[News] เปิดตัว Roots of Pacha เกมทำฟาร์ม Co-op ในยุคดึกดำบรรพ์ กำหนดวางจำหน่ายในช่วงไตรมาสแรกของปี 2021
.
Crytivo ได้ประกาศเปิดตัว Roots of Pacha เกมจำลองการทำฟาร์มแบบ Co-op ในโลกยุคดึกดำบรรพ์ โดยมีกำหนดวางจำหน่ายในช่วงไตรมาสแรก ของปี 2021 บน Steam, Nintendo Switch, PlayStation และ Xbox
.
https://www.youtube.com/watch?v=mYEhKvcDhsY
Roots of Pacha - Announcement Trailer
.
Roots of Pacha คือเกมที่คุณจะได้โลดแล่นไปในป่ายุคโลกล้านปี ที่คุณจะต้องตั้งรกราก สร้างหมู่บ้านที่จะยืนยงต่อไปจากรุ่นสู่รุ่น คุณจะได้ร่วมมือกันกับเพื่อนเพื่อสร้างชุมชนที่รุ่งเรือง และพัฒนาเทคโนโลยีที่จะเปลี่ยนแปลงโลกโบราณไปตลอดกาล รวมถึงค้นหาพืชผล ผูกมิตรกับสิงสาราสัตว์ ขึ้นเป็นผู้เริ่มต้นการเพาะปลูกคนแรก ร่วมงานเทศกาล และพบคู่รักเพื่อสืบมรดกตกทอด
.
- ปรับตัวให้เข้ากับธรรมชาติ
ค้นพบ เสาะหา และทำฟาร์ม ผักและสมุนไพร ออกสำรวจป่ารอบๆ เพื่อหาสิงสาราสัตว์ ผูกมิตรกับมันและทำให้เชื่อง ตกปลาในน้ำตื้นและลึกเพื่อดูว่ามีอะไรซุ่มซ่อนอยู่ใต้นั้น และขุดเหมืองในถ้ำที่มืดมิดที่เต็มไปด้วยความลับและพลังอันลึกลับ
.
- ทำความรู้จักกับกลุ่ม
ชุมชนที่รักกันเหนียวแน่นจะทำให้มั่นใจได้ว่าหมู่บ้านของคุณจะอยู่รอดได้ แต่ละคนจะมีความกลัวและความฝันไม่เหมือนกัน พัฒนาความสัมพันธ์เพื่อเอาชนะความยากลำบากไปด้วยกัน ทำให้หมู่บ้านเติบโตด้วยการเชิญผู้คนจากกลุ่มอื่นเข้ามาใช้ชีวิตร่วมกัน เข้าร่วมงานเทศกาลโบราณและพิธีกรรมของ Pacha มารดาของทุกสรรพสิ่ง และเมื่อถึงเวลาคุณจะพบเจอกับรักแท้
.
- วิวัฒนาการ
เริ่มต้นการค้นหาสิ่งต่างๆ ด้วยการพัฒนาเครื่องมือและไอเดียที่จะขัดเกลาโลกดึกดำบรรพ์ เรียนรู้ขั้นตอนและการเก็บรักษาอาหาร เริ่มการถลุงเหล็ก สร้างหม้อดินและงานศิลปะอันสวยงาม และคิดค้นสิ่งปลูกสร้างใหม่เพื่อขยายหมู่บ้านในแบบที่คุณต้องการ
.
- เล่นกับเพื่อน
ตัวเกมถูกพัฒนาด้วยแนวคิดสนับสนุนโหมดผู้เล่นหลายคนมาตั้งแต่แรกเริ่ม ทำให้คุณได้ใช้ชีวิตกับเพื่อน และแบ่งปันทักษะความสามารถและทรัพยากร เพื่อช่วยให้กลุ่มพัฒนาไปด้วยกัน ขี่สัตว์ที่ชื่นชอบไปด้วยกัน แข่งกันตกปลา สนุกไปกับเทศกาล และร่วมรับชมคัทซีนต่างๆ ไปพร้อมกัน
.
- ปรับแต่งตัวละครและบ้านของคุณเอง
ปรับแต่งรูปลักษณ์ตัวละครด้วยของตกแต่งในยุคหินที่สวยที่สุด แต่มันไม่ได้หยุดแค่นั้น คุณยังออกแบบ วางของ ตกแต่งบ้านของคุณ หลังจากทำงานมาอย่างหนักในแต่ละวันได้ด้วย
.
สำหรับผู้ที่สนใจ Roots of Pacha ตอนนี้ตัวเกมขึ้นในหน้าร้านค้า Steam แล้ว สามารถเข้าไปกด Wishlist ไว้ก่อนได้ที่นี่
https://store.steampowered.com/app/1245560/Roots_of_Pacha/
-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-
LAG LAG LAG ให้คิดถึงเราบริการ PingBooster แก้แลคแก้ปิงเกม
พิเศษส่วนลด 15% เมื่อกรอก Code : Sheapgamer
สมัครทดสอบฟรี => http://bit.ly/2GBcM3G
-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-
Resident Evil 3 + DLC ลดราคาเหลือ $40.59 ประมาณ 1320 บาท (Steam) ดูที่นี่ - https://bit.ly/2UGiHeA
[News] Launching Roots of Pacha, Co-op farming game in the ancient era, scheduled for sale in the first quarter of 2021
.
Crytivo has announced the launch of Roots of Pacha, Co-op farming simulation game in the old world, scheduled to be released during the first quarter of 2021 on Steam, Nintendo Switch, PlayStation and Xbox.
.
https://www.youtube.com/watch?v=mYEhKvcDhsY
Roots of Pacha - Announcement Trailer
.
Roots of Pacha is a game where you will go into a million year-old world forest where you will root for a village that will continue to live from generation to generation. You will work together with friends to build a thriving community and develop technology that will be developed. Changing the ancient world forever, including searching for crops, friends with Sara, animals beginners, first cultivation, attend festivals, and meet couples for inheritance.
.
- Adapt to nature
Discovering and farming vegetables and herbs. Exploring the surrounding forests to find animal possession, and tame shallow and deep water fishing to see what's lurking under there and mining in the dark caves. Full of secrets and mystery cuddle
.
- Get to know the group
A clinging community ensures that your village survives. Each person has different fears and dreams. Develop relationships to overcome hardships. Grow villages by inviting people from other groups to live together. Join the ancient festival and ritual of Pacha. Mother of all things and when it's time you will find true love.
.
- Evolution.
Start your search by developing tools and ideas to purify the ancient world. Learn the process and preservation of food. Start refining steel, build beautiful clay pots and artworks and innovate constructions to expand the village the way you want.
.
- Playing with friends
The game was developed with the concept of supporting multi-player mode. In the beginning, you'll live with your friends and share your skills, talents and resources to help groups grow together. Ride your favorite animals, compete, fishing, enjoy the festival and join the festival. Let's watch cuddle scenes together.
.
- Customize your own character and home
Customize character looks with the most beautiful stone age decoration, but it doesn't stop. You can also design your home decoration after working hard each day.
.
For those who are interested in Roots of Pacha, the game is now up in Steam shop. You can click Wishlist here.
https://store.steampowered.com/app/1245560/Roots_of_Pacha/
-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-
LAG LAG LAG LAG. Think of us. PingBooster service. Fix lag, fix ping game.
Special 15 % discount when entering Code: Sheapgamer
Sign up for free test => http://bit.ly/2GBcM3G
-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-
Resident Evil 3 + DLC reduced to $ 40.59 around 1320 baht (Steam). See here-https://bit.ly/2UGiHeATranslated
同時也有23部Youtube影片,追蹤數超過13萬的網紅暗網仔出街,也在其Youtube影片中提到,紀錄片: https://www.youtube.com/watch?v=LQRAfJyEsko Instagram: https://www.instagram.com/dw_kid12/ Facebook: https://www.facebook.com/deepwebkid/?modal...
「animal start with v」的推薦目錄:
- 關於animal start with v 在 เกมถูกบอกด้วย v.2 Facebook 的最佳貼文
- 關於animal start with v 在 半瓶醋 Facebook 的最讚貼文
- 關於animal start with v 在 VOP Facebook 的最佳解答
- 關於animal start with v 在 暗網仔出街 Youtube 的最佳貼文
- 關於animal start with v 在 婷婷的世界 Ting Ting's World Youtube 的最佳解答
- 關於animal start with v 在 石井亜美AmiIshii Youtube 的最讚貼文
- 關於animal start with v 在 Animals That Start With The Letter V: Listed With Facts 的評價
animal start with v 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…
animal start with v 在 VOP Facebook 的最佳解答
【新刊發行 NEW RELEASE】
▒ Voices of Photography 攝影之聲 ▒
Issue 14 : 謎途 Journey Into Mystery
在這期開始之前,我們追思藝術家陳順築。
生於1963年的陳順築,其濃烈的家族記憶與原鄉羈愁所轉印建構的複合影像及攝影裝置作品,是當代台灣藝壇重要的標誌與代表。在台北市立美術館正為陳順築舉辦首次個人大型回顧展之際,他卻於2014年10月和我們告別遠行……。為了紀念他,我們重新刊載三年前在《攝影之聲》和陳順築的對話,並再收錄藝術家陳界仁與姚瑞中寫給順築的信,以及我們從他1989年至近期的個人札記中,節錄出的隨筆、塗鴉與奇想。他說,藝術就是心裡的事,而我們試著跟隨他的喃喃私語,想像他這一生創作總念念不忘的家。
本期我們特別介紹藝術家赤鹿麻耶、宇田川直寬和付羽,他們的作品令人陷入當代攝影看不清的謎霧中——赤鹿奇異佈局的詭祕時刻、宇田川在家庭照片上綿密塗畫的燥灼抒發,以及付羽冷峻枯寂的形骸景象,我們嘗試前往他們自身也難以剖解的影像謎團中尋路。專欄中,張世倫則以攝影家張乾琦的錄像新作《Side Chain》切入析論攝影的毀壞與創生 ; 顧錚書寫捷克攝影家斯沃博達的攝影生涯,追尋他的自傳性內心影像 ; 黃翰荻帶我們重返1940年代,細數台灣前輩攝影家張才在上海留下的鏡頭足跡。而這期夾帶的《SHOUT》第六輯,是台灣新一代攝影創作者鄭弘敬的獨白詩篇,他遊移於日常卻捉摸不定的破格視線,則是另一個謎題。
新的一年準備開始,我們也回顧2014年的攝影出版。在VOP編輯室被愈來愈多來自世界各地的攝影書淹沒的情況下,我們特別增加頁數、一口氣邀集了五位不同國家的攝影評論人與攝影書收藏者——陣容包括獨立攝影書庫創辦人Larissa Leclair、亞太攝影書資料庫創辦人Daniel Boetker-Smith、法國Le Bal藝術總監Sebastian Arthur Hau、德國卡塞爾攝影書節創辦人Dieter Neubert,以及日本資深藝評家大竹昭子——在2014年的攝影書海中,評選出他們最喜歡的攝影書單推薦給大家。如果你和我們一樣是攝影書迷,那麼絕對不能錯過這些精彩的書。
蕭永盛的「台灣攝影史」連載五,此次回望甲午戰爭時期日人龜井茲明與其寫真班在台灣留下的戰爭影像紀錄 ; Q單元,我們則專訪中國《老照片》主編馮克力,這份18年來由讀者投稿、蒐集整理民間照片資料的叢刊,是庶民影像史觀的珍貴報告。
然而在埋首編務的同時,我們接獲中國海關查禁《攝影之聲》並出動「文化市場執法總隊」接連查抄書店據點、全面下架雜誌的消息,其中更特別針對了《攝影之聲》上期的「抗議、行動與影像」專題,試圖以非法進口的理由在中國進行打壓淨化。此舉非但證實了中國政府對於出版與表意自由已更加限縮,同時也說明了即使是一份小小的刊物也足以讓強權畏怕。我們在這裡要再次聲明,《攝影之聲》將堅持獨立刊物的精神,寧做異音,也不會配合任何掌權者的和諧曲調。在此特別感謝關心及支持我們的讀者。
---
關於本期 ABOUT :
http://www.vopmagazine.com/vop014/
購買本期 ORDER:
www.vopmagazine.com/vop014shop/
訂閱SUBSCRIBE:
www.vopmagazine.com/subscribe/
---
This issue of VOP pays tribute to artist Chen Shun-Chu.
Born in 1963, Chen’s composite images and photographic installation art pieces, which capture the vivid memories of his family and longing for his ancestral home, are iconic pieces in Taiwanese contemporary art. Chen passed away in 2014 just as his major retrospective exhibition was being held in the Taipei Fine Arts Museum. We interviewed him in 2011, and published the interview in the now out-of-print third issue of VOP. We decided to re-publish the interview in this issue, alongside letters to Chen Shun-Chu from artists Chen Chieh-Jen and Yao Jui-Chung, as well as some drawings, words and musings from his personal notebooks. He once said that art is something that comes from deep in his heart, and we try to imagine the home and family that were always on his mind from his murmurings.
Also in this issue, we introduce artists Akashika Maya, Utagawa Naohiro and Fu Yu, seeking a path through their mysterious images that perhaps even they themselves would find difficult to decipher—Akashika’s eccentric layouts, Utagawa’s frustrated graffiti on his family photos and Fu Yu’s indifferent images of animal remains. In their columns, Chang Shih-Lun analyses the deconstruction and creation of photography through Side Chain, a new film by photographer Chang Chian-Chi; Gu Zheng writes about the life and works of Czech photographer Jan Svoboda in search of the autobiographic images in his photographs; Huang Han-Di brings us back to the 1940s and shows us footprints of Taiwanese photographer Chang Tsai in Shanghai through his pictures. The 6th issue of the bonus zine SHOUT is a soliloquy by teikoukei, one of the new generation of Taiwanese photographers. Through his lenses, we enter yet another mysterious journey and break free of normal points of view.
At the start of 2015, we look back at the publications of 2014. The VOP team has been —gladly—overwhelmed by recommendations from all over the world. We decided to increase the number of pages for this issue and invited 5 photography critics and photobook collectors from 5 different countries to submit a list of their favorite photobook lists of 2014. The panel includes the founder of Indie Photobook Library Larissa Leclair, Director and founder of Asia-Pacific Photobook Archive Daniel Boetker-Smith, Creative Director of Le Bal Books Sebastian Arthur Hau from France, founder of Kassel Photobook Award Dieter Neubert from Germany and renowned critic Akiko Otake. If you, too, love photobooks, then these titles are definitely worth your time.
In “History of Photography in Taiwan” Part V, Hsiao Yong-Seng looks back at the wartime images left by Japanese photographer Kamei Koreaki and his Photography Unit in the army; Q features a special interview with Feng Keli, editor-in-chief for Old Photographs, a publication that has become a valuable archive of photography from the historical perspective of the common people through 18 years of collecting, organizing and publishing photographs sent in by its readers.
As we were busy working on this issue of VOP, we received word that VOP has been banned from import by China customs. In addition, the authorities have also sent the “Integrated Law Enforcement in Cultural Market Team” to VOP retailers in China to remove and confiscate issues of VOP from the stores, especially our recent issue on “Protests, Activism and Images”. This act confirms that the Chinese government is still oppressing freedom of speech and publishing, and also proves that even a small magazine like ours can cause great fear to a totalitarian regime. Although we are concerned about the impact of such a policy on cultural and ideological dialogue, as an independent magazine, VOP will continue on its path and risk being different, rather than dance to the tune of the oppressor. We sincerely thank our readers for your concern and support.
---
Voices of Photography 攝影之聲
Issue 14 : 謎途 Journey Into Mystery
www.vopmagazine.com
animal start with v 在 暗網仔出街 Youtube 的最佳貼文
紀錄片: https://www.youtube.com/watch?v=LQRAfJyEsko
Instagram: https://www.instagram.com/dw_kid12/
Facebook: https://www.facebook.com/deepwebkid/?modal=admin_todo_tour
訂閱: https://www.youtube.com/channel/UCKC6E5s6CMT5sVBInKBbPDQ?sub_confirmation=1
Spotify: https://open.spotify.com/album/2LjUOH9T9j21GiX8jzytu6
異度空間恐怖APP: https://www.youtube.com/watch?v=6PiyPZ3d_Fw&t=12s
首支單曲: https://www.youtube.com/watch?v=UASHWB6Ai9Y
鬼故事: https://www.youtube.com/watch?v=-CfqxuCHq3Y&t=3s
我的成長故事: https://www.youtube.com/watch?v=Kdhtp6A6YJE
我講 '香港' 10,000次: https://www.youtube.com/watch?v=-G4uDe3QUfs
我受夠了, 我的精神困擾: https://www.youtube.com/watch?v=aQ6uxaQhiS4&t=7s
24小時內學印度話: https://www.youtube.com/watch?v=g3EmtyVK1BQ&t=55s
回憶我兩年前拍過的虐畜影片
拍虐畜影片這些事 (我的親身經歷)
2017年11月到2018年6月是我拍片生崖當中, 我所稱為 ‘尷尬期’ 的時段. 我當時是想由拍英文鬼故頻道影片同時希望轉型生活類型影片和講東話影片. 出來的效果就是一大堆又煩又cho又不好笑又沒人看又常常得罪人的誇張內容. 不要要求我給你看, 因為這些影片現時已被刪除.
暗網仔出街的觀眾大家好! 我今天想懺悔當中拍了一部I feel ashamed and guilty i ever did it. 在這裡講這段故事改變不了什麼也叫不回所造成的傷害. 大家也歡迎看完這條影片之後不再支持我. 但我怕今天不拍出這條片我日後不會講出這個故事但uw yeen會想起而後fooy. 多謝你們給我一個機會去講.
神父 我有罪!
[跟倉鼠生活48小時]
2018年6月16號我上載了一條養一隻倉鼠兩天的影片. 長達8分27秒的影片嘗試混合 ‘實驗型’ 影片和 ‘?物型’ 影片, 完全為了拿views. 由那兩天不同的時間點去講做寵物主人難chui, lut look的地方. Suen便搞笑.
影片一開頭去商店買倉鼠是我第一次拍攝時被質問的情況, 挺值得講. 因為只是照顧兩天的關係倉鼠生活的環境完全不理想, 只是放他在買回來的箱子中生活. 因為影片需要新鮮感我會在不同時間拍他還有不同地點去拍他. 當時我完全沒有意圖繼續yoing這隻小動物, 所以最後過了48小時我轉yoing比我更有愛心的兄弟yoing. 幾個月後這位倉鼠也離開了我們.
上載這條影片後有網友説每一次拍這隻小動物的時候他樣子也很害怕和焦慮. 由Muk生環境加上我每次突然間的拍攝引起. 但當時chuw luw的我只是當這個小生命跟拍片的工具沒兩分別. What are you doing man? Having to watch this video now makes me suffer. Hing hung當時這些影片沒有人看, 否則我一定繼續拍下去.
其實我記得小時候的我挺有愛心的. 9到11歲有yoing一隻倉鼠的我, 有pet這樣東西在童年也jim一個挺重要的部分.
我記得當年su假我去了香港leuy hung. 原本我媽媽應該照顧我隻chung mut. 之後她無la la又自己由加拿大飛去香港將我隻倉鼠交給一班挺Heartless的family friend. 我是說他們全家. 我當時knew something bad was going to happen because they tried to like tried to use a hose to spray my hamster before and torture and have a history of treating animals like not lives. I remember my mom went back before me and she said when she got my pet back he was so quiet and in a few days died. He was abused, my mom even said so herself.
I couldn’t even see his last time and he was buried. I remember getting off the plane crying in the shower. After when I talked about everyone just laughed at me and called it just a pet. And everyone pretended like nothing happened, next topic. But for a time he was my best friend.
Ever since that day I never bonded with animals again, because I was like: they are just animals. Like garbage. But it’s not true. They are living beings and friends. And I see that now.
I think I’m feeling like this because the way I treated the hamster is the way my hamster died. And I feel guilty for my childhood and now.
That’s why I needed to Film this video today.
[my first pet]
[owning a pet for views, the good way and the bad way to do it.]
I want to start by acknowledging their are good youtubers who raise pets. And I feel the key to doing this properly is to really in your heart, feel that connection to the pet. Not use it for views.
我有follow一位叫yanki, 即是火guy姐的女生常常post有關animal abuse這個問題. She constantly does it and reminds everyone it is a huge problem. Suey yeen我之前拍那一條影片某ching do上是這方面一個不好的教材. 但我現在可以做的是下面有一條link是一個有關這方面的documentary, roing大家了解更多. 也希望世間上所有ley hoi的小倉鼠也可以得到安息吧! Bye bye.
animal start with v 在 婷婷的世界 Ting Ting's World Youtube 的最佳解答
Rottnest 這個小島變成隔離區兩天之前,我去拍這部影片。跟我一起去認識世界最可愛,最開心的動物:短尾袋鼠!
2 days before Rottnest became a quarantine zone, I filmed this video. Come with me and meet the world's happiest animal, the Quokka!
-------------------------------------
Follow me!
FB https://www.facebook.com/tingtingsworld
IG https://www.instagram.com/tingtings_world
-------------------------------------
00:00 開始 Start
00:36 饒舌 Rotto Rap
02:55 坐渡船 Catching the ferry from Hillarys Boat Harbour
03:19 在麵包店吃肉派 Breakfast pie at Rottnest Bakery
03:59 第一隻短尾袋鼠 First Quokka near the bakery
04:36 小鸚鵡灣 Little Parakeet Bay
05:20 粉紅色湖 Pink Lake and riding in the sand
05:58 小鮭魚灣 Little Salmon Bay
06:11 第二隻袋鼠要喝水 Second Quokka gets a drink
06:43 在湯姆森灣喝啤酒 Beer at Thomsons
07:42 盆地 The Basin
07:50 第三隻短尾袋鼠親親我 Third Quokka gives me a kiss
08:06 在盆地游泳 Swimming at The Basin
09:22 第四隻袋鼠在海灘上 Fourth Quokka on the beach
-------------------------------------
大家好我是婷婷,我是個澳洲人。我有兩個家 - 台灣跟澳洲!我在這個頻道分享美食,旅行跟學習外語的影片。如果你喜歡我影片的話歡迎考慮訂閲我(也別忘記按小鈴鐺,這樣我上傳新的影片時你會知道)。謝謝你看我的頻道囉!
Hi there! My name is Ting Ting. I’m an Australian and my channel is about food, travel and language learning. My videos centre on my two homes - Taiwan and Australia! If you like my videos consider subscribing to my channel (and don't forget to hit the bell so you know when I upload a new video). Thanks for watching! :-)
-------------------------------------
FILMING LOCATIONS 我們拍的地方:
Rottnest Island, Perth, Western Australia
-------------------------------------
Drone footage by swift sight
https://www.youtube.com/watch?v=LGh_SSFmPP8
Rottnest map by Moondyne
https://commons.wikimedia.org/wiki/File:Rottnest_map.png
Vasco da Gama: ABC news
https://www.abc.net.au/news/2020-03-25/vasco-da-gama-cruise-ship/12089548
Tracks:
Theme: www.bensound.com
––––––––––––––––––––––––––––––
Lioness (Instrumental) by DayFox https://soundcloud.com/dayfox
Free Download / Stream: https://bit.ly/lioness-instrumental
Music promoted by Audio Library https://youtu.be/ZATMh49j49M
––––––––––––––––––––––––––––––
Song: SKANDR - Blue Lemonade (Vlog No Copyright Music)
Music promoted by Vlog No Copyright Music.
Video Link: https://youtu.be/iV1ca6K9VBM
––––––––––––––––––––––––––––––
Before Sunset by Soyb https://soundcloud.com/soybmusic
Creative Commons — Attribution 3.0 Unported — CC BY 3.0
Free Download / Stream: https://bit.ly/_before-sunset
Music promoted by Audio Library https://youtu.be/2AA2A4pow5w
––––––––––––––––––––––––––––––
animal start with v 在 石井亜美AmiIshii Youtube 的最讚貼文
夏から秋にかけてのコーディネートを、オススメの赤リップと共にお届けします♡
ひと塗りでツヤを加えてくれて発色抜群でおしゃれにきまるので大好きなリップ!
パーソナルカラーやシーンに合わせた選び方もご提案しています!お洋服の詳細は、概要欄の下の方へスクロールしてみてね!
・この動画は「ロレアル パリ」とのタイアップ動画です。
▼購入はこちらから
https://amzn.to/2KvWEof
▼製品ページはこちら
https://www.lorealparisjapan.jp/campaign/shineon/lip/
#ロレアルパリ #シャインオンリップ #マイレッドリップ #赤リップ #ツヤリップ #夏メイク #パーソナルカラー #ブルべリップ #イエベリップ #リップ
933コーデ
onepiece Dazzlin(かなり昔のものです!)
belt vintage(carboots代官山)
socks 靴下屋
shoes Dr.martens
bag 叔母のお下がり♡
T-shirtーUNIQLO クルーネックT (00ホワイト) Sサイズ
https://www.uniqlo.com/jp/store/search?quickviewproduct=414443&color=00
leopard pants オーストラリアで購入
sneakers CONVERSE
bag vintage
baret CA4LA
950コーデ
Denim Yanuk
https://store.yanuk.jp/fs/yanuk/womens_basic_ruth/57193262
shirt Ciel air
shoes ZARA
bag courrages (vintage)
hat Borsalino
935コーデ
set up 叔母のお下がり♡
shoes ZARA
https://www.zara.com/jp/ja/v-vamp-animal-print-mules-p13552001.html
bag edie Tokyo
scarf vintage
ShoesーZARA
https://www.zara.com/jp/ja/%E3%82%AF%E3%83%AD%E3%82%B3%E3%83%80%E3%82%A4%E3%83%AB%E3%82%B9%E3%83%AA%E3%83%B3%E3%82%B0%E3%83%90%E3%83%83%E3%82%AF-%E3%83%90%E3%83%AC%E3%82%A8%E3%82%B7%E3%83%A5%E3%83%BC%E3%82%BA-p13582001.html
check skirt LOVELESS
baret CA4LA
mini bag alice&olivia
915コーデ
pink knit Le phil シルクリブニット
https://www.adore2005.com/lephil/knit/5349170301.html?dwvar_5349170301_color=090#sz=24&start=14
SkirtーMERCURY DUO ライトグレー Sサイズ
https://runway-webstore.com/ap/item/i/m/0019308005?aid3=MK000_all_list
accessories 母のお下がり、ブレスレットはクレアーズ!
shoes ZARA
white bag COACH
denim Yanuk
glasses My little boxに入っていたもの
911コーデ
Top MERCURY DUO ワンショルダー ブラウン
https://runway-webstore.com/ap/item/i/m/0019326001?aid3=MK000menu_A_list
Skirt Vintage(TOKYO LAMPOON)
bag Edie Tokyo
sneakers ami alexandre mattiussi
onepiece &other stories
sneakers CONVERSE
bag vintage
917コーデ
Top PEACH JOHN
https://www.peachjohn.co.jp/pjitem/detail/?COLOR=01&ITM=1023530&outlet=include
Denim Yanuk
shoes MEME vintage
bag COACH
scarf 母のお下がり
hat fleamadonna
905コーデ
onepiece Trois sanglier
bag casselini
shoes MEME vintage
scarf 母のおさがり
bag vintage
------------------------------------------------------------------------------------
SNSのフォローもよろしくね!
♡Instagram♡ http://instagram.com/ami_ishii_/
♡Twitter♡ https://twitter.com/Ami_Ishii
------------------------------------------------------------------------------------
♡Blog♡
http://lineblog.me/ishiiami/
♡facebook♡
https://www.facebook.com/amiishii1223
Agency(所属事務所) Satoru Japan サトルジャパン
〒107-0062 東京都港区南青山6丁目12-1 TTS南青山7F
http://www.satorujapan.co.jp/
animal start with v 在 Animals That Start With The Letter V: Listed With Facts 的推薦與評價
A-Z Animals Tracks 6 different animals that start with the letter V. They are the vampire bat, the vervet monkey, and vulture. ... <看更多>