, Hong Kong, China, Malaysia and India’s Bollywood. Through his research and mid-night grinding, he discovered the musical element which could have an ever-lasting impact on a culture’s growth. By utilizing the historical sampling and referencing techniques, Namewee inducted the element into his most recent works to woo the industry once again.
As the opening title, China Reggaeton fuses the Chinese sound with Reggae to create a unique blend of flavours yet what attracts most is the fact that Anthony Perry, the HKFA laureate being invited to feature in the song. Beyond The Edge is a song which the Hong Kong people love the most, Fu Jiu from China has a voice that strongly resembles the legendary rock band main vocals from Hong Kong – Beyond, hats off to the legends! Canon Rock 2020 is blessed to feature the song’s original creator – JerryC, the song commemorates the first wave YouTube content creators and a backstory of how Namewee rose to prominence. I Shot You shows that Namewee has limitless creativity, he wants to honour the Adult Video actresses and particularly JAV for accompanying him during his loneliest hours. Besides that, the appearance of Yua Mikami has garnered the music video a lot of unwanted attention. Do you still remember the 90s retro disco music? Stop Clubbing is a song that discourages young adults to go to such places. Head figure of Taiwan’s EDM, DJ Jerry collaborates with Namewee to rewind time back to the 90s happiest hours.
To complete the Asian Polymath formula, the finale of the ‘Asia’ albums. Unprecedented guest invitations and collaborations in the album far exceeds the industry’s common standard, in addition to the vast music genres such as Rock,R&B, Rap, Reggae, Ancient Chinese, Hindustani, Modern Pop, EDM and Disco. Nonetheless, sampling techniques, piano, guitars and strings, ancient instruments, Kompang, Sitar, Sape and countless instruments were used. Namewee greatly expanded the instrument capabilities and infused them with his creativity. During each stage of the process, the artiste was always brimming with ideas, the artist even exclaimed: ‘This project has my brain wrenched! My most time-consuming project ever!’
As a perfectionist, Namewee would always need to delve into his massive sound libraries to rummage a voicing that could match the corresponding time period, sometimes it could take weeks to filter a suitable candidate. Namewee would even go to the extreme by attempting to contact the original song producer to locate the most accurate sound but that’s just the first baby footsteps. Then, he would discuss with his arranger for ways to make the sound more modern, to fit the old blood in a new body. Asian Polymath is amazing for its preservation of the retro elements but still modern sounding aspect.
To differ ‘Honouring’ and ‘Imitating’ has its difficulties, the fine line between the 2 is ambivalent and blurry. Hence, Namewee has his own answer to such a question, he believes that by paying homage to the classics, their people and legacies would be the huge difference maker. Long story short, Namewee was already a backpacker in his college years, while he was travelling with a very tight budget in Asia, it was the classics that kept reminding him to be diligent and stoic.
The Corona-pandemic has ravaged 2020 into pieces, many were despair and despondent but Namewee persevered, thus giving birth to Asian Polymath. The word ‘Polymath’ means a person who possesses wide knowledge and talent, Namewee believes that everyone is born with talent yet true success is only granted to the most hardworking genius. Asian Polymath is Namewee’s desire for working with every talented person he came across in Asia, with burning passion comes unparalleled talent, that’s the last calling of Asian Polymath.
#黃明志 #Namewee #亞洲通才 #AsianPolymath
fine line meaning 在 半瓶醋 Facebook 的最讚貼文
"橫尾先生你傾向於在你的遊戲中有個悲傷的結局(除了《尼爾 自動人形》),這是為什麼呢?
橫尾:我想啊,玩家在遊戲中的旅程中殺了那麼多的敵人,但自己卻迎來了一個Happy Ending,這很奇怪,所以我之前遊戲的主角都有著不幸的結局,我覺得對他們來說有個Happy Ending是不對的。
不過對《尼爾 自動人形》來說,對2B和9S來說,從被給予生命,他們殺了很多人,但也被自己殺了很多,很多次,有著無數次的輪迴。我認為這已經把他們殺死敵人的罪給贖了,幸福結局對他們兩個來說更合適一些。"
【尼爾:自動人形】是好遊戲,2B很可愛~
Talking To Yoko Taro, PlatinumGames' Takahisa Taura, And Composer Keiichi Okabe About Life, Death, And Opportunity
This interview with《Nier: Automata》director Yoko Taro and PlatinumGames' designer Takahisa Taura was first conducted in March of this year. Square Enix then offered gameinformer another chance to talk with Taro again, this time with Keiichi Okabe to speak more about the game's creation, music, and design philosophies and we are taking this opportunity to combine both until-now unpublished interviews together.
At the start of the first interview, Taro Yoko, whose pen name is appropriately Yoko Taro, was surprisingly quiet. He took a gulp from a bottle of Diet Pepsi and looked me straight in the eye to say something. I myself looked to the translator, who laughed at whatever Yoko said. She began "Yoko-san wants you to write about how expensive the food and drinks are here, if you can. He says it's way too much."
[The following interview contains some spoilers for Nier: Automata, including the game's final ending.]
With Nier: Automata, you guys won a Game Developer Conference award. How do you feel about that?
Yoko: We heard it was a user's choice award where the players themselves select the winners, so I'm just really happy that the players have selected our game for winning the award.
How did PlatinumGames and Yoko-san first meet on Nier? Why did you decide on that project versus something like another Drakengard or a new IP as a whole?
Taura: I loved the previous Nier title, I was actually went to Square Enix saying "Please let us create a Nier sequel, because you haven't done anything with it for a long time." At the same time, there was coincidentally Saito-san, the producer for Nier: Automata, talking with Yoko-san that they wanted to do something together. It just so happened that it was the right time, right place and we met for the first time when we started this project.
When you started working on the Automata, did you know what it was going to be? Did you have an idea in your head of what a Nier sequel would look like after the first game?
Yoko: Not at all, I had no ideas for a sequel in mind. When I first heard that we might do a collaboration with PlatinumGames, the image I had of them is that they only create Sci-Fi action games. When I thought of that, I thought of what part of the Nier storyline might fit in with that Sci-Fi action gaming sequence, I selected the themes for Automata because I felt it just fits in with the PlatinumGames style.
PlatinumGames has a reputation for fast, often-challenging action games, but Nier: Automata is a lot easier. Was that intentional to keep it closer to the first Nier or perhaps a consequence of trying to make PlatinumGames action more mainstream?
Taura: That's actually exactly the reason why. Saito-san from Square Enix told us when the project started that, since the original Nier has a lot of female fans and a lot of non-action gamer fans, to make the game as fun and accessible as possible to people who aren't accustomed to playing difficult action games. We always thought of making the game into something that's fun to play for newcomers to the action game field, but also to the more experienced players as well.
One of the usual tropes of PlatinumGames is that, as the game goes on, it tends to escalate more and more to an explosive finale. Nier: Automata kind of messes with that formula a little bit by Ending A being a little bit more subdued and low-key and then goes up again and again until it finishes with endings D and E. Is that something you had to work with Yoko-san about, where the escalation and pacing would best fit the gameplay?
Taura: In terms of like a climax or increasing the difficulty level toward the end, it's not that different from our other titles, or at least we didn't feel like it was that different. The one major difference was that this was the first game that I've at least worked that had the leveling up element in it. So as long as you level up your character, the boss would be easier to defeat, but if you don't, then some of the enemies toward the end of the game would be very difficult. For me, the balancing between the difficulty level of stages and bosses versus the levels the player might be was the difficult part in creating this game.
One thing that we really had it easy with in this game is that Yoko-san's scenario and Okabe-san's music, once it's mixed into the battle, makes a really menial and indifferent battle sequence suddenly becomes this dramatic and grandiose battle with everything at stake, so I felt like that really helped elevate our battle sequences as well. We did have an easy time thanks to that!
With Automata, you started appearing at press conferences and as part of the marketing of the game, whereas previously you never did that. When you appear in public, you have been wearing a mask of Emil from the first Nier title. Why Emil specifically?
Yoko: Hmm. One of the answers I can give is that, and I do have a little more that I want to elaborate on, is that for one Emil in the previous title is just a strong character on its own, so it's more like an iconic image or character for Nier as a series. Another part of the answer is that Emil actually holds a great secret of the part of the Nier world and it's not all revealed with the games I've created so far. I'm not sure if I'll have an opportunity to disclose that secret, but if I do, I might one day create a game that delves more into why it's Emil and why I continue to wear Emil's mask.
I don't know if either of you can speak to this, but the trailers for Nier: Automata were a little misleading. They showed A2, who you play as late in the game, but with short hair, so she looked like 2B. Was that something you decided, to show those scenes but not make it clear who it was?
Yoko: There were trailers like that?
There was one specifically showing A2 fighting Hegel like that.
Yoko: Ahh, yeah. There's no reason! We weren't trying to hide A2 or mislead anyone, it just happened to work out that way.
Taura: We made so many trailers at some point we kind of didn't care what we showed.
Oh, wow, that's going to shock a lot of fans in the Nier community. People really believed in the theory that you were hiding A2 in plain sight the marketing.
Yoko: Haha, but it might not be the correct answer. Like Taura-san said, we made so many trailers that we can't remember them all, so I'm definitely happy to take the credit without remembering why.
Taura: Yeah, let's say we intentionally did that. For the fans. It might be true.
Yoko: But I can say, in one of the trailers is A2 fighting one of the Engels, one of the big robots. She actually has long hair in the trailer, but in the actual game, it's after she cut her, so she would have had shorter hair. That one was actually intentional, because we did not reveal before the game that A2 would cut her hair, so we actually made a scene specifically with long-haired A2 to take that trailer. So that's that shot was kind of a lie.
In the Automata DLC, the CEO of Square Enix Yosuke Matsuda, as well as PlatinumGames boss Kenichi Sato, are boss fights. Where did that idea come from and how did you get them to approve it? How did they react when you asked them?
Yoko: Haha, oh yeah.
Taura: The development team went to Square Enix and said "Please let us use him in our game!" Their reaction was initially saying "Uhm, are you sure you want to?"
We were thinking for a while of what we could do with the DLC, because we didn't have a lot of time to develop it, so we wanted to do something fun with it. When we were thinking about it, we saw that Final Fantasy XV used a character model of president Matsuda in one of their marketing assets. When Yoko-san saw that, he reached out and asked if maybe we could use that in the game at Platinum. We said that, if we get the character models, we could definitely use them for something in the game. We reached out to Square Enix and they gave us the model and we were able to use that character model for a boss fight.
If it was just that you were able to fight the CEO of Square Enix, then it would have just been the same as what Final Fantasy XV did, so we had to think of ways to spice that up even more. So we had PlatinumGames' CEO Sato-san appear in the fight as well. We also included background music that arranged their voices, we included their voices in the music, just to add a little bit more and beat out Final Fantasy XV. That BGM track is Matsuda-san and Sato-san's debut single. We didn't even get permission from them, so it's an unofficial debut single, and those are much rarer.
Speaking of crossovers, did you know that Nier fans have been trying get Katsuhiro Harada of Bandai Namco to put 2B in Tekken? Is that something you guys would want to do? [Note: This interview was conducted before 2B was announced as a Soulcalibur guest character.]
Yoko: For us, if we were asked, we would gladly say yes to anything for money. We're open to any kind of opportunities for anything, ever. Even if it's Candy Crush, if they want to use 2B, we will say yes, please go ahead and use her.
Actually, speaking of doing anything for money, you've never created a direct story sequel before, they've all been loosely tied together and many years apart. Saito-san has already said there will be another Nier game, if the characters are popular enough, would you create a direct sequel to Automata or would you change the characters and location again?
Yoko: I haven't thought about it once! Taura-san, where would you want to create a new game?
Taura: Actually, when I brought my concept document to Square Enix about a Nier sequel, I wanted to write a story about that prologue portion in the first Nier game. You know the beginning of the game, where you're kind of in Tokyo, in an area that's more modern? I kind of want to delve into that storyline a little bit more. So if I'm allowed to create a new Nier title, that's what I want to create. But that's just me speaking as a fan of the series, so I don't think that will actually happen officially.
Yoko: When I actually heard about that idea from Taura-san when we first started this project, I felt that it would be very difficult to make a modern recreation of Tokyo because it's the city that we constantly see every day. You just notice differences in the lies that we put in there, so I felt it would be very difficult to do to recreate a city that we know and see so much. But now that I know that PlatinumGames is such a good studio that they most likely will have that power and talent to be able to create that kind of video game world, I think that might be an option. Whether or not we'll do that is a different question, but it is a viable option.
One of the things you said before the release of Drakengard 3 was that you wanted to call it Drakengard 4 and just let people figure out what the theoretical Drakengard 3 was supposed to be. That's similar to what you did with Automata where the game takes place 10,000 years after Nier and people who played the first game were more confused than new players. Was that an intentional idea or something you've wanted to do for a while?
Yoko: It's not that I brought over that idea to Nier: Automata, the greatest reasoning why I did this is because I wanted players who haven't played the original title to enjoy Nier: Automata so you can enjoy the game without knowing anything about the previous game. That's the biggest reason why we took a storyline that's so far in the future that it really didn't have anything to do with the previous title.
A common through-line for Yoko-san's games is flowers: the lunar tear in the Nier series, the flower in Zero's eye in Drakengard 3, is that symbolizing anything in your games or is it just visual imagery you like?
Yoko: Well, I do like flowers in general, but yes, there is a greater meaning to it that I have with these flowers. It's the same as Emil like I talked about earlier, I just haven't revealed it anywhere. There is a meaning, which is why they keep on coming back in my games, but I haven't revealed it anywhere yet.
With the last Nier game, you had said that you built the game on the concept of people being okay with murdering people who are different. With Nier: Automata, the games actually became more fun to play and control and touch, do you think there's a danger in giving people that sense of ease in killing enemies in the narrative?
Yoko: In the previous title, I actually feel like I overdid that a bit. I did want to portray that enemies have a reason to live and a reason to fight on their own as well, but I feel like I forced that idea that I had in my mind a little bit too much on the players. So for Nier: Automata, I did not want to focus on it, I didn't want to impose my feelings and thoughts. I actually feel that it's fine if some people feel it's fun to kill in our games. If that's all that they feel from the game, then it's fine, because its their freedom to feel what they want from the game. To answer your question, I think that it's fine to have that happen.
Taura: I actually have the same answer, too. I feel like if it's fun to fight, that's great as a game designer. But if you feel bad to kill these cute little robots, that's fine with me as well. I feel like different people will have different reactions to the game and they will feel differently when they play the game, so I'm actually happy to create a game that creates those kind of differences within the players as well.
Yoko: That's a really good question for us, because if players felt that it was way too fun to kill these enemies that it started making them feel guilty, that's something we didn't really aim to do. Just as we mentioned earlier, I'm really happy that players were able to take it on their own and experience it on their own, then we didn't just provide something for people to take it as-is on face value. I feel like it's great that the players are now taking the game and experiencing it on their own and trying to figure things out on their own.
There was a time after 2B was revealed that people were asking you about her design on Twitter and you answered that you just like sexy ladies. That quote has become pretty famous and attached to you and a lot of people are reading into it. Is that a thing you still believe, would you ever take the quote back, or would you have ever changed 2B's design?
Yoko: [laughs] Don't straight men like cute girls? Isn't that common knowledge? I didn't realize that was a quote.
A lot of people use you as an example as a developer that just says what is on their mind.
Yoko: Before we released the game, on Twitter, because so many people were sending me 2B fan art, I said that "Send me a zip file of all your erotic fan art!" When I tweeted that out, my number of Twitter followers jump from 20,000 to 60,000 just with that one Tweet. I actually think it's because I did something that's more of a taboo in the western world where I talked about sexuality or gender that openly on Twitter, but that's actually...so, I do know that what I said did not just creative positive buzz and there's some negative buzz around it as well, but I feel like it kind of has to do with the Japanese culture where we're not too strict about gender and sexuality and being more open about talking about those things.
I think it's the same thing as reading manga as an adult, it's a little bit different when you think about it because in Japan that's more common, it's not considered something weird or something outlandish. With that kind of feedback that I get from fans, I just feel like it's the difference in culture between Japan and the rest of the world.
That is something you tend to tackle fairly often. Drakengard 3 was partly about sex and sexuality treated casually within the game's universe, is that something you feel doesn't translate across all regions?
Yoko: I actually don't think [translating across regions] has a lot to do with sexuality. I don't think it would have sold more copies of Drakengard 3 if I took away aspects of sexuality or added more in there. I feel that Nier: Automata sold well because we worked with PlatinumGames, so I don't think that has anything to do with a sexual nature.
For the original Nier, there was a lot of information on the periphery of the game like books with background information and short stories that answer questions raised in the game. Automata even had a stage play predating the game. Do you think it's harder for western fans to grasp the whole stories of these games when there's Japanese-exclusive media about it expanding the lore?
Yoko: Of course we can't localize everything because we have limitations in budget, so it's really difficult to do all of that, but I actually think there really isn't a need to know everything, either. The meaning I have behind Emil's mask or the flowers you asked about, like I said it's not revealed in the game at all or anywhere else yet, but no one really needs to know that to enjoy the game or enjoy the world or enjoy the game. More than gaining knowledge, I want players to cherish the experience they have when playing the game. It's more about that instead of the knowledge they could have for every question. Of course the theatrical stage play was more of like a YoRHa spinoff, but you don't need to know that to enjoy the game. Every piece, like the books and the stage play, is made in a way so that you can enjoy it by yourself, so you don't need that extra knowledge to enjoy it.
It may add a little bit depth to the knowledge that you have, but you don't necessarily need to have it. I do understand the otaku mentality that you want to know everything, you want to have everything answered, you want to collect everything, but I don't see the value in knowing everything. For example, just in real life, you might not know everything about the politics that surrounds the world or even in your own country, and there's really no point in knowing everything that happens in the world. Maybe a lot things, but not everything, right? What's more important is how you interact with people around you, immediately around you, and I think that's the same with video games. You don't really need to know everything that happens in the world to enjoy it.
Of course I do respect the freedom that the players feel as well, so if you do get mad that we can't localize everything in America, or America never gets everything, that's also something to be respected and I do understand the frustrations surrounding that as well.
When Nier: Automata released, it did so in a three-month timeframe that several other big Japanese games came out in the U.S., like The Legend of Zelda: Breath of the Wild and Yakuza 0. A lot of people started heralding those games as a return of Japanese development in the west. What do you think about going from fairly niche games to what some people consider the tip of the spear of modern Japanese development?
Yoko: First and foremost, just to speak about having so many good titles in that timeframe, my thought was "Are you people trying to kill me with this?!" In Japan, Horizon came out first, then it was Nier, then Zelda, and I think in the west, it was Horizon, Zelda, then Nier in North America. So we're literally sandwiched between those two with a two-week window in between each and they were all very similar to us in the futuristic setting. Especially for Zelda, it was one of the titles we copied in the first place, so I really felt like they were trying to kill us at the time.
Personally, not even thinking about Nier: Automata during that time frame, I was running around excited about all the fun-looking games coming as a gamer myself.
Hideki Kamiya [PlatinumGames] has once said that Nier: Automata saved Platinum. Is that something you agree with and how has the relationship been between PlatinumGames and Square Enix?
Yoko: Speaking from my perspective, of course Taura-san will likely know more about it internally at PlatinumGames...Kamiya-san, he's very laid back on Twitter, but when you actually really talk to him, he's a very serious person and very sincere. I guess Nier: Automata did generate sales for them, because I received a direct letter of gratitude from him saying "Thank you very much for creating a great game." I don't even know if we saved them or not in that sense, but just receiving that kind of message from was just very heartwarming and I was just really happy that I was able to provide such a game for them.
Taura: You could make the headline of your article "Yoko Taro Saved PlatinumGames" and that's definitely true.
Yoko: It's a very true headline.
Why do both of you think that Nier: Automata was more successful than Yoko-san's previous games or most other PlatinumGames titles?
Taura: Mainly because PlatinumGames' sensibilities were much better than Yoko Taro's.
Yoko: I actually think it's the Square Enix brand, the name Square Enix gives a more reliable feeling to an otaku type of title. PlatinumGames' strong name being known for making really good action games and I think the combination of the two really helped. This time with Nier: Automata, we sold about 2.5 million copies and the previous title we sold around 500,000. For the last game, we weren't really in the red, but it wasn't exactly a success either. We have these passionate fans that really supported the time from announcement and the series as a whole. Of course for Automata, too, we had a very passionate fan base including the media and including yourself that gave impressions and articles that helped make the game into a success, so I'm just really grateful for the fans and media alike that really supported the title and were passionate about it.
[The remainder of this interview took place a few weeks later with Taro Yoko and Nier: Automata composer Keiichi Okabe. Okabe is also known for his work on both Nier titles, Drakengard 3, Tekken, and contributing some tracks to Super Smash Bros. Ultimate. Before we started recording, Yoko said it will be okay if I asked Okabe most of the questions and I remarked that I wouldn’t want to make him jealous. He paused for a moment and then said it doesn’t matter because he would get paid either way.]
You two have been working together for a long time, I was curious how much the music composition is tied in with the writing. One of the city themes in Nier: Automata uses similar composition to a track in Nier. Does that come from the writing or the musical identity of the series?
Okabe: Since Yoko-san is I feel the type of person that doesn't want to do the same thing over and over again, even if he did receive praise for what he did previously, I kept that in mind while I was composing music for Nier: Automata. I also wanted to have some kind of connection that you would feel as a player between the previous title and this one, so I used similar tones from previous titles or from the previous game. It might not be exactly the same, but I used some similar types of music lines from the previous title so that you might feel that kind of connection.
But we do have tracks that are arrangements of previous tracks from older titles, but that was mostly for fan service.
I kind of wanted to drill down a little bit this time and get to the core of your philosophy of why and how you make games. If you had to pick a reason to hold up and say "This is why I make video games," what would that be?
Yoko: I feel that video games, amongst all the different entertainment mediums, have the most freedom in what you can do as a creator. For example, in a film, if you are able to control movement, then that's no longer a film in my eyes. In video games, you could have film-like cutscenes and videos, you could have them going on forever as much as you would like as a creator. That kind of freedom to do that is what I really wanted to do and I feel like video games are what provide me that option, even if I never do it.
Is there any kind of message you use games for that you want to convey to your audience or anything you want them to hear from you? Or do you prefer to let them take whatever interpretation they get from your games?
Yoko: It's the latter. I would want our players to freely interpret what I've created just on their own, to grasp something for their own. I feel that's one of the interesting aspects of video games is that you are able to freely interpret what's being shown to you. I also feel like the players make the game whole by playing it. The action of playing the game I feel has meaning in itself and because of that I want the players to find something from the game, feel something from the game, for themselves.
Nier: Automata won a number of awards, Okabe-san you won best music at The Game Awards, Automata won the audience award at GDC. Is there any pressure to appeal a more mainstream audience with your next game?
Okabe: For a popular title that will be played by many, it doesn't really matter what kind of genre you put out musically. I will still be interested to compose music for those if possible. I would have to take a different approaches to those kind of mainline titles, whereas for Nier, I felt that the music can be more geared toward a core audience where only those who would understand the music would play it. But at the same time, once you understand, I want you to be deeply affected by it. That's what I aim for with Nier. If I am to work on a way more mainstream title next time, I will have to change that mindset I have as a composer, but that would be something I'd like to challenge myself more. To answer your question, yes, I'd like to try that, but I'd also do whatever kind of jobs I'm assigned to.
Yoko: For me, my games I actually think are really niche. How Nier: Automata was so successful was actually just a coincidence. To make a successful game is something that I can't really aim to do, so I think that I'll probably return to my small and dark corner, my niche corner, with my successive titles.
Who would you both consider your inspirations for writing and composing?
Okabe: For me, it's obviously more of a composer than a writer, but I don't really focus on one person. I tend to just try to get music here and there and have a wide net. I am greatly affected by people who I've listened to in my youth, like Japanese composer Ryuchi Sakamoto, Ennio Morricone who creates film music, and also pop music like Michael Jackson and Madonna. I am affected by those as well.
Yoko: I have received inspiration from a lot of things, but I think personally expressions in film or any like visual production is something I'm deeply affected by. For example, Neon Genesis Evangelion by Hideaki Anno, that was really a strong influence on me. Also, the drama series 24, the way that they incorporate speedy and complicated constructions of storylines was something that was very new at the time. Just throughout the timeline of visual production, I think there's a sudden burst of evolution, and I think that "that" moment in a title that does that just greatly affects me and becomes an inspiration for me. But I feel that can be said for the rest of the world.
Lately, anything that Christopher Nolan creates I think is very intriguing where he tries to include deep knowledge and thoughtfulness into what he creates. I'm very interested in this new wave of evolution.
Last year, with the release of Animal Crossing on mobile, you talked on social media about how it was your favorite game of the year because you created a narrative where the characters were all unwillingly imprisoned in the camp. Do you often create your own narratives for games?
Yoko: I do that for some games and I don't for others. Off and on, I guess. It's a lot easier to create my own storyline per se for a more primitive game. For example, in Zelda: Wind Waker, you start off with a grandma and your sister living on an island and it's really happy and joyful and there's really no reason for Link to get out of there and fight Ganondorf because you're already living happily. You don't need to get out of that happiness. As a gamer, I felt the kind of sadness to have to leave that happy island life.
In Dragon Quest [V], you have to choose who you want to wed, and I felt that I couldn't really get into liking either of the characters. I also couldn't find the point of having to decide who I want to marry, so I just at that instant I turned off the game and said "My journey ends here!" My mind narrated "The three of them went on the journey and lived happily ever after, the end." That was my ending for Dragon Quest V.
Around the release of Drakengard 3, you spoke about how it's not possible in this industry to make a six-minute game and sell it for $60, no matter how good those six minutes are. Is this something you still think?
Yoko: That analogy was given to explain that, no matter how much you try to make a game really good, there's a limit to what you can do. If you are to create a six-minute game, because you can't go through a lot of different stages, you would have to create one stage. Which means that you could really refine the quality of that one stage without having to put in a lot of money into it and a lot of manpower into it. Also, because it's only six minutes, you can't really have too many characters in it, so you could focus on one or two characters at max. By doing that, you could refine the quality of those two characters. But because you're time-limited, no matter how much you refine the quality of the world around you or the characters, if you're limited to six minutes there's just so much you could do that the game won't become good at all. That was an example for me to say that there's a limit to what you can do in video games.
Okabe-san, in the music for a lot of Yoko-san's game, you use constructed or uncommon languages, is there a specific reason for that?
Okabe: [laughs] Yeah, for one, because it is Nier: Automata, Replicant, and Gestalt, they all take place in a unique world, even though they're in the timeline of our current world, it's so much in the future that it should feel kind of foreign. That's one of the reasons why I went for language we can't understand, but another is that, in games in the past, game directors actually got mad at many occasions for including vocals into the soundtrack. They were saying that it would become too distracting from the gameplay and would distract the player. It was considered more of a taboo, so for Nier, I included vocals in there without a language you could understand more for the sound that you get from the words. It wasn't to convey any meaning of what was being said, but more for a sound impact.
Yoko-san, you tend to have very sad endings in your games, with the exception of Nier: Automata which is as happy an ending as you can get with most characters dying. Why do you tend to write toward more sad endings and do you feel like Automata's happy ending fit the game better?
Yoko: The reason why I created endings that end on a death is because, until now I was creating games where you would kill a lot of enemies, but I've always felt that it doesn't feel right when the protagonist has a happy after they've killed so many enemies during the course of their journey. That's why in Replicant and Gestalt, or my previous titles, the protagonist pretty much ended up dying because I didn't feel like it was right for them to have a happy ending. But for Nier: Automata, 2B and 9S, from the time that they were given life, they've been killing a lot of enemies, but they've also been killed by them many, many times, and regenerated many times. They've actually been killing each other, which you find out at the very end, many, many times as well. So I felt that kind of cleansed them of their sins for killing so many enemies, which made me feel that a happy ending was more fitting for those two.
Do you feel like that cycle of violence and death and the consequences of that are human nature?
Yoko: I think the reasons why we kill in video games do kind of shine light on what's kind of broken within humanity or humans in general. We want peace in the world, but we also enjoy killing others in video games, like shooting guns in video games. I think that's karma in a sense for humans, the way that video games grasp the true essence of humanity, whether or not that's what they were aiming to do.
Is there a series that you know, like Persona or Yakuza or anything like that, that either of you would want to work on?
Yoko: A series or anything?
It can be anything.
Yoko: Personally, it's not a Japanese title. I'd actually love to see how western titles are developed, because I have no insight into how they're made. There was a moment in time where I felt that it might be fun join a western development to see how things run. Of course there's the language barrier that would make it difficult for me to do that, but generally speaking I feel that western storytelling follows kind of a similar route for all the stories that western mediums create. I would feel it fascinating to find out why western games use certain flows and storyline arcs.
Okabe: I'm kind of a fanboy myself, so there is a part of me that wants to work on major titles like Dragon Quest. I feel that if I do work on those titles, the pressure of working such a known title would be just too big and because there is a part of me that really loves that series, I feel like I would try to skew my music in a way that would fit into that series instead of trying to create music that I think is good. I don't feel like I would be able to bring out the best quality in my music if I worked on those big titles, because of that pressure and because of the image I have of those titles in my mind. Currently, my want to work on those major titles and the part of me that's telling me I shouldn't do it are about equal.
Were either of you surprised by Nier: Automata's success?
Yoko: [in English] Oh yes.
Okabe: For me, I live in Tokyo and developer PlatinumGames live in Osaka, so we did have quite a distance in-between, like literal physical distance between us. From the moment that I created the music to when I was able to see it next, there was a big gap in time, so when I was able to my music in the game for the first time, the game was pretty close to finished, they were almost done with development. At that moment, I thought "Maybe this one might sell?" But at the same time, I didn't think it would become this big of a success, I always thought it might do better than the previous titles, but it was like a hunch that I didn't feel until this time in Yoko-san's titles. I did have some kind of a gut feeling that it might do well.
The last song of Automata, Weight of the World, had a chorus with the entire game's development staff at PlatinumGames and Square Enix singing along to encourage the player. Why did you decide on that for the final song of the game?
Okabe: I didn't remember this, I actually forgot about it for a while, but Yoko-san actually came to me telling me that he wanted a chorus at the end of the game pretty early on in the development process. I apparently made disgruntled face at him and did not remember why I even made that face or even that I made that face. After a while, I actually remember why I had such a reaction with the disgruntled face, because there's a couple of different types of choirs, but Yoko-san likes the more classical choir, so when he requested that he wanted a choir, I thought he wanted that classical type of choir at the last part of the game. At that moment, I thought "Well, that doesn't really fit in with the game plan, I don't really want to do that," which is why I had that expression on my face. After we talked about it, Yoko-san mentioned that wasn't really what he was going for, he said that because that last scene is all about all these different people helping you, he wanted everyone to sing, he wanted it to feel like everyone is singing there with you as you play.
When I thought about doing that, and I actually agreed that might be a good idea, because in Nier: Automata all the choir vocals that you hear in the game, it's actually recorded by a small group of singers, I just overlapped their voice so it sounds like a big choir. Because that last part of the game is more about you playing amongst a lot of people, I felt that taking that approach again of overlapping voices again would not really work. So I reached out to the dev teams because they were working on that part and I thought it would be a good idea to have them put themselves in the game as well. I also thought that they don't need to have a good voice, it's just to give that feeling that you're playing with all these developers.
Development teams from Square Enix, PlatinumGames, and also some composers from my company who didn't work on Nier: Automata are singing in it as well. There's also children of PlatinumGames developers and their family actually singing in it as well. That was the reasoning behind why we decided to do that at the end.
Has there ever been, in all your games you've made, an idea you had that you had to be talked out of?
Yoko: For the first Drakengard, I had an idea of [Japanese pop-star] Ayumi Hamasaki, like her character model, wearing all-silver spandex, like a giant version of her descending from the sky and you would fight against her by music. Everyone else on the staff shut it down. It does still leave that kind of music game essence kind of in there, but the part Ayumi Hamasaki comes out in silver spandex has been taken out.
Isn't that kind of similar to Drakengard 3's actual ending?
Yoko: Similar, but I actually wanted to go for something funny, or shockingly stupid. But no one would let me.
Source:
https://www.gameinformer.com/…/talking-to-yoko-taro-platinu…
fine line meaning 在 bubzbeauty Youtube 的最佳貼文
Hey sweetcheeks!
I missed catching up with you guys so so much! This video was supposed to come sooner but I've been a bit bombed down with the cough lately. I was meaning to do more of a beauty related topic this month but a lot of you requested 'Thinking about the Future, Success and Rivalry". I'm so glad you guys chose this topic because it's wonderful you are thinking about your future.
I know a lot of you are planning your future right now. Maybe it seems blurry to you right now because you're confused about which path you should take. Don't worry, you're not alone.
I just also wanted to share some of my own experiences with you guys. How I dealt with rivalry, expectations, mistakes, chasing my dreams and finding success. In this video, you'll learn that I made lots of mistakes throughout my teen years. I don't regret them at all. I wouldn't have been able to learn without these valuable mistakes and I want you guys to know that it's ok to make mistakes. Nobody goes through life 'mistake-proof'.
I'm looking into getting a microphone for my videos since my living room is so echoey. It's just very pricy so I'm trying to look for a better deal.
What do you want the next girl talk topic to be about? Comment and let me know. I realise a huge % of the topics are relationship related which is fine really but come on girls, there must be more to life than this right?
Time to take medicine and sleep!
Hope you are all having a fab week!
much love, Bubz xx
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fine line meaning 在 一二三渡辺 Youtube 的最佳解答
) is ..Tsutenkaku (.. belvedere that builts in the center part in the vicinity of the new world in Osaka Prefecture Osaka City Naniwa Ward. Registering material cultural asset in country. It is familiar as one of the symbols of Osaka, and famous as the tourist spot.
Design and structure
* Main body: Iron frame make (a part of iron frame ferroconcrete make)
o ..tower.. height: 100m on the ground
o Width: 24m
o Between legs: 24m.
* Observatory: Iron frame reinforced concrete Concut make (two surrounding
glass -lined stories)
o Height: Even 84m and the second floor floor are 87.5m even in the
first floor floor.
* Supplementary building: Iron frame ferroconcrete make
* The performance: The earthquake of the Great Kanto Earthquake class and
the strong wind of 70 meters in the velocity of the wind can be stood.
Outline
Present Tsutenkaku was completed by the second generation in 1956(1956). Sightseeing..Ltd...Ltd.. It is managed. Height including the lightning rod is 103m(The height of the tower is 100m). The designer is Naito multi relations that handle the Nagoya television tower and Tokyo Tower, etc. almost made a simultaneous period. It is Okumura Construction that constructed construction.
It is a Confucianism person, and Fujisawa south Gaku that named, "Tsutenkaku" in the meaning "High
building that runs to the heaven" at the beginning of the Meiji era.
Hitachi Ltd. of the total electric machine enterprise has published an ad to the side in the tower since 1957 a finished year of Yoc (1957). It is assumed that it is a start that the speculation of sightseeing in Tsutenkaku to look for the major company that can publish an ad by extending over a long period of time for Hitachi and the funding to have tried to advance to Osaka in rivalry with the major electric machine enterprise (Matsushita Electric Industrial Co., Ltd., SANYO Electric, and Sharp, etc.) in local at that time agreed with coming put on the advertisement by Hitachi. Detaching (Refer to the Cda article) and the citizens who felt the sense of incompatibility for the signboard without the mark at that time were not few in 2001 when Hitachi had discontinued it before though "Child mark of the turtle" that was the company pin of Hitachi had been put on the upper part of the advertisement either.
It interrupted, the environmental pollution etc. such as the urban ozones became factors, too and one million people were decreased sharply to about 200,000 people in 1975 in 1965 in 1956 when Ta was gotten in the second generation Tsutenkaku though the visitor had been exceeding 1.55 million people during year. The recovery tendency was gradually shown afterwards, there were a television program that made Tsutenkaku a stage and a rise among which the spit cutlet was popular, too and it recovered by one million people or more in 900,000 people and fiscal year 2007 in 2006. As for attendance figures increase in Tsutenkaku, sightseeing in Tsutenkaku is one to comment, "A young person might be requesting the emotion that seems to be Osaka from the new world".
It shines when 0 minutes per hour have passed in addition since the entire tower was colored because of the light of the neon based on the golden color and white at nighttime by the gradation with a vivid face of a large clock on the tower east side side. Neon is remodeled every about five years, and the present one is the 12th generation. Moreover, the neon light that shows next day's weather forecast by combining four colors lights to the tower top (fine = white and cloudy weather = bitter orange and rain = blue and snow = pink). The device of this neon light is connected with Osaka District Meteorological Observatories by the lease line, and is the one that the mechanism that forecast is displayed based on information from there it, was produced by Hitachi Ltd. in 1979(1979), and set up.
It was removed when the neon of this age was renewed, and the belt in three main lines in side was installed afterwards though it hung under the view room out the chapter of the monogram company of Hitachi Ltd. in 2001.
It was updated made in Hitachi in 2001 though an elevator at that time at the time of completed the second generation was made of the Orient Ortis elevator (present and Japanese Ortis elevator).
When the 50th rebuilding anniversary came in 2006, repair work was done. The color of neon was changed besides the shape of a large clock was changed to the octagon by Maru, and it came to stand out more.
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