"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about the game's creation, music, and design philosophies and we are taking this opportunity to combine both until-now unpublished interviews together.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…
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10 ข้อ ถนอมความรัก
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1. เป็นเพื่อนที่รักกัน:
หากลองสังเกตดู เราผิดใจกับเพื่อนน้อยกว่าคนรัก แถมยังคืนดีง่ายกว่า นั่นเป็นเพราะว่าเรามักคาดหวังกับคนรักมากกว่าเพื่อน กระนั้น-ความสวยงามของคนรักมีอยู่ว่ายิ่งนานวันไป ความหวานจะค่อยๆ จางลงกลายเป็นความผูกพัน เหมือนเพื่อนสนิทที่ "รู้กัน" นั่นคือข้อดี เพราะเมื่อเป็นเพื่อนกันแล้วเราจะคาดหวังน้อยลง หายโกรธง่ายขึ้น แต่เพื่อนคนนี้สำคัญกว่าคนอื่น เพราะเขาคือ "เพื่อนชีวิต"
...Continue Reading10 items to take care of love.
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1. Be friends who love each other:
If you notice, we are less wrong with friends, love, and it's easier to return. That's because we always expect more than friends. - the beauty of lovers are that the longer the more days, sweetness will slowly fade into bonding like Best friends who " know " is the good thing because when we are friends, we will expect less. It's easier to get angry. But this friend is more important than others because they are " life friend "
...
2. Love each other, not to compete with each other. Do good:
Some people like to note that between themselves and love "do good things" but in the area of love is not the race track. Relationships are available and swap around. When we often see their goodness. See the goodness of the goodness. The other one may be me. I can overlook the good things that they do because in that moment we are blind from anger.
...
3. sorry and thank you:
Two simple words, but often fade away when we are in a relationship for a long time. Apology seems to fall out of the mouth. Sometimes I know that you are wrong for lovers. There is no dignity. Sorry will help heal the wound instead of letting go of chronic wound. It's difficult to heal. Thank you is another love. It shows that we are important and good things that they give. These two magic spells often have a smooth relationship.
...
4. Let the irritability go away with the night:
A good relationship is to find a way to get back, not to let one side. Many elders always teach that no matter what happens, no matter who is wrong or right. When both fall asleep. One morning should fade away and find a way. Good night. Start a new story with sunrise.
...
5. Be a power to each other:
We feel good when we are near, always a " dream support " listen to anyone. Don't rush to the dream, but encourage us to think " for recharge each other, not weaken each other. When we are close, we are close, there is powerful. We will want to tell him stories.
...
6. Be a sponge to suffer:
Apart from recharging positive, good lovers often absorb negative power from the other's mind. Listening without judgement. Open the space for the other to speak all. Finally he may show fragile or Your own mistakes should be the safest area in the world. Even if the whole world doesn't understand, there is one person who is ready to understand and listen.
...
Lol laugh at small frustrating:
People are often irritated with repeated habits that often annoy. Sometimes it's very small things. Some couples are frustrated that the other people don't close the lid from honey. Sometimes it's a big. If it's possible, try to laugh at these small things and think about it. There is no difference in his corner. We may be born to close the toothpaste cover for him. He was born to keep our favorite mug that we have to be together like to be together like this. But if you can think like this. Don't have to be upset with small things.
...
8. sit in time machine:
Let's go back to talk about when we just know each other. Open old photos, play, pick up the same gift to dusting the house. Pick up the book that we used to read again. These conversations help the relationship not get old by time. In fact, we are. We have good memories together. Let's think back.
...
9. Be part of each other's dreams:
Even if we are not in with our lovers. Whether it's running, listening to music, taking photos, cooking, snorkeling, cuddle, etc. We can join what our lovers are too. It's a lot of time together. In new activities, of course he is part of our crazy activities too.
...
10. Don't expect happiness:
There is a life of love with the angle. This is part of life lessons that will give us the hope, no freedom. Practice our mind to know how to know how to forgive, have mercy, reduce ego to admit that no one is ours and we rely on. Not everything. If you can look at love with glasses like this, we can live with some unbeautiful moments of love. This is the opportunity to practice the mind. Learn suffering from the most, which may be the most painful or the most angry. But this is The best lesson like this. Bad times will be one of life. If both of the smooth mind, they can go through the relationship without traumatized. When suffering passes, happiness will come back. Walking around like this as usual
...
All of these are not easy, and it is not " technique " if it is " practice " that people in love, because the relationship is not different from anything else in the world. There are beautiful and the cuddle ugly. Knowing each other well means seeing around the side.
Love always comes with responsibility and mental duty. Love is always caused by two people. It may start with one person. But when there is no solution. That means both of them can't pass the exam. It's not passed. It's not wrong. What is everyone on the path of learning to love, which couples are always through their mind purifying together.
In some dimensions, being together may not be happier than being alone, but in some dimensions, being together makes you feel more meaning. The meaning is because we are not alone.
Not every love is worth keeping, but for love worth keeping and neglected is a shame.
On the day that we feel "love each other" is not the last day if it's just the first day of the beginning to learn to love that person on the day he is not cute either. He has to learn to love us on the day
I have passed this story again and again. Then I said "love each other" but even then we didn't care about this word.
Because it's a single flesh with two people's lives.Translated
right around the corner meaning 在 林思宏醫師 Facebook 的最讚貼文
「林醫師,你幫Janet接生呀?」
「Nonono.!..是George接生的!
從頭到尾都在搖滾區卻非常的專注冷靜!」
Janet Hsieh 謝怡芬 & George Young 真的是非常恩愛的一對夫妻
能參與他們的懷孕,生產,是件幸福的事
祝福你們
首先~要大大感謝大家的恭喜和祝福簡訊及禮物!其實到現在一切都還感覺很不真實,而我好像還停留在呆滯的狀態。我,的,天,啊,我真的是位媽咪了! George Young 我們有個兒子了!
(對了所以有人猜對嗎?是位男孩,10/11,凌晨2:37出生,3650公克,有大GG(像媽媽一樣man,哈哈!)
First of all, THANK YOU for all of the congratulatory messages, support, and presents! It’s been so surreal and I’m still in a daze. OMG! I’m a MOMMY!!! GEORGE, WE HAVE A SON!! @instageorgy
(BTW, anybody guess correctly? Baby boy, born Oct 11, 2:37am, 3650g, big GG (Takes after mommy. haha!))
現在我終於有時間可以稍微回顧,也同時想把這特別的分娩經驗分享給大家。
Now that I have time to think back, I wanted to share MY labor experience with you.
如何把寶寶生出來的101條守則:
How to deliver a baby 101:
先列出一個非常詳細的生寶寶計畫,包含以下需要事先想清楚:
自然產 v.s. 剖腹產
有打藥催生 v.s. 無藥
會陰剪開 v.s. 自然撕裂
是否寶寶一生出來就和母體肌膚接觸
是否保存臍帶、臍帶血
Write a very detailed birth plan. Include the following
Vaginal delivery vs. C-section
Medicated vs. Non-medicated
Episiotomy or natural tearing
Skin to skin afterwards or not
Do you want to keep the umbilical cord and cord blood for cord blood registry?
2. 小心翼翼地拿著那本生寶寶計畫並且沿長邊對著中線對折
Take that birth plan and carefully fold it in half, long ways, down the middle.
3. 再將紙攤開來
Open it back up again
4. 將紙的右上角往中線摺成三角形
Fold the top right corner down to the middle line, forming a triangle
5. 將紙的左上角往中線摺成另一個對等的三角形
Fold the left right corner down to the middle line, forming a matching triangle
6. 將你的生寶寶計畫(現在它應該是個紙飛機了)往窗外飛,然後和它揮手說再見
Fly your birth plan (now a paper airplane) out the closest window and wave byebye
哈哈。 well, 這個是我自己的經驗啦。
Haha. Well, that’s how it worked out for me in the end anyway.
生小孩之前,我們做很多研究,問了很多朋友然後跟我們的醫生 林思宏醫師 討論了。我跟George決定要用最自然的方式來生小孩, 用最少的醫療。 除非有緊急狀況或是必須的條件,我們盡量不要用催生、針筒、無痛藥或任何其他的藥物,也不想會陰側切或是剖腹。
Before delivering out baby boy, and after doing a lot of research and talking to numerous friends and our physician Dr. Jason Lin, George and I had decided that we wanted as “natural” of a birth as possible, meaning: as little medical intervention as possible. Unless there was a medical emergency or absolute necessity, we wanted no induction, no needles, no pain medication, no episiotomy, and definitely, no surgery.
不過很顯然的我們的寶寶很有想法,他有自己的一套計畫:已經41週大了他就是不打算出來(即便他已經有個超級大頭而且已經3700克),而且一點產兆都沒有!於是林醫師強烈建議我們催生。因此,在10月9日的中午,我們冷靜的打包好,吃飽午餐,非常平靜的前往醫院。這感覺好像是我們要去一趟三天兩夜的小旅行(嗯哼,最好是),但其實仔細想一想,我們的寶寶今天就要出來與我們見面這件事其實是蠻嚇人的!這是一種很詭異的平靜卻緊張的氛圍,好像我們一切都很有效率。
Well, our baby had his own plan. He (even with his big ol’ head and already almost 3700g) just didn’t want to come out, and after 41 weeks and not a single sign of labor, Dr. Lin highly recommended that we induce. So, on October 9 at noon, with our bags calmly packed, lunch eaten, we head to the hospital in a weird daze. It felt like we were packing for a 3-day holiday (haha! Yeah right!), but it was also so scary to think that we could have a baby TODAY! It was a strange calmness/nervousness. Almost like we were being too efficient.
其實坐上計程車後我們一度很想請司機回頭,並取消約診,然後回家繼續等。不過仔細想想又覺得,那,我們到底在等什麼?如果我們只是為了固執的等待陣痛自己來臨,卻因此造成拖延而產生很多不可控制的病發症怎麼辦?
There were moments in the short cab ride when we nearly told the taxi to turn around, cancel the appointment, and just wait it out. And then there were times when we thought, well, what exactly are we waiting for? What if we cause some complications because we were stubborn about waiting for contractions to start on their own?
每一位迎接寶寶來臨的準媽媽甚至準爸爸都會害怕自己的寶寶會在準備出生的前幾天因為受臍帶纏繞而窒息,或是寶寶會開始在媽媽肚子的羊水中便便甚而吃到自己的胎便,這其實很危險且容易造成感染,或是胎盤會開始失去功能等等。身為一位母親,妳就是會時不時的替寶寶擔心這擔心那,一切都是為了確保他/她能夠平安。
Every mother and even father has the fear that their baby will get tangled on its umbilical cord and stop breathing just DAYS before he or she is supposed to be born, or that it will start to poop inside and eat it’s own poop inside the amniotic fluid which can be very dangerous and cause infection, or the placenta will start will fail, etc etc. As a mother, you are constantly worried about that baby inside your belly and you just want to do anything possible to make sure it is OK.
所以,因為腦中有這麼多的擔心和顧慮不斷徘徊,於是我們乖乖的聽醫師的話,10月9日的中午12點準時到醫院報到,和飯店check in,喔不是,我是說我們的產房,並且真的開始面對催生這件事。
So, with these concerns and considerations in mind, we listened to our doctor and by 12 noon on October 9th, we checked into our hotel room, I mean, our hospital room, and started INDUCTION.
長話短說,38小時過後,我們的男寶寶來到這個世界。我絕對會說他是我們”美麗的男寶寶”!但你們真的見過寶寶剛生出來的樣子嗎?(George當時是搖滾區) 它當時並不是我認為最美的事物我必須承認...,它其實長得像異形啊!哈哈!
Long story short, 38 hours later, we have our baby boy. I would say our “beautiful baby boy,” but have you SEEN a baby when it comes out?! (George did at the business end). It is not the prettiest thing… it looks like an alien! Haha!
說真的我真的不知道如果沒有林思宏醫師、產房護理長王俐文還有其他護理人員、Holly及許多客服人員們的協助我會怎麼樣。生寶寶真的是件既美妙卻又嚇人的一件事,尤其當妳在分娩的這段期間只有感受到自己的無比脆弱,妳絕對會需要一個懂妳也懂妳的寶寶的團隊來支持妳:一個能不時監測妳和寶寶狀態的專業團隊,且具備充分耐心可以願意一一回答妳百萬種不可思議的問題。妳絕對會需要一個盡量能讓妳感到放心的環境,在這可能是妳人生中最不舒服的一天!(或者舉我為例,我人生中最不舒服的38小時!)
I honestly don’t know what I would have done without the support of Dr. Jason Lin, Wendy (our doula), and the rest of the nurses and staff at 禾馨婦產科-專業母胎兒醫學中心 . Having a baby is a wonderful, yet absolutely terrifying thing, and you feel completely vulnerable when you are going through labor. You need a team by your side who knows what YOU want for your delivery and for you and your baby. A professional group who is there to monitor you and your baby in case anything goes wrong, and who is also caring and supportive enough to answer all of your millions of silly questions. You need an environment which makes you feel as comfortable as possible, in what is going to possibly be THE MOST UNcomfortable day in your life! (Or, in my case, 38 LOOONG hours of my life!)
謝謝林醫師的熱情和專業,尤其在回答我們千奇百怪的問題的同時還能用一套幽默與邏輯來平息我們的不安。如果我真的要再做一次生產這件事,不用問,我一定會讓George來生...哈哈。不過說真的,我真的找不到第二人選來幫我的男寶寶順產接生。
Thank you Dr. Lin for your passion for your job, your professionalism when answering our questions, and your sense of humor to calm our nerves. If I had to do it all over again, there’s no question… I’d make GEORGE have our baby… Haha. But seriously, I can’t think of a better person that I’d rather have deliver our baby boy.
再來是護理長王俐文,妳真的是上帝派來的天使、我的救世主!妳陪伴著我和George最難熬的那幾個小時是我永生難忘!妳在我最艱困的的每一次陣痛幫我擦乾我的眼淚、用妳的笑容鼓勵我,幫我擠出那些痛、按摩我、跟我一起做骨盆搖擺運動,妳是我的意志力讓我堅持到最後。真的真的真的好感謝妳
And Wendy. Oh Wendy. You are an angel. A godsend. My savior! The hours that you spent with George and I during my most difficult moments will never be forgotten. You helped wipe away my tears, encouraged me with your smile, squeezed, massaged, swayed, and moved with me through all of my toughest contractions, and you kept me sane when I thought I couldn’t last another second. THANK YOU THANK YOU THANK YOU.
獻給那些即將臨盆的媽咪們,我不騙你,生產真的是我人生目前做過最嚇人的一件事!我從來沒有為一件事情如此害怕、緊張過。不過希望妳也可以一樣,有個很支持妳、照顧妳的家人和醫療團隊在妳身邊,也能像我一樣,順利地生出健康、開心又獨一無二珍貴的寶寶,妳們的寶寶!祝妳好運!加油!
To any moms out there about to deliver a baby, I won’t lie. It is the scariest thing I have ever done in my life. I have never been so nervous or scared about anything before. But hopefully, like me, you have an amazing support group and family by your side… and like me, you will also deliver a healthy, happy and precious baby. YOUR baby. GOOD LUCK. JIA YOU!
right around the corner meaning 在 Next to, between, on, across from, turn right, on the corner of 的推薦與評價
Giving directions in English - Next to, between, on, across from, turn right, turn left, opposite, on the corner of, beside, ... ... <看更多>
right around the corner meaning 在 『around the corner』是什麼意思? ... - 每日一句學英文 的推薦與評價
『around the corner』是什麼意思? ⭕ 不遠,就在附近;即將來臨 e.g., There's a great restaurant just around the corner. ... <看更多>
right around the corner meaning 在 meaning in context - (Down the road) vs. (Around the corner) 的推薦與評價
I didn't know if "sense" is the proper word to differentiate down from up (I've translated the Spanish word "sentido"). Let me disagree with you ... ... <看更多>