HI HI TO ALL MY HAPPY ‘TAP” FAMILYYYY ❣️❣️❣️
I haven’t written to you all for such a long time and I do apologize so much for this. I don’t know how TIME FLIES the way it does!
I wanted to share some thoughts on this very momentous and memorable DAY in my life.. I am strolling into the BIG 6 ❤️ today!!! My BRAIN IS EMPTY!!
All I can think of is HOW GRATEFUL I am to the Universe, and to all of YOU, to my LOVING FAMILY, my INCREDIBLE FRIENDS… all this life has brought to me.. that our Planet is so beautiful and there is so much to be thankful and OPEN to.
After 60 years, chasing so many things, experiencing the excitement, ups and downs of almost all of life, months, weeks, days, minutes, seconds… and I realize, all I really desire and want, is a SIMPLE SMILE, WARMTH, UNDERSTANDING, A Heartwarming HUG, A phone call, or now, text to say HI… A Healthy and strong Body, LOTS & LOTS of LAUGHTER, CONNECTION, COMMUNICATION, LOVE, LOVE & LOVE. No matter what circumstances we run into, Rain, Thunder, Protests, Covid, it is absolutely possible to realize that ALL THINGS MUST PASS, and through the most difficult or most ravishing times, we can find comfort in holding the hands of those loving people around us. I know there is still so much more to learn while we are so BLESSED to be a VALUED GUEST on this Earth for such a fleeting moment. I feel I must keep on learning and evolving to be the BEST person I can be.
I realize that when we are born, we need so much love, feeding, nurturing, understanding, and a lot of HELP! When we get old, we need so much love, feeding, tolerance, patience, understanding, and a lot of HELP! There is no difference in the VALUE of each end of the stick. Just what we can do in between that will make ALL the difference and we all have a CHOICE in how we want to write our own, unique, wonderful, heartfelt STORY.
LIFE can be, and IS SO VERY BEAUTIFUL. The Beauty I used to understand doesn’t hold any meaning for me anymore.. The BEAUTY I HOLD TRUE is the LOVE & BEAUTY inside of ME and all the surroundings of the amazing Mother Nature. Each of us, is handcrafted so very intricately, to have all the same physical features, yet not a single one of us is a duplicate of another. We all have a brain to think, yet every single one of us does not think like any other. We ALL have a PATH, yet every one of our paths is different from each other. But we are ALL meticulously woven together, our lives, our actions are all intertwined. Every action we take, affects another. Every tree, every flower, mountain, sea, sky, clouds, animals, and all beloved creatures. We are the unique creatures, blessed with thinking, speaking & doing. I feel I must do everything I can to HONOR this special GIFT from Mother Nature. Beauty is DEEP & ROOTED & everywhere we look. I’m going to embrace everything PapaGOD & the Universe has given me.
I’m SO GRATEFUL for making it this far, in GOOD HEALTH, GOOD SPIRITS, GOOD MIND & BODY. Every day is a SURPRISE to me. Every moment is truly a BLESSING and ever so sacred. I will continue to live each BLESSED day with an open heart, open mind, and open SPIRIT. I will live each day as HIGH as I can go, no matter how low I feel. I will enjoy growing old GRACEFULLY, and make a conscious effort to do and BE the BEST I can be EACH SINGLE DAY, CHERISH & take care of it like a RARE and Beautiful JEWEL, which LIFE & our EARTH IS.
Today I spend with my LOVING FAMILY & MY FRIENDS. Well.. one loving Family is missing and in Mainland, now resting, but working VERY HARD! I’m so proud of Lam because we are so happy that he gets to SHARE his music with a WHOLE NEW GENERATION of wonderful, talented singers. It’s a GREAT BLESSING to sing with these enthusiastic Artists who can make a great difference in the world with their bellowing voices. I watch every episode with great anticipation and I hope you will too! All the Artists create their own Magic with each song & emotions!
I also would like to share with you my real and Authentic physical & Spiritual SELF!!! I just want to BE TOTALLY and ALL OF what is TRULY ME! I hope you all can accept me as I AM, white hair with my cutey wrinkles! Lam really enjoys it cos now I can keep him COMPANY & look like TWINS! I don’t know where my WHOLE self will go from here.. but I’m really going to look forward to all the natural progressions my mind and body will be taking.. just like Mother Nature.. she accepts all that comes to her and embraces it all…just as it is!
I wonder if I can remotely understand the meaning of life by now? I want to TAP (THINK ACTPOSITVE) at all times making others HAPPY & be HAPPY to see others HAPPY! I understand there is NO RIGHT or WRONG in any of our actions whether positive or negative, but only the divine consequences of those actions we choose. I feel we are BLESSED to be here with a DIVINE PURPOSE which is to help ourselves & each other. To preserve and maintain this amazing PLANET & EARTH. To evolve ourselves, & each generation, so they can pass the baton and also evolve the Earth! I also feel we are definitely NOT ALONE! NEVER! We are always in the SOOTHING, EMBRACING arms of the Divine Source Universe, and when we feel we don’t know where to turn, PapaGOD is ALWAYS there for us, ready to give us whatever we want in the deepest of our hearts with the utmost sincerity. Everything we receive is in its Divine Timing, and Divine Perfection.
With that.. HAPPYNESS & GREAT HEALTH TO ALL OF YOU FOREVER AND ALWAYS and LOVE YOURSELF as well as LOVE ALL THOSE and EVERYTHING AROUND YOU! BELIEVE ME.. ALL WE HAVE and NEED IS LOVE!!!!
MUAH MUAH MUAH with 60 YEARS OF BLESSINGS! YEHHHHHH!!!!
ALL MY LOVE!! SALLY!!!
PS. I had a great wonderful party with best of FRIENDS TONITE❣️❣️ Came home and took some selfies to shock all of U❣️❣️ My HAPPY DECADE HAPPY 6💜 GIRL (⁉️) look❣️❣️ CHEERS EVERYONE❣️❣️❣️🌹🌹🧚🏽♀️🧚🏽♀️🧚🏽♀️
HI HI 快樂的 “TAP” 大家庭 ❣️❣️
已經很久沒有給大家寫信了,對此我深表歉意。不知道時間怎麼就這樣過去了!
我想在生命中這個非常重要和難忘的日子和大家分享一些想法和感觸 —— 今天我悠然邁入了以6字開頭的歲月!! ❤️ 大腦一片空白!!
我所能想到的是對上天,對你們每一位,對親愛的家人,對不可思議的朋友們 —— 對生命所贈與我的這一切 —— 所懷有的深深感激。我們所生活的星球如此美麗,實在有太多太多需要去感謝、感激,去敞開心扉擁抱。
60年過去了,我也曾經追逐過很多,在每月每週每日每分每秒中,經歷了生命可能賦予的幾乎所有激動和起落,而如今我意識到,自己真正渴望和想要的,只是一個簡單的微笑,溫暖,理解,一個暖心的擁抱,一通電話,或者現在更流行的,問好的一條短信.. 一個健康強壯的身體,很多很多笑聲,連結,交流,愛,愛,以及,愛。無論我們遇到怎樣的狀況 —— 下雨、雷電、抗議、疫情,一直要謹記於心的是,無論如何,這一切終將過去;在最困難或最開心的時刻,我們都能握住身邊人的手,並從中找到最大的安慰或共鳴。能得此幸運,在如此短暫的一剎,來到地球做她的尊貴旅客,我知道還有太多東西需要學習,感覺自己必須不斷學習成長,才能成為最好的自己。
我也意識到,出生的時候,我們需要很多愛,需要被餵食物,需要關懷、滋養、理解,需要很多幫助!變老後,我們也需要很多愛,需要被餵食物,需要寬容、耐心、理解,需要很多幫助!人生兩端的價值,並沒有任何分別。只有在中間段,我們能選擇如何去書寫屬於自己的,獨特的,精彩的,發自內心的故事;而也正是在中間段所做的選擇,決定了我們會有怎樣的人生。
生活可以,也確實是非常美麗的。我曾經所理解的美,對於現時的我而言,已經沒有了當初的意義。現在,我所抱持的真正的美,是內心的愛與美,以及令人驚嘆的大自然所賦予的,環繞著我們的一切。每個人都好似複雜精緻的手工藝品,雖然有著相同的身體特徵,但沒有一個人是另一個人的複製品。我們都有大腦可以思考,但每個人和其他人想的都不同。我們都有要走的人生之路,但每個人的道路各不相同。然而,大家又被如此精心地連結在一起,彼此的生活和行為交織在一起。我們採取的每一個行動,都不可避免地影響著他人,甚至影響著每一棵樹,每一朵花;影響著山、海、天空、雲朵、動物,和所有其他可愛生靈。我們是獨一無二的存在,有福氣擁有思考、講話和行動的能力。所以我感覺自己必須盡所能去致敬和珍視這份來自自然的特殊禮物。美深深根植於我們目光所及的每處。我將擁抱上天和世界贈與我的一切。
我很感激人生走到了這裡,健康,精神,頭腦和身體都很好。每一天對我來說都是驚喜。每一刻都是充滿祝福和神聖的。我將繼續以開放的心靈、開放的思想和開放的精神去過好每一天。我會盡力去把每天過到最好,儘管有時候也會感覺低落。我將享受優雅地變老,有意識地努力在每天做到自己的最好,也成為最好的自己,珍惜和照顧匆匆而過的每日,好似它們是稀有又美麗的珠寶;而其實,生命和地球也的確如此。
今天我會和我愛的家人們和朋友們一起度過。對的,一位有愛家人不在這裡,他在內地,現在有空休息一下,但一直都在非常努力地工作! 我為Lam 感到驕傲,因為大家都非常開心他有機會同新一代如此出色、才華橫溢的年輕歌手們分享他的音樂。與這些富有激情的藝術家們一起唱歌是一種巨大的幸福;年輕一代的歌聲將給這個世界帶來改變。每一期節目我都有充滿期待地觀看,希望你們也會看!所有的藝術家們都在用每首歌和感情創造著自己的魔法!
我也想和你們分享真實的自我——外在與內在,容貌及心靈!!! 我只想做完完全全的,真正的自己!希望你們能夠接受這樣的我,白頭髮,和可愛的皺紋! Lam 很喜歡我這樣,因為現在我可以和他作伴,我們看上去像雙胞胎! 我不知道我的整個自我會從這裡走向何方,但對接下來身心將會經歷的所有自然旅程,我真心期待… 就好像大自然一樣,她接受並擁抱一切如它們本初的樣子!
我好奇自己現在是否可以算作大概開始理解人生的意義呢?我想做TAP (THINK ACTPOSITVE),隨時通過正面積極的思考和行動為他人帶去開心,而看到他人開心也會令我感到開心!我明白我們的任何行為,無論是積極或是消極的,都無關對錯;只是,不可避免的,選擇的行為都會帶來相應的結果。我感覺帶著神聖的目的來到這裡是一份福祉,而這個目的就是助人助己,是保護和維繫這個不可思議的星球,是持續進化發展自己和每一代人,這樣他們就可以繼續把進化地球的接力棒傳遞下去! 我也感覺到我們絕對不是孤獨的!從來都不是!我們一直都被上天撫慰著,擁抱在臂膀中。當感覺不知道如何走下去,上天總會在我們身邊,以最大的誠意給予我們內心深處最渴望的所有。我們得到的一切都有它神聖的時間表,都遵循著神聖的完美安排。
以上… 祝愿大家永遠幸福開心健康,愛自己,愛周圍的所有人,愛周圍的一切!相信我… 我們所擁有的和需要的一切,就是愛!!!!
MUAH MUAH MUAH with 60 YEARS OF BLESSINGS! YEHHHHH!!!!
ALL MY LOVE!! SALLY!!!
PS. 今晚我和最好的朋友們開了最棒的Party ❣️❣️❣️ 回到家後拍了幾張自拍,肯定會驚到你們 ❣️❣️❣️ 我的快樂第6個10年 💜 GIRL (⁉️) look❣️❣️❣️ 大家乾杯 ❣️❣️❣️🌹🌹🧚🏻♀️🧚🏻♀️🧚🏻♀️
同時也有3部Youtube影片,追蹤數超過1萬的網紅蘋果妹Applemei,也在其Youtube影片中提到,The first time to play music with the piano! Edward and I both like Adele! We love this song!! 第一次加入鋼琴在cover歌曲裡! 特別邀請朋友愛德華一起參與,為Hello添入新的味道! 歡迎各位分享與...
「the difference between us song」的推薦目錄:
- 關於the difference between us song 在 Facebook 的精選貼文
- 關於the difference between us song 在 LilKrake小章章 Facebook 的最佳貼文
- 關於the difference between us song 在 半瓶醋 Facebook 的精選貼文
- 關於the difference between us song 在 蘋果妹Applemei Youtube 的最讚貼文
- 關於the difference between us song 在 Be Elegance Youtube 的最讚貼文
- 關於the difference between us song 在 Yawi Studio Youtube 的精選貼文
the difference between us song 在 LilKrake小章章 Facebook 的最佳貼文
JUST BARS MV的歌詞是刻意做比較不明顯 不想蓋掉畫面 重複看了幾個higher brothers的MV字幕就打算用成這樣了哈哈
對歌詞意思有興趣的朋友可以看看這篇文
這是清楚的雙語翻譯版本歌詞:
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一直拿著手機 講著不一樣的口氣
Always holding my phone, speaking in different tones
人格分裂
Split personality
我像是二十四個比利
Feel like I'm The Minds of Billy Milligan
追著風影
Chase the wind and clutch at shadows
和穎做事要求黃金比例
Request myself doing things like the Golden Ratio
要有做大事的脾氣
Need the guts to do it big
家人朋友全都忘記
Fams and friends all be forgotten
告訴你 惱人的思緒 擾人的憂鬱
Telling you the annoying thoughts, disturbing depression
永遠只會憋在心裡
Always stay in the mind
沒有分享和心得 真的和軀殼
No sharing and feelings, real and differences
一線之隔在於誰關心你
Just a fine line between who cares you
My place is lack of peace, time to seize
內心無法平復 是時候該抓住
Whatever I seek for
不管我在尋求什麼
The sky is no light out there holding me
天空將沒有光芒擁護我
Too many of us are now so woefully survive
現在有太多人在可悲地活著
做自己還要擔心出頭地
Have to worry about success when doing me
Sick people getting rich when I tryna be practical
當我在試著變得實際些 有病的人卻變得富有
Poor you and me we only act like cynical
可憐的你我只得裝作憤世嫉俗
No more middle class always stay in medio
中產階級不再只是平庸
When Death giving me a trial I'll bring on my soul
當死神審判我時 我將獻上我的靈魂
將心臟秤在上頭 我將問心無愧
Put my heart on the scale I'll have no regrets
清算我造的孽 死神宣判我無罪
After the reckoning of sins, the Death sentences me not guilty
I can't take no more
再也無法承受
Friends go different way
朋友都離去了
I want the real talk
我想聽真實的話
The fake stay fake
虛偽的還是虛偽
How to reach that goal
如何達成目標
Pay my living pay
交付我的生活費
I just wanna be raw
只想回歸最初
I ain't going back
我絕不回頭
20個年頭還算平穩得過 有時我也想放棄過
Almost fine in these 20 years, sometimes I have thought about giving up
從小愛素描愛音樂的我 也很想埋頭地做
Love sketching and music since young, also wanted to immerse myself in it
台灣的教育制度讓我不能馬虎 得要讓課業先顧
Taiwan's education wasn't letting me go, must study hard first
從來都一個人來 不搞噱頭和表面作秀
Always by myself with no gimmicks and publicity stunt
我不被接受
I am not accepted
國二取了筆名 lil Krake
Name the pen name lil Krake in the 2nd grade of junior high
Thought it was making me different
以為讓自己與眾不同
Cool like lil jon and lil wayne
像lil jon和lil wayne一樣酷
現在爛大街的 lil 字輩
Now there are a bunch of "lil" names on the streets
從來都不需要太多的我 走上了獨木舟 仍全力以赴
Always don't need too much, go alone by a canoe, I'm till make an all-out
錯怪我做事偷雞摸狗的對手 嫉妒我早已奠定基礎
The rivals who blame me for tricky, envy my foundation has been established
根本就不需要模仿著 Migos 你還當我新手
No need to imitate Migos, you think I'm still a newbie
All these critical comments against me, don't need to prove
這些對我的批評 也不需用去證明
默默無名變成曇花一現
Anonymity becomes a flash in the pan
I got no fame to lose my fans
我沒有足夠的名氣去失去粉絲
Looking at the ATM
看著提款機
Filling my bowl with the sand
用沙子填滿我的碗
Just bars
只是一些詞
There's no charts
沒有計畫
If you heard this, you know I ain't gonna stop
如果你聽到這個 你知道我不會停下
Drop tops
敞篷車
Fuck non!
沒有
I just quit my job in case I wanna see around
辭掉了工作以防我只是想四處逛逛
Bars
Bars Bars
Everyday since trapping in the thoughts
從陷入的思緒中開啟每一天
Bars
Bars Bars
Scars on my heart
在我心上的疤痕
It's so raw
才剛劃下
I ain't the middle man bro, don't ask me
嘿 我不是中間人別來問我
Cause I also trapped in the world
因為我也同樣深陷於這個世間
Now look at the mirror, this guy standing
現在看向鏡子 站了一個傢伙
But he ain't a hero
但他不是英雄
Submit my resume everyday, I can't open my eyes
每天投出履歷 我無法睜眼看清
Seeing what I stand for
我到底是為了什麼
I want it postponed, no more phone call
想推遲掉這些事 別再有電話聲響起
Awaking me from wonderland
將我從夢境中給喚醒
So many wanderings and I can't recall any word
徘徊了許久我卻記不住任何一句
That I wanna say
我想說的話
I saw people not be seen what they doing good
我看到人們因為做好事不被看到
So they doing bad
所以他們就做壞事
How can they doing nothing when they down
當他們失落時 他們怎能什麼都不做
Just praying for god's sake
就只是向上帝祈求
And some don't play empathy to the person involved
還有一些人不會同情他人
Cause they haven't felt the pain
只因為他們還沒痛過
那麼多 那麼多 在腦邊的囉哩八嗦 我想耳根清靜
Too much noise around me, I just want peace of mind
跟誰說都差不多 只想慢慢走過 我可能搞不定
It's no difference between who I talking to, I wanna pass it through but I may not handle it
說真的 現在誰保持理性 誰寫了深的根本沒人想聽
Matter of fact who's rational and who's writing deep, no one cares
找個 Free beat 寫了幾句重複的話語 砸錢拍個 MV
Find some free beats, write the same words, money for the music video
這是社會行情 就像是 不一樣的屎 裝在紙裝的袋子
This is social market, it's like putting different shits into different paper bags
萬人皆醉 我保持清醒
Staying sober while everyone else is drinking
不搞牌子 拿著筷子 Still Oversize
No brands, with chopsticks, I'm still oversize
我看著窮酸 沒人想攀 但我涵養比你大一號
I look poor, no one wants to be close to me, but my inside is bigger than you
我從不求讚 獨自處在 與你不相交的平交道
Never beg for the likes, I'm alone at the level crossing that not intersect with you
I can't take no more
再也無法承受
Friends go different way
朋友都離去了
I want the real talk
我想聽真實的話
The fake stay fake
虛偽的還是虛偽
How to reach that goal
如何達成目標
Pay my living pay
交付我的生活費
I just wanna be raw
只想回歸最初
I ain't going back
我絕不回頭
我不滿這世界 不接受 心中的那股赤焰
I'm dissatisfied with the world that doesn't accept the flame of my heart
我被逼著妥協 只得遷就 每夜出現的夢魘
I was forced to compromise, I have to
accommodate the nightmare that appears every night
Let bygones be bygones, It would never go back
讓過去成為過去 時間不會回溯
習慣了敗仗的拜訪 但我從不退卻
Get used to the defeat's visit, but I never retreat
Just bars
只是一些詞
There's no charts
沒有計畫
If you heard this, you know I ain't gonna stop
如果你聽到這個 你知道我不會停下
Drop tops
敞篷車
Fuck non!
沒有
I just quit my job in case I wanna see around
辭掉了工作以防我只是想四處逛逛
Bars
Bars Bars
Everyday since trapping in the thoughts
從陷入的思緒中開啟每一天
Bars
Bars Bars
Scars on my heart
在我心上的疤痕
It's so raw
才剛劃下
#kaohsiung #lilKrake #justbars #lyrics #english #chinese #music #song
the difference between us song 在 半瓶醋 Facebook 的精選貼文
"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…
the difference between us song 在 蘋果妹Applemei Youtube 的最讚貼文
The first time to play music with the piano!
Edward and I both like Adele! We love this song!!
第一次加入鋼琴在cover歌曲裡!
特別邀請朋友愛德華一起參與,為Hello添入新的味道!
歡迎各位分享與留言,訂閱我的帳號讓我為你帶來更多好歌曲!
Please leave me a comment and let me know what you think of it, Like/Share the video and subscribe me!
Welcome to our Facebook Fans' page :
〔Vocal- Applemei〕
https://www.facebook.com/anapplemeimei/
〔Piano- Edward〕
https://www.facebook.com/Ebonoir/
----------------------------------------
Lyrics:
Hello, it's me
你好 是我
I was wondering if after all these years
我在想 過了這麼多年
You'd like to meet, to go over everything
你是否還願意見我 回想過去的一切
They say that time's supposed to heal ya
人們都說時間會治癒一個人的心
But I ain't done much healing
我卻感覺不到任何差異
Hello, can you hear me?
好久不見 你有聽見我嗎?
I'm in California dreaming about who we used to be
我失神想著我們曾經的模樣
When we were younger and free
我們曾那麼年輕 那麼自由
I've forgotten how it felt before the world fell at our feet
但我早已不記得 我們的世界崩塌前的感受
There's such a difference between us
我們兩人天差地遠
And a million miles
像是有百萬里的距離
Hello from the other side
來自你城堡另一端的問候
I must've called a thousand times to tell you
我已經打了上千通電話 試著告訴你
I'm sorry, for everything that I've done
我很抱歉 抱歉我曾對你做的所有事
But when I call you never seem to be home
但你似乎從來不在家 接起我的電話
Hello from the outside
來自你心牆外的一句問候
At least I can say that I've tried to tell you
至少我真的有試過要告訴你
I'm sorry, for breaking your heart
我真的很抱歉 抱歉自己傷了你的心
But it don't matter, it clearly doesn't tear you apart anymore
但道歉似乎沒什麼意義了 很明顯那再也不會令你心痛
Hello, how are you?
你好 你最近如何?
It's so typical of me to talk about myself
我知道我總是只想到自己
I'm sorry, I hope that you're well
我很抱歉 我希望你一切安好
Did you ever make it out of that town
你成功離開那個
Where nothing ever happened?
我們都不願承認發生任何事的鎮了嗎?
It's no secret
這早已不是秘密
That the both of us are running out of time
我們的時間都已所剩不多
Hello from the other side
來自你城堡另一端的問候
I must've called a thousand times to tell you
我已經打了上千通電話 試著告訴你
I'm sorry, for everything that I've done
我很抱歉 抱歉我曾對你做的所有事
But when I call you never seem to be home
但你似乎從來不在家 接起我的電話
Hello from the outside
來自你心牆外的一句問候
At least I can say that I've tried to tell you
至少我真的有試過要告訴你
I'm sorry, for breaking your heart
我真的很抱歉 抱歉自己傷了你的心
But it don't matter, it clearly doesn't tear you apart anymore
但道歉似乎沒什麼意義了 很明顯那再也不會令你心痛
Ooooohh, anymore
噢 你早已不再心痛
Ooooohh, anymore
噢 你早已忘了我吧
Ooooohh, anymore
噢 回憶全都抹去吧
Anymore
全忘掉吧
Hello from the other side
來自你城堡另一端的問候
I must've called a thousand times to tell you
我已經打了上千通電話 試著告訴你
I'm sorry, for everything that I've done
我很抱歉 抱歉我曾對你做的所有事
But when I call you never seem to be home
但你似乎從來不在家 接起我的電話
Hello from the outside
來自你心牆外的一句問候
At least I can say that I've tried to tell you
至少我真的有試過要告訴你
I'm sorry, for breaking your heart
我真的很抱歉 抱歉自己傷了你的心
But it don't matter, it clearly doesn't tear you apart anymore
但道歉似乎沒什麼意義了 很明顯我再也不會令你心痛
the difference between us song 在 Be Elegance Youtube 的最讚貼文
Original Song : https://www.youtube.com/watch?v=YQHsXMglC9A
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Adele - Hello | Covered by Be Elegance
Be Elegance
ปฐพร สุภชาวิวิช (ปาล์มมี่)
Pataporn Supachavivit (Palmy)
นิตยา จันเทพา (แป้ง)
Nittaya Chantepa (Pang)
Director : Yongyuth Manakornkowit (Eddy)
Camera : Yongyuth Manakornkowit (Eddy)
Lighting : Yongyuth Manakornkowit (Eddy)
Editor : Yongyuth Manakornkowit (Eddy)
Please Support
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Facebook : http://www.facebook.com/iloveemuzic
======================
Adele - Hello
Commissioner: Phil Lee
Production Company: Believe Media/Sons of Manual/Metafilms
Director: Xavier Dolan
Executive Producer: Jannie McInnes
Producer: Nancy Grant/Xavier Dolan
Cinematographer: André Turpin
Production design : Colombe Raby
Editor: Xavier Dolan
Adele's lover : Tristan Wilds
Hello, it's me, I was wondering
If after all these years you'd like to meet to go over everything
They say that time's supposed to heal, yeah
But I ain't done much healing
Hello, can you hear me?
I'm in California dreaming about who we used to be
When we were younger and free
I've forgotten how it felt before the world fell at our feet
There's such a difference between us
And a million miles
Hello from the other side
I must've called a thousand times
To tell you I'm sorry, for everything that I've done
But when I call you never seem to be home
Hello from the outside
At least I can say that I've tried
To tell you I'm sorry, for breaking your heart
But it don't matter, it clearly doesn't tear you apart anymore
Hello, how are you?
It's so typical of me to talk about myself, I'm sorry
I hope that you're well
Did you ever make it out of that town where nothing ever happened?
It's no secret
That the both of us are running out of time
So hello from the other side
I must've called a thousand times
To tell you I'm sorry, for everything that I've done
But when I call you never seem to be home
Hello from the outside
At least I can say that I've tried
To tell you I'm sorry, for breaking your heart
But it don't matter, it clearly doesn't tear you apart anymore
Ooh, anymore
Ooh, anymore
Ooh, anymore
Anymore...
Hello from the other side
I must've called a thousand times
To tell you I'm sorry, for everything that I've done
But when I call you never seem to be home
Hello from the outside
At least I can say that I've tried
To tell you I'm sorry, for breaking your heart
But it don't matter, it clearly doesn't tear you apart anymore
the difference between us song 在 Yawi Studio Youtube 的精選貼文
子敬Adele-Hello (Cover)
翻唱Cover / 子敬Tjaigong FB :https://goo.gl/R8nfhc
原唱Original song/ Adele
錄音Recording/ 亞崴尤奈Yawi yungay
-----------------------------------------------
-----------------------------------------------
(影片建議觀賞Viewing recommended :HD1080p)
[Verse 1]
Hello, it's me
I was wondering if after all these years
You'd like to meet, to go over everything
They say that time's supposed to heal ya
But I ain't done much healing
Hello, can you hear me?
I'm in California dreaming about who we used to be
When we were younger and free
I've forgotten how it felt before the world fell at our feet
There's such a difference between us
And a million miles
[Chorus]
Hello from the other side
I must've called a thousand times
To tell you I'm sorry, for everything that I've done
But when I call you never seem to be home
Hello from the outside
At least I can say that I've tried
To tell you I'm sorry, for breaking your heart
But it don't matter, it clearly doesn't tear you apart anymore
[Verse 2]
Hello, how are you?
It's so typical of me to talk about myself, I'm sorry
I hope that you're well
Did you ever make it out of that town
Where nothing ever happened?
It's no secret
That the both of us are running out of time
[Chorus]
So hello from the other side
I must've called a thousand times
To tell you I'm sorry, for everything that I've done
But when I call you never seem to be home
Hello from the outside
At least I can say that I've tried
To tell you I'm sorry, for breaking your heart
But it don't matter, it clearly doesn't tear you apart anymore