"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about the game's creation, music, and design philosophies and we are taking this opportunity to combine both until-now unpublished interviews together.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…
同時也有1部Youtube影片,追蹤數超過1萬的網紅kormaruR,也在其Youtube影片中提到,One Piece Kaizoku Musou (Pirate Warriors) : ナミのアナザーログ (Nami's Another Log Episodes) 難しい Hard Mode 0:00 - 第1話 海賊"道化のバギー" 6:51 - 第2話 "偉大なる航路"から来た怪物 13:...
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之前接受邀請寫了些喵喵cos相關的資訊~
不過是純英文的XD
以下是中文翻譯版本唷 :)
並向大家推薦這個粉絲專頁
裡面有好多厲害的coser資訊!!
credits: 絕大部分的照片都是我的朋友們所拍攝的
(再此深深地感謝眾多強大的攝影好友QAQ!)
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*妳是什麼時候,如何開始cosplay的呢?
我第一次cosplay是在2005年,當時還是高中生。
但我當時並沒有足夠的資源,所以afk了很長一段時間,一直到3年前才重新回來cosplay。
*妳第一次cosplay是什麼角色呢?
庫洛洛‧魯西魯,是獵人中的角色。但我是10年前cos他的,現在沒有照片了。
這有點可惜,我正在計畫再重新cos他一次!
*最困難的角色是誰呢?
仙劍奇俠傳中的趙靈兒。她是位溫柔優雅的女士,讓她成為台灣遊戲中"最美的女性角色"。
要呈現這樣優美的角色真的很難。
*妳是否計畫未來要扮演什麼樣的角色,以及哪個類型的角色呢?
我正在計畫要扮成宮崎駿的電影"風之谷"裡面的娜烏西卡。
另外,因為我喜歡玩魔獸世界和英雄聯盟,將來會扮演更多遊戲裡面的角色。
*當妳開始一項新的cosplay時,你的過程是怎樣的?
一件新開始的cosplay,準備是永遠不夠多的。
第一個考量是花費,"這個角色我可以花多少錢和時間"是非常重要的。
接著就是盡我所能用最好的原材料去完成。
*你能提供任何在cosplay時,有關於縫紉、服裝設計或外觀創作上的實用建議嗎?
我喜歡發揮創意,使用簡單和便宜的東西創做出高質感的作品,那對我而言會更有成就感。
但在做衣服時我會選擇負擔得起的最好布料。
較優質的毛布和皮布會比較貴,但成品也會值得那個價。
然後最後一點,"絕對不要"忘記你把大頭針和針頭放在哪!
這些小東西對我的手指和腳趾來說一直都是殺人機器.....
*妳有特別偏愛的彩妝品嗎? 為什麼?
我的保養品和化妝品都是用高絲的雪肌精。
只有粉底是用Make up forever,因為它的遮瑕效果神強大。
*妳都聽什麼音樂呢?
我超愛"Lovelive!學園偶像"!
最近我常常在玩她們的遊戲和聽她們的歌。
*最喜歡的電影是什麼?
我最愛宮崎駿的電影。
我看它們好幾十次了! 而且那些配樂也非常優美。
*最喜歡的動畫?
應該是"海賊王"和"獵人"。
這兩個裡面我很難說到底更喜歡哪一個。
*最喜歡的電視節目?
台灣有個多元談話性節目叫"康熙來了"。
它在台灣很紅,不少人每天晚上都會看它,看了好幾年了!
但這節目最近決定要收起來了讓人很難過。
*有任何一個動畫、卡通、電影或電視裡的場景,讓妳留下深刻的印象嗎? 是什麼呢?
海賊王裡面有一幕,當妮可‧羅賓大哭大叫說"我想活下去!!!"
那段故事太震撼了讓我每次一看到那裏就會哭。
*最喜歡的書?
我最喜歡的書叫做"Q&A",作者是維卡斯·史瓦盧普。
它後來被翻拍成電影"貧民百萬富翁"。
*最喜歡的遊戲?
魔獸世界。永遠的最愛。
為了部落!!!!!
*最喜歡的飲料?
絕對是可樂。追新番的時候邊吃洋芋片配可樂真的是太美好了!
*喜歡的速食/ 垃圾食物?
洋芋片和可樂。永遠的最佳選擇~
*最喜歡的糖果?
巧克力。它跟可樂和洋芋片也很搭。
(回答完上面三題後我有一點小罪惡感... :P )
*最喜歡的早餐脆片口味?
我早上會吃飯糰當早餐,所以很少吃玉米片。
它是一種在台灣和日本都很普遍的食物,用白飯、肉鬆和海苔做的。
*有沒有什麼事情是妳未來想在cosplay圈中看到的,或任何妳會想去改變的呢?
我有許多朋友都因為工作職業或家庭而放棄了cosplay。
假如有任何是我想在這圈子看到的,那會是一個更開心的環境,讓這些人可以不會受到不實批評地盡情玩cosplay。
*妳成長過程中最喜歡的玩具?
鋼彈系列,尤其是"新機動戰記鋼彈 W"。
*妳最最最愛的角色是誰,為什麼?
獵人的庫洛洛‧魯西魯。
他同時也是我第一個cos的角色。
*妳到了一間倉庫,整個黑黑的,只有角落一點點燈光。妳走了過去,發現有五隻小丑樣子的食屍鬼正在玩跳舞類型的機台遊戲。他們牙齒很尖銳而且有可怕的武器,而且魔法對他們無效。現在他們發現妳然後要攻擊妳,是時候開打了!!!請問妳會選擇變成哪個角色,然後會用什麼方式來化解這個危機呢?
我會想變成海賊王的魯夫,跟他們當朋友,或者用橡膠拳頭揍他們 ;)
*假如妳必須跟一個角色綁在一起一整年,妳會選擇哪個角色,怎麼做?
哆啦A夢! 跟他綁在一起的話一整年完全ok的。也許更久也行。
*妳可以跟你最喜歡的角色一起吃晚餐,並且在晚餐時問他一個問題。妳會選擇誰,問什麼問題呢?
我會想選海賊王的魯夫,然後問他可不可以讓我加入他們 :P
*妳的人生清單中第一項目是什麼?
跟我的愛人一起去南極,陪企鵝玩!
*妳會給剛加入cosplay圈的新人什麼建議呢?
當個真正的cos"玩家",不要當個cos製造機。去玩妳真正喜歡的,並跟妳真正喜歡的人玩。
CONNECTED COSPLAY. SHOWCASING TALENTED COSPLAYERS FROM AROUND THE WORLD from TAIWAN..
Name: Jasmine
Location: Taiwan
Occupation: R&D
Website: https://www.facebook.com/JasmineMeowCosplay
Credits: Most pictures are taken from my friends.
*When and how did you get started in Cosplay?
The first time I started in cosplay is about 2005, when I was a high school student.
But I didn't have enough resources to support this interest at that time, so I AFK for a long period, and back to cosplay from 3 years ago.
*What was your first Cosplay?
Chrollo Lucilfer, a character from "Hunter x Hunter". But I cosplayed him 10 years ago, and I didn't have any pictures now.
It's a pity and I'm planning to cosplay him one more time!
*What was the most difficult character?
»¯ÆF¨à, a charater from ¥P¼C©_«L¶Ç(Chinese Paladin, PAL). She's a gentle and elegant young lady, makes her been "The most beautiful female game character" of taiwanese games.
It's really hard for me to present such a beautiful character.
*What characters are you planning for the future and type of character are you drawn to?
I'm planning to cosplay ®R¯Q§Æ¥d (Nausicaa), a character from ®c±TÂ@'s (Hayao Miyazaki) movie "·¤§¨¦" (Nausicaa of the Valley of the Wind).
Besides, since I like to play "World of Warcarft" and "League of legend", I'll cosplay more charaecters from them.
*What is your process when starting from the begining with a new cosplay?
It's never enough to prepare for a new cosplay.
The first condition is costs, "how much money and time I can take for this character" is very important.
Then use the materials I can get for the best.
Also I'll spend a lot of time searching for the character's posture, expression way, etc.
*Are there any helpful hints in sewing, costume design or any other aspects of your cosplay that you discovered in doing your creations?
I like to do it with creativity. It gives me more accomplishment to use easier and cheaper stuff making high quality products.
But I use the best cotton materials as I can when making clothes.
The better fur and leather might be more expensive, but also the finished effect worth the prize.
And last one, NEVER forget where you put your needles and pins!
These little metals are killing machines to my toes and fingers all the time.....
*Do you have a preferred brand of make up in your cosplay? And if so why?
I use a brand called "³·¦Ùºë" (KOSE) as my care and cosmetics.
Only foundation is "Make up forever" because of its amazing concealer capacity.
*What are you listening to?
I love "Lovelive! School Idol" very much!
Recently I played their games and listening to the songs often.
*Favorite Movies?
®c±TÂ@'s (Hayao Miyazaki) movies are my favorites.
I watched them so dozens times! And the musics are also beautiful.
*Favorite Animes?
That would be "One Piece" amd "Hunter x Hunter".
It's hard to say which one I love more than the other one.
*Favorite TV Shows?
"±dº³¨Ó¤F"(Kangsi Coming) is a Taiwanese variety-comedy talk show.
It's very popular in Taiwan, many people here watch it every night for years!
So sad that they decided to be off the air recently.
*Is there a scene from a anime, cartoon, movie or tv show that left a big impression on you and what was it?
A scene from "One Piece", when Nico Robbin cried and yelled "I want to live!!!"
The story of her was so powerful that made me cry everytime I watched it.
*Books?
My favorite noval is "Q&A", written by Vikas Swarup.
It has been adapted into the movie "Slumdog Millionaire".
*Games?
"World of Warcraft". Forever.
For the Horde!!!!!
*Beverage?
Always Cola. It's so wonderful to have cola and chips while watching new animes!
*Fast Food/ Junk Food of choice?
Chips and cola. Best choice ever ~
*Candy bar?
Chocolate. It would be nice with cola and chips, too.
(I feel a little guilty after these three questions... :P)
*Favorite Breakfast cereal?
I take "onigiri" as my breakfast, so I seldom eat cereal.
It's made from rice, meat floss and seaweed, a normal food in Japan and Taiwan.
*Is there something not going on in the cosplay world that you would want to see or is there something you would want to change?
Many friends of mine has given up cosplay because of their job or family.
If there's anything I want to see would be a happier environment, and let them can cosplay without untrue judgment.
*What was your favorite toy growing up?
GUNDAM series, especially "New Mobile Report Gundam W".
*Who is your biggest character crush and why?
Chrollo Lucilfer from "Hunter x Hunter".
He's also my first cosplay character.
*You enter a warehouse. There is little light, but you are able to find your way around.
The sound of music draws you to a corner of the warehouse. There are FIVE GHOUL CLOWNS, playing a dancing video game.
They have razor sharp teeth and scary weapons. Magic can not affect them; they sense your presence and turn facing you.
They run to you to attack. Time to fight! What character would you want to be to defeat them and how would you handle the situation?
I want to be Luffy (One Piece), making friends with them or hitting them a big rubber punch ;)
*If you had to be chained with a character for one year, what would be the character and what would you do?
Doraemon! It's totally OK to chain with him for one year. Maybe more.
*You can have dinner with your favorite character. And at this dinner you may ask one question.
Who would be the character and what would be your one question?
I'll like to have dinner with Luffy (One Piece) and ask him to let me go with them :P
*What's number 1 on your bucket list? (Something you want to do before you leave the planet).
Go to the South Pole with my lover and play with penguins!
*What advice would you give to people getting started in Cosplay?
Be a real cos"player", not a cosmaker. Play with what you like, and who you like.
one piece female character 在 kormaruR Youtube 的最讚貼文
One Piece Kaizoku Musou (Pirate Warriors) : ナミのアナザーログ (Nami's Another Log Episodes)
難しい Hard Mode
0:00 - 第1話 海賊"道化のバギー"
6:51 - 第2話 "偉大なる航路"から来た怪物
13:48 - 第3話 夢の町"レインベース"
22:48 - 第4話 司法の島の大決戦!
36:21 - 第5話 シャボン舞う諸島の冒険
Online coop with my friend Krw703.
Base on the experience from the other female character I played during the Main Log, I like Nami's moves better.
Nami is a well balance character between mob and 1 on 1 situation.
I think I got the new Climatact on 3rd log. Used it on the remaining logs. A few moveset change and 2 specials.
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Playlist:
http://www.youtube.com/playlist?list=PLA53F3B37FDF747FD
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H264 Video Codec @ 1280x720p 30FPS 8mb bitrate
44.1KHz 96,000bps Audio Bitrate
MP4 Container
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Female characters who share their names with birds (bolded is the bird name):. Nico Robin: Japanese robin · Nojiko: Japanese yellow bunting ... ... <看更多>
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Oct 11, 2020 - Explore Dr_ Akhir's board "One Piece Female characters" on Pinterest. See more ideas about one piece, one piece anime, female characters. ... <看更多>