"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about the game's creation, music, and design philosophies and we are taking this opportunity to combine both until-now unpublished interviews together.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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WHY! WHY CHINA, WHY?????
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repost from @natgeo
Photo by @amivitale | It is devastating to hear that China has decided to reverse its 25-year-old ban on the sale and use of rhinoceros and tiger products. The reversal allows for these products to be used in medical research or healing, uses long since proven to have no benefits to humans. This change will certainly lead to more pressure on already terribly vulnerable animal populations and place in greater danger the conservationists, rangers and communities who fight for the survival of these majestic creatures.
Here, Sudan, the last living male Northern White Rhino left on this planet is comforted moments before he passed away March 19, 2018 in northern Kenya. Sudan was brought to Kenya from @safari_park_dvur_kralove in the #Czechrepublic in 2009. He died surrounded by people who loved him at @olpejeta and has been an inspirational figure for many across the world. If there is any meaning in his death, its that Sudan can be our final wake up call. In a world of 7 billion, we need to start recognizing that we are not separate from nature. When we see ourselves as part of the landscape and part of nature, then saving nature is really about saving ourselves.
Today, fewer 30,000 rhinos and 3,900 tigers remain in the wild. We are witnessing extinction on our watch and must help them by speaking out and supporting conservation efforts worldwide, especially among the indigenous communities who are on the front lines every day against poaching. Follow @olpejeta @safari_park_dvur_kralove @conservationorg @nature_africa and others to learn more and get involved.
@kenyawildlifeservice @thephotosociety @natgeo @natgeoimagecollection #LastManStanding #SudanForever #WorthMoreAlive #OlPejetaRhinos #NorthernWhiteRhinos #protectrhinos #DontLetThemDisappear #rhinos #saverhinos #stoppoaching #kenya #northernkenya #africa #everydayafrica #photojournalism #amivitale
final call meaning 在 Michelle 陈美瑾 Facebook 的最佳解答
你的電話號碼是大吉還是大凶呢?
現21在世紀的今天,手機已經是我們生活中很重要的一個生活必需品。許許多多的人際、事業、生活……。都在手機裡。
你知道你的手機號碼也是你的「成功」影響因素之一嗎?
你的手機號碼,是召財還是破財?是廣結善緣還是到處小人?是帶來好消息還是煩惱連連?
快來看看Dato' David Hew所研發的V數字方程式對手機電話號碼的精闢研究,了解數字,你將贏在起跑點。... See More
There was this article that appeared in today’s newspaper that clearly caught my attention. Once again, it proves that individuals will pay top dollars to own an “auspicious” mobile number. This is especially true in China where everyone competes intensely and fiercely on one objective…that is to “WIN”!
So, why are individuals willing to spend millions to acquire a mobile number? Well, with the advent of the Internet and state of the art mobile technology, our life has been transformed in many ways! To the extent where we can’t leave home or leave our hands free from our mobile(s) device(s). It’s an integral part of our lives that we can no longer do without. The basic functionality of a mobile phone has extended from merely attending to voice calls to data services and now multimedia functionalities that include real-time updates of information/news/videos/activities – be it private or official. The form factor of such mobile devices have varied in many ways over the last few years making it easier for people of all ages to have no excuse to leave home without one.
But the question is “paying millions”?!! Yes, why not? If a good mobile number attracts “callers” or “potential deal makers” that can bring about windfalls of projects, why not? This is especially obvious in country like China where deals are worth millions and in some cases, billions!
Let me give you some pointers as to how we assess mobile numbers…definitely not basing it on just the homophonic or the pronunciation of the numbers. For example 8 in Chinese is pronounced as “Fa” which means “prosperity”; 6 is “Lu” or “good fortune”. That’s not the focus on how a mobile number should be picked. The mechanics of how mobile devices work can be too complex for many to understand. But the crux of how we make or receive calls centres around a simple theory call “modulation”. In layman terms, “frequencies that carry across thin air from one point to the other”. Frequency is basically vibration of wave particles…it’s made up of different numbers that travel across the universe to and fro our mobile devices based on instructions and settings we pre-determined. Just imagine carrying a mobile phone or various mobile devices that uses SIM card. You automatically become the “host” that “magnatised” all the different frequencies around the universe! Hence, it’s best to “attract” the “positive energy” than the negative right?
Lets take a look at the million dollar mobile lines that was paid by avid fan of auspicious numbers!
Firstly, we layout the numbers and format them into a “inverted triangular” shape based on a special formulary developed by myself through the use of VISIBER’s unique V Formulary. This is an evolutionary part of the V Formulary that stood the test of time over the last 12 years.
The main purpose of such format is to deduce the mobile numbers by adding up all the digits individually – line by line. We have to include the “country code” as without that, the mobile number will not be deemed as “unique”. With the country code, this will be the most “unique identity” an individual can have as no other number will have similar patterns or number sequence. A person who carries a mobile device equipped with a unique number can be influenced positively or negatively depending on the sequential arrangement of the selected numbers that was chosen. As the saying goes, don’t judge the book by the cover…I think it’s appropriate now to start adding another statement that says “don’t judge the numbers as they appear”.
Alright, lets move on to the gist of the analysis (for +8618988888888). For China, the addition of country code 8618xxxxxxxxx give rise to a number combo of 579 in the subsequent line. Meaning, very strong government influences, connections or links in determining the success or failure in all areas within the country of China. For this mobile number in particular, we can see that 5798 is the first 4 digits that appear after the addition. Though having strong government network/connection, the user will have to be aware that this may also lead to potential conflicts that may happen if matters are not handled cautiously. 98 or 89 usually attract legal conflicts. This followed by another subsequent outcome after the addition of 8s in the base/top line - you can clearly notice that the first line all ended up with 7s. At the initial stage, the number magnetized positive events such as people…however, determining which ones are the good or bad lot will be somewhat a challenge thereafter. This is validated by the built-up of 5s in the 3rd line. 5 denotes direction and having one 5 is sufficient because one 5 shows strong focus and clear path of where the individual wants to go to. But having six 5s will lead to some real challenges down the track. Too many will be confusing for the user as it will lead to difficult “cross road(s)”. Moving from the 5s will be the 1s (also through the adding up of the previous set of 5s). Even after attracting a strong network of people, it ends up that the user of this mobile number having to undertake most tasks by him or herself. There are five 1s which when added up, gives rise to 5 – meaning, the user will not only be very busy but have to travel rigorously in order to get things in order.
Chinese love number 8 but having too many of it will distract us from the ability to focus on getting things done. From the derivation of this mobile number, we can clearly see a lot of repeated events (numbers). If this scenario leads to a positive end, it will not be an issue. However, this is not the case for this mobile number. The last 2 lines before the end which happens to be an 8 (derived from 89 => 8) will be an outcry as it denotes negativity. As mentioned, the occurrence of 89 or 98 does not lead to a positive note. It will end up with the user goes round in circle not achieving much but instead will accumulate lots of unnecessary legal conflicts. So, to conclude, though this mobile number costs millions to acquire, it comes not only with trouble but also lots of unwanted legal entanglement. Better be safe to avoid than to be sorry as the user may have to fork out many more millions later on to resolve all these unwanted negative issues!!
The second mobile number analysis is as follow:
8613 is a good beginning, leading to the connection with good government officials (574). Obvious patterns will be the repeated order of 6s right at the base/top line of this mobile number. The occurrences will be repeated by 3s and followed by 6s again. Hence, it means the ability to attract investment opportunities! Chances of yielding positive returns are very good too. However, the potential holding of assets based on this number pattern will be low due to the low appearances of 9s in the V chart. Meaning, this type of mobile numbers are more suited for individuals dealing with the “financial industry” or involving in “investment related” activities. I will associate this to a “corporate raider” who wheels and deals regularly.
The other occurrences will be number 7 but they are spread out evenly over the 12 lines (from 1st to final line). Therefore, it does not have the previous pitfalls demonstrated by the mobile with lots of 8s up front where the 7s will give rise to 5s in the next level down.
All in all, this is a very busy mobile and the influence that it has over the user will be “good and fast decision making that results in positive high yield returns”. So the person that paid top dollar for this mobile will be laughing to the bank for certain!
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這是出現在今日報紙上的一篇文章,其標題吸引了我的注意力。 它再次地證明了一個人願意支付天價購買一個“吉祥”的手機號碼。尤其是在中國這麼一個競爭激烈的社會,每個人都在爭相追逐同一個目標......那就是“贏” !
那麼,為什麼會有人願意花那麼大筆錢來購買一個手機號碼呢?其實,隨著互聯網和移動通信技術的進步,已經全面地改變我們的生活方式與觀念,帶來了根深蒂固的影響。如今,每個人都離不開手機,它已經成了我們生活中不可或缺的一部分。手機的基本功能已經從單純的語音通話功能,延伸至即時更新的多媒體功能,當中包括了信息/新聞/視頻/活動等-無論是私人或官方形式。移動通信設備在過去幾年的迅速改進,使它更容易成為所有年齡層的人在遠行之時都會携帶的隨身物品。
但問題是,這有必要耗費“上百萬”嗎? !是的,如果一個好的手機號碼吸引了“來電者”或“潛在的交易者” 而帶來了大商機或意外的收穫,何樂而不為呢?尤如中國,一單交易便可輕易上百萬,並在某些情況下,更可高達幾十億!
讓我舉例解釋如何評估我們的手機號碼......絕對不只是單憑它的諧音或讀音那麼簡單! 例如,在中國粵語數字8的發音為“發”,有“財運佳”之意;而數字6則是“祿”,亦寓意著“好運氣” ;但這都不是挑選手機號碼的重點。移動設備中的程序太複雜,並非所有人都能夠理解。當我們撥打或接聽電話的時候,環繞著的是一個簡單的理論-“調製”。簡單來說,它就是在空氣分子中被傳遞的“頻率”。基本上,頻率是波粒的振動,由若干個數字組成信息,在宇宙中的無線電波及電話信息裡,根據各種設置川流不息。試想想看携帶著內含SIM卡的手機或各種移動設備的你,無時無刻地吸引著宇宙中的各種頻率!因此,吸引“正能量”總比吸引“負能量”好吧?
讓我們來看看這由吉祥數字狂熱迷支付百萬購買的手機號碼!首先,我們將這組手機號碼透過我本身所研發的“顛覆三角形”獨特方程式來進行計算,這也是V數字方法論這十二年來另一個層次的提昇。
這種格式的主要目的是通過逐行相加的方式來加至最後的單一數字。方程式的電話號碼中必須包括“國家代碼”,那這電話號碼才可算是獨一無二的,因為這世上不會有另一個人會和你擁有一模一樣的手機號碼 。一個人所配有的獨特手機號碼組合可看出其正面或負面的影響。俗話說,不要從封面來判斷一本書的好壞......那我認為現在我們也可以開始有這麼一個新的說法“不要以數字呈現的方式來判斷它的好壞”。
好吧,現在讓我們進入分析的要點 (for +8618988888888)。對於中國來說,增加了國家代碼8618xxxxxxxxx後便會在第二行產生579的數字組合。這意味著,中國政府有著非常強大的影響力和勢力,更可決定國內各地區的成與敗。尤其是這手機號碼在相加之後最先出現的四個數字為5798;可見雖然此手機號碼持有者擁有強大的政府網絡及人脈,但他若沒謹慎處理之間的關係,便會導致衝突和矛盾的發生。98或89組合通常都會吸引法律上的訴訟或合約方面的麻煩。隨後緊接著的多個數字7,在初始階段顯示身邊吸引了許多人脈,然而,判斷人脈當中的好壞便是隨之而來所會面對的挑戰。第三行中數字5的重複性更顯示了當中的阻隔。5代表著明確的方向及專注力,但若出現太多的5便會造成混淆,因為太多的“方向”會導致他猶如站在十字路口般,佈置何去何從。接下來的重複性數字1 表示了他先前雖然擁有人脈,但最終還是得自己承擔大部份的事務。而且,五個連續的數字1加起來等於5,所以他除了十分繁忙,也必須時時出差才能將事情處理好。
中國人喜歡數字8,但太多的8號會分散我們的注意力,失去焦點。從這個手機號碼的分析,我們可清晰地看到大量的重複數字。如果它帶動了正面的結果,那將不會是一個問題。然而,這手機號碼似乎並不是如此。總數前的最後兩行這恰好是8(89=>8)顯示了負面的結果。如之前所提,89或98都會吸引不必要的法律衝突,最終讓他不停地兜圈子,難以突破。因此,我們所得到的結論是:雖然此手機號碼以百萬買下,但它不僅帶來了麻煩,也將會被官非糾纏。因為使用者可能在花上幾百萬以後,還得親自解決這些不必要的問題!
另一個電話號碼則大不同 (+8613166666666)。8613是一個良好的開端,從而帶動良好的高官顯要(574)關係。方程式中最明顯的模式便是重複的數字6,之後便會相加出重複的數字3和重複的數字6。因此,這意味著他擁有吸引投資機會的能力!而投資當中所獲得的回酬亦會相當不錯。但是,根據這個手機號碼的分析,由於極少出現數字9,表示了固定資產的累積能力也較弱。這類型的手機號碼較適合涉及金融業或與投資相關行業的人。我會將這號碼與頻頻在市場上交易的“企業掠奪者”連繫在一起。
其他出現的數字如7號,平均地分佈在這12行數字中(從第一行到最後一行)。因此,它不會如數字8的陷阱般,加出數字7後再變為數字5。 總而言之,這是一個非常繁忙的手機號碼,而它對使用者的影響將會是“快而準的決策;正面且高收益的回報”,所以那支付百萬購買此手機號碼的人現在想必鴻運當頭!
感恩聯絡 012-7997 963 感謝与愛❤️
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