一封給國家地理頻道「Dog: Impossible」節目負責人的公開信:
An open letter to the leadership team of Nat Geo Wild Dog Impossible:
Translate: Yu-Hwa Su 翻譯: 蘇昱華
Proof: Yen Ke 校對: 葛雁
The International Association of Animal Behavior Consultants (IAABC) applauds National Geographic’s mission to offer intelligent, relevant and captivating non-fiction entertainment. This is a crucial objective, especially as an introduction to children and viewers largely relying on television for their scientific information.
國際動物行為諮詢師協會(IAABC)對於國家地理頻道致力於提供電視觀眾正確知識與科學內容表示讚賞。這是一個非常重要的目標,特別是對依賴電視得到這些知識的兒童與其他觀眾們來說。
However, your stated mission is in direct conflict with your show Dog: Impossible. In fact, the irresponsible treatment of the dogs and people on this show flies in the face of all best practices in animal training and behavior. Rather than promoting science and scientifically-proven methodology, Dog: Impossible sacrifices learning science for more dramatic television.
然而,貴頻道所提供的節目「Dog: Impossible」卻與貴頻道「提供正確的科學知識」的一貫立場衝突。節目中對犬隻以及飼主的不負責處理方式與應有的動物訓練及行為操作的準則相違背。「Dog: Impossible」並沒有提倡科學以及經科學驗證的方法,這節目犧牲了對科學的學習,轉而追求吸睛的電視節目效果。
Matt Beisner appears to have no credentials or education in training and behavior, yet he refers to himself as a behaviorist. His claim that “energy is the one language that every animal on the planet speaks” makes clear he is not one.
Matt Beisner並沒有動物訓練或行為學的相關學習經歷與證照,卻宣稱自己是一位行為學家。從他的主張:「能量是地球上所有動物都會使用的共通語言」,便能明白他並不是行為學家。
His statement, “You don’t need tricks, you don’t need treats, you don’t need force,” shows just how unaware of his own actions he is. His misuse of scientific terminology leads viewers to believe they are learning demonstrated, safe and accepted strategies in helping their dogs. In fact, Mr. Beisner is forcing these dogs from start to finish of each episode. His own “tricks” are that of over-stressing dogs until they’re in a state referred to in psychology and science as “learned helplessness.”
他主張「你不需要技巧、零食、或蠻力 (去訓練狗)」,這顯示出他對於自己的所做所為一無所知。他對科學術語的濫用也會誤導觀眾,讓觀眾以為他們正在學習經證實有效而且安全可接受的方法來幫助狗狗。但這位訓練師在每一集節目上從頭到尾都是在逼迫這些狗,而他所擁有的「技巧」,就是讓狗進入過度緊迫的狀態,直到牠們進入心理學和科學上所指的「習得無助」(learned helplessness)狀態。
Learned helplessness occurs when a subject endures repeated aversive stimuli beyond their control. Originally thought to show a subject's acceptance of their powerlessness, for more than half a century it’s been known instead to be the emotional “shutting down” of the subject. Anxiety, clinical depression, and related mental illnesses are common consequences of this technique in humans.
「習得無助」發生在動物沒有任何控制權,且重複地被施加嫌惡刺激的時候。最初,人們認為習得無助狀態意味著動物「接受」了自身無法改變、無能為力的情形,超過半個世紀以來,人們認為這是動物情緒「關機(shutting down)」的表現。在人類身上,習得無助的常見結果包含焦慮、憂鬱症、以及相關的心理疾病。
Allow us to note some aspects of the trailer and his shows, but first, to point out a few well-documented and commonly understood aspects of dog behavior so that we may better make our points understood.
在我們解釋為何我們認為此節目的預告片與內容不適當之前,我們希望先闡述一些正確的犬隻行為常識,以便您能更理解我們的觀點。
Canine body language indicating stress and severe stress:
顯示出壓力以及嚴重緊迫的犬隻肢體語言:
Compressed bodies
Dry, raspy panting
Wide, open eyes with dilated pupils
Heavy drooling
“Whipping” head and body back, pushing off a handler in order to get away
Growling
Fighting
Biting
縮緊身體
急促的喘氣
睜大雙眼、散瞳
大量流口水
甩頭、用前爪推抱著狗的人以退後、試圖掙脫
低吼
打架
開咬
Eleven seconds into the trailer, Mr. Beisner rubs his hands together, smiling, and says, “This is going to be gnarly.” All professionals know from that statement what the series will spotlight: A poorly (if at all) educated non-professional pushing dogs way beyond therapeutic limits, in the name of “results.”
在預告片11秒的地方,Beisner先生搓手並笑著說「等一下會很精采喔」。所有專業人士都知道這句話代表這個節目的亮點將會是:一名缺乏適當教育的訓練師,逼迫狗到超過其能承受的極限,並把這樣的結果稱為是良好的改善。
Flooding, the term for inundating a subject with their fears, phobias and triggers, is ethically questionable at best, cruel and unnecessary, always. There's also a common danger of spontaneous recovery of the phobia. This is because flooding doesn't replace the fear-response with a different response, it just replaces it with no response. “No response” is simply suppression, not cure.
「洪水法」,指的是故意將動物置於恐慌或恐懼的觸發刺激情境,這樣的方法不道德、殘忍、而且沒必要。另外,恐懼的自發性回復(spontaneous recovery)也是洪水法常見的風險,這是因為洪水法並沒有將害怕的反應重新制約成其他不同的情緒行為,它只是讓動物沒有反應。「沒有反應」只是壓抑,動物並沒有因此感到不害怕或恐慌。
Throughout the trailer dogs are flooded with aversive stimuli such as other dogs, people and equipment, something an ethical professional would not, and could not do per any answerable guidelines of animal training and behavior care.
在整個預告片中,狗狗被迫接受各種嫌惡刺激的洪水法訓練,例如其他狗、其他人類和物品,這是具有道德的專業訓練人員不會做的,任何負責任的動物訓練及行為照護準則也不會如此建議。
Systematic desensitization and counterconditioning, gradual exposure to the feared object, and replacement of a negative emotional association with a more pleasant one, are the recommended techniques used to treat such fear and aggression cases, per all legitimate veterinary, training and behavior organizations.
系統性減敏與反制約,也就是逐步與少量的讓狗接觸其本來會害怕的事物,並且將引發的少量負面情緒與其非常喜愛的事物配對給予,是用來處理恐懼及攻擊案例的建議方法,也是每個好的獸醫師、訓練及行為機構會推薦的方法。
Beisner’s statement that “We know at the Zen Yard that dogs help other dogs come out of their shell and face their fear and get past their aggression” isn’t just scientifically unsupportable, his words ring hollow during the very scene playing while he says those words: Beisner restraining one dog, while his co-host pulls a leashed dog to the first in a completely unnatural gesture perhaps intended to either mimic natural dog greeting (it doesn’t) or to flood the heavily drooling dog who is unable to move or get away. The dogs end up in a fight. They have been set up to fail, and the outcome is inevitable.
Beisner宣稱「我們在Zen Yard(他的訓練中心)知道狗會去幫助其他狗融入外界、面對牠們的恐懼並且克服攻擊行為」,這句話不只是缺乏科學支持,在影片中他講出這句話時搭配的畫面,亦表現出他的說詞缺乏支持:Beisner限制了第一隻狗的行動,由節目的共同主持人以牽繩將另一隻狗以一個完全不自然的姿勢拉到第一隻狗身邊,他們可能是在試著模仿狗狗自然的社交打招呼行為(但並不是),或使用洪水法訓練那隻狂流口水(顯示牠很緊張)並且無法逃脫的狗。最終兩隻狗打起來,訓練師製造的這個情境,讓失敗的結果無可避免。
In the trailer, the assistant host, Stefanie DiOrio, states, “Nervousness can easily turn to fear which can lead to aggression.” This is an accurate statement, which is why it’s so confusing that the entire show would be predicated on pushing dogs to the very edge of survivable stress and into predictable aggression, doubling down on the issues that their owners are struggling with.
在預告片中,節目的共同主持人Stefanie DiOrio說「緊張不安很容易變成真正的恐懼,並且導致攻擊行為」,這句話是正確的,但也讓人更加困惑為何整個節目的走向都在將狗推向牠們所能承受壓力的極限、觸發根本可預測的攻擊行為、並使飼主所面對的問題加倍惡化。
We know that the dramatic changes in behavior, from stressed and wildly aggressive to “calm” dogs, make for compelling TV. To an average pet owner it looks like these dogs are making huge improvements. All clients just want their dog to “Stop being aggressive.” However, we also know that behavior suppression is not the same as behavior modification, that a stressed and shut-down dog is a more dangerous animal than one who is actively showing aggression, and that the long-term prognosis of this kind of intervention is poor for both the client and their dog.
我們知道行為上戲劇性的變化,從一隻緊迫且兇猛攻擊的狗轉變成“冷靜”的狗,這個過程代表了高收視率,在不十分了解行為學的飼主眼中看來,這些狗狗似乎有巨大的進步。飼主都只是希望他們的狗「不要再有攻擊性」,然而我們也知道單純抑制攻擊行為的出現,並不是真正的行為改善技術。舉例來說一隻高壓力但看似沒有反應的狗,遠比一隻會表現出攻擊性的狗要危險許多 (譯註: 因為這樣的狗可能會沒有徵兆地開咬),因此這種抑制攻擊行為的訓練法,以長遠來看對飼主以及狗狗都是有害的。
It is also worth pointing out that, like his predecessor, Mr Beisner’s assessment of cause for much of the issues he’s asked to address is simple, made especially clear in episode 4 where he not only saves a dog, he “saves a marriage:” Women are unable to effectively lead, must be stronger, must change their ways.
另一個值得注意的事是Beisner先生,如同他在同一個頻道的前輩,西薩,對導致問題的原因評估也過於簡化,例如第四集中他聲稱他不只拯救了狗狗,他還「拯救了這段婚姻」,因為女主人無法有效的領導狗狗,因此她必須更堅強,必須改變他們之間的相處模式。
Misogyny, it seems, cures dog behavior problems. Real exploration and explanation regarding the antecedents and consequences around behaviors are ignored in favor of client blaming.
這段貶抑女性的解釋,看起來似乎能改善犬隻的行為問題,然而關於行為問題真正的前因後果卻被指責客戶所取代,並沒有真正的被探討與解釋。
The clients on the show represent thousands of clients throughout the US and beyond with whom we work every day, helping them to help their dogs. Far from being dogs “other people won’t work with,” the dogs on your show are exactly the clients and dogs that IAABC Certified Dog Behavior Consultants, as well as all members of the American College of Veterinary Behaviorists, Certified Applied Animal Behaviorists, and other certified behavior specialists see and successfully work with every day.
節目中所出現的客戶正代表了我們日常工作中所會幫助的人們與他們的狗,呈現的就是我們在美國跟其他國家的上千位客戶。節目中所出現的這些有著行為問題的狗絕對不是「其他訓練師都不想要處理的狗狗」,事實上這些客戶與狗正是IAABC認證的狗行為諮詢師、美國獸醫行為學家、認證的應用動物行為學家或是其他受認證的行為學專家,每天工作的日常。
We do so using the best practices of our field (see https://m.iaabc.org/about/ethics/), adopted by the leading behavior and training organizations, without psychologically or physically harming the animals we work with.
我們在這個領域也使用最嚴謹的訓練師專業道德守則(英文版參見https://m.iaabc.org/about/ethics/,中文版參見https://reurl.cc/72eVkl),這個守則受領先的行為及訓練機構所採用,使訓練師與行為諮詢師在工作時,不對我們經手的動物造成生理或心理上的傷害。
The IAABC urges Nat Geo WILD to stop promoting this public miseducation. The tactics employed in the name of entertainment are unnecessarily harsh and potentially dangerous to the public, and they teach yet another generation of Nat Geo watchers absolutely incorrect and harmful practices.
IAABC呼籲國家地理頻道(Nat Geo WILD)停止傳播此系列誤導公眾的資訊。以娛樂包裝節目的策略對於觀眾是不必要的粗糙而且有潛在風險的,甚至是向頻道的年輕一代觀眾灌輸完全不正確且有害的做法。
It remains a mystery why your network is so intent on harming dogs. After years of Cesar Milan, to now bring in a man equally unskilled, who equates terrified, angry or entrapped dogs to his own addiction history is remarkable. Are we really satisfied conflating ego with compassion, self-focus with an understanding of animal behavior? Is this the “science” your mission stands for?
我們仍然不知為何貴頻道這麼多年來如此堅持持續傷害狗的這些作為。在西薩 (Cesar Milan) 的節目播映多年之後,現在又引進一個同樣缺乏正確訓練技巧,以自身藥物成癮困擾歷史去錯誤的同理恐懼或憤怒的狗的人。我們能接受一個膨脹自我,而非真正擁有同情心、適當自我聚焦、了解動物行為的「專業人士」嗎?這就是貴節目所宣稱的「科學」立場嗎?
The damage Nat Geo is doing to dogs by choosing this type of programming is astounding. We can only assume that the producers are unaware of this, as it’s hard to imagine such harm and cruelty would be deliberate.
國家地理頻道選擇製作這類節目對於狗狗的傷害甚鉅,我們只能假定節目製作人並沒有意識到這點,因為我們難以想像會有人故意去做這樣有害且殘忍的事情。
Would you show a reality program on heart surgery with a photogenic “self-taught” practitioner, simply stating the star was not a doctor before showing him mutilating a real patient?
想問貴節目是否會採用一個上鏡的“自學”外科醫生錄製心臟手術的實境節目,告知觀眾他並非真正的醫生,然後播放他對病患動刀的畫面?
I leave you with the clearest image of suffering and abuse from your trailer: the Aussie, stressed to the breaking point, thick ropes of drool streaming from its mouth, being choked by a slip lead to compensate for the host’s inability to even effectively muzzle a dog. This dog is at the point of collapse. This dog is being tortured, and that is not hysteria. That is an assessment by any educated measure.
作為結尾,我希望指出貴節目預告片中明確顯示出狗狗受苦或受虐的畫面:那隻澳洲牧羊犬已經瀕臨壓力的極限,您可以看到口水掛在其嘴邊 (大量口水為壓力徵兆),口罩因為沒有確實的配戴而滑脫,導致牠被勒到快要窒息,已在崩潰邊緣。具備專業與適當教育的人員指出,這隻狗因在節目上被虐待而情緒崩潰,並非其本身歇斯底里。
Please stop this cruel and dangerous programming. To do otherwise is to support that self-taught heart surgery and all the consequences it would bring; that this show is currently bringing to families struggling with their dogs.
Professionals refer to Cesar Milan’s influence on dog training as “job security” because so many dogs ruined or made far worse by his teachings are brought to us by well-intentioned, often weeping owners desperate for real help. Often it is too late.
請停止這系列殘酷且危險的節目。否則貴節目就等同於支持前面舉例的自學的心臟外科「醫師」進行手術一樣,這些危險的後果正由觀眾與他們的狗承擔。專業訓犬人士將西薩米蘭對訓犬的影響戲稱為「工作保障」,因為太多飼主使用了他教授的技巧後,狗狗的狀況變得更糟,而哭著迫切尋找真正的協助,此時通常都為時已晚。
We do not want more work due to this same phenomenon.
我們不想要因為這個節目帶來類似影響而接到更多工作。
We’d be happy to provide you with any education and resources you need to inform your producers about what would qualify as responsible, effective, safe and thoughtful work with the same “red zone” dogs you sell so well.
但我們很樂意提供貴頻道任何需要的教育與資源,讓您們的節目製作人對訓犬工作應有的品質有所理解,例如負責、有效、安全,並且理解到對於在節目中出現的這些「危險」犬隻,事實上有更合理的訓練方法。
Thank you for your consideration.
謝謝您的閱讀與理解。
Marjie Alonso
Executive Director, IAABC
For the Board of Directors
Marjie Alonso
IAABC執行長
代表董事會發言
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"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…
shut in trailer 在 JinnyboyTV Facebook 的最佳解答
Movie giveaways!
Together with United International Pictures Malaysia, we are giving out 4x movie premier tickets to A Quiet Place. Let us know why you wanna watch this movie in the comment section below.
Trailer: https://www.youtube.com/watch?v=WR7cc5t7tv8
Date: 3 April 2018
Time: 8.45pm
Venue: TGV Sunway Pyramid
PS: Also watch the Silent Challenge ft. Josephine Yap Arwind Kumar & Jazel Lim. Look out for the last scene! 😁
shut in trailer 在 Phê Phim Youtube 的最佳解答
Phê Phim News: BLACK WIDOW Dời Lịch | TỬ THẦN Tái Xuất Ở FINAL DESTINATION | Rạp Chiếu Phim ĐÓNG CỬA
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Nội dung: Dương, Linh Ma, Linh
Dẫn: Linh
Edit: Nhân
Tin 1: Hollywood “kiệt quệ sức khỏe” & “thuốc chữa”
https://www.hollywoodreporter.com/amp/news/hollywood-could-take-20-billion-hit-coronavirus-impact-1284582
https://variety.com/2020/film/box-office/box-office-coronavirus-moviegoing-north-america-1203534698/
https://www.hollywoodreporter.com/news/new-york-city-movie-theaters-ordered-close-coronavirus-pandemic-1284783
https://variety.com/2020/film/news/star-wars-rise-of-skywalker-early-digital-release-1203534523/
https://variety.com/2020/film/news/disney-plus-frozen-2-streaming-early-coronavirus-1203534308/
https://www.cnbc.com/2020/03/16/universal-to-release-movies-online-while-they-are-in-theaters-starting-with-trolls-world-tour.html
https://deadline.com/2020/03/coronavirus-tv-shows-production-delayed-1202881997/
BLACK WIDOW: https://www.hollywoodreporter.com/heat-vision/black-widow-release-date-moved-coronavirus-concerns-1284288
Tin 2: Final Destination & Mortal Kombat
https://www.flickeringmyth.com/2020/03/new-final-destination-film-plans-to-dive-into-the-world-of-first-responders/
https://www.digitalspy.com/movies/a31401903/final-destination-6-plot/
https://uk.ign.com/articles/mortal-kombat-movie-aiming-for-grounded-realism-alongside-crazy-fatalities
Tin 3: CATS ĐẠI THẮNG MÂM XÔI VÀNG
https://deadline.com/2020/03/cats-dominates-razzie-awards-worst-picture-1202884754/
Điểm tin:
Fantastic Beasts phần 3 và The Batman tạm hoãn sản xuất
https://deadline.com/2020/03/fantastic-beasts-3-king-richard-warner-bros-movie-productions-halt-coronavirus-1202884003/https://variety.com/2020/film/asia/happy-old-year-osaka-asian-film-festival-1203535155/
https://variety.com/2020/film/news/the-batman-coronavirus-production-shut-down-1203531973/
Vợ chồng Ryan Reynolds và Blake Lively làm từ thiện
https://edition.cnn.com/2020/03/16/entertainment/ryan-reynolds-blake-lively-coronavirus-donation/index.html?utm_term=link&utm_content=2020-03-17T03:16:05&utm_medium=social&utm_source=twCNN
Sonic the Hedgehog chính thức là phim từ game thành công nhất
https://www.therichest.com/movies/sonic-overtakes-detective-pikachu-best-video-game-movie/?fbclid=IwAR2CWQOJ7RAPMJ7fvD047qsyN6VhNsw9qPrB6O6ffoyy262unrv__eJH1XQ
Tin 4: Rạp phim tại TP. HCM & HN đóng cửa
https://vnexpress.net/thoi-su/toan-bo-vu-truong-karaoke-o-sai-gon-dong-cua-4069391.html
https://www.baogiaothong.vn/ha-noi-dong-cua-rap-chieu-phim-co-so-massage-game-online-den-het-thang-3-d456654.html
BXH
Bắc Mỹ
https://www.boxofficemojo.com/weekend/2020W11/?ref_=bo_wey_table_1
Việt Nam
https://boxofficevietnam.com/#1543824640456-16ae0ab0-64e8
![post-title](https://i.ytimg.com/vi/s-UHMHQrj0E/hqdefault.jpg)
shut in trailer 在 Matt's 電玩之夜 Game Night Youtube 的最佳貼文
Mattㄟ粉絲專頁 ►
https://goo.gl/e148I4
--------------------
想加入一起玩?►
PS4ID: MattHuang850813 (如果我在線上可以直接加進來,時間沒有固定)
--------------------
更多《 虹彩六號:圍攻行動》 查水錶時間到了!►
https://goo.gl/nd616T
--------------------
使用畫面►
1. CSI Las Vegas Season 13 Intro
2. For Honor - Kensei Trailer
3. MOTIVATION - DON'T QUIT
4. No One Can Watching This Video Without Crying
5. Original Risitas,with english subtitles! Very Funny Laugh in TV Show!!!!
--------------------
背景音樂►
1. Django Unchained׃ KKK Bag Scene Horse Raid
2. Overwatch - Reinhardt Voice - In Game Quotes
3. ROMANTIC SPANISH GUITAR MUSIC. Armik, Cartas de Amor
4. WALK THE MOON - Shut Up and Dance
![post-title](https://i.ytimg.com/vi/PlUvZxubb4s/hqdefault.jpg?sqp=-oaymwEbCKgBEF5IVfKriqkDDggBFQAAiEIYAXABwAEG&rs=AOn4CLA-fPJlk5aX1yXakybxwZns_XLTJA)
shut in trailer 在 Gutumdai Youtube 的最讚貼文
รายการ เปิดหน้าหนัง ทุกวันจันทร์ เวลาบ่ายสองโมงตรง พบกับรายงานอันดับความน่าดูของภาพยนตร์เข้าใหม่ในแต่ละสัปดาห์ ที่คนอยากชมมากที่สุด จากการโหวตผ่าน Facebook : https://www.facebook.com/gutumdaipnn
สามารถติดตามชมรายการได้ที่นี่ Gu-Tum-Dai Channel โดยจะอัพเดททุกวันเวลาบ่ายสองโมงตรง
เพื่อนๆ พี่ๆ น้องๆ ทุกท่านสามารถติดตามชมรายการ ของ Gu-Tum-Da Channel ได้ดังต่อไปนี้
เปิดหน้าหนัง: รายการสำรวจความนิยมของผู้ชม ที่มีต่อภาพยนตร์เข้าฉายใหม่ในแต่ละสัปดาห์ อัพเดททุกวันจันทร์ บ่ายสองโมงตรง
คลิกชมได้ที่ : https://www.youtube.com/playlist?list...
ชิมลาง... ตัวอย่างใหม่: รายการวิพากษ์ วิจารณ์ 'ตัวอย่าง' หนังใหม่ อัพเดททุกวันพุธ เวลาบ่ายสองโมงตรง คลิกชมได้ที่ : https://www.youtube.com/playlist?list...
ผู้บริโภค: รายการเปรียบเทียบคุณภาพของผลิตภัณฑ์ต่างๆ ในท้องตลาด แบบผู้ใช้สินค้าจริงๆ อัพเดททุกวันอาทิตย์ เวลาบ่ายสองโมงตรง คลิกชมได้ที่ : https://www.youtube.com/playlist?list...
![post-title](https://i.ytimg.com/vi/m3Wa2YCyrCA/hqdefault.jpg)
shut in trailer 在 Shut in | Official Second Trailer | Voltage Pictures - YouTube 的推薦與評價
![影片讀取中](/images/youtube.png)
When a young mother is barricaded inside a pantry by her violent ex-boyfriend, she must use ingenuity to protect her two small children from ... ... <看更多>
shut in trailer 在 SHUT IN Official Trailer (2022) - YouTube 的推薦與評價
![影片讀取中](/images/youtube.png)
First trailer for Shut In starring Rainey Qualley. ... <看更多>
shut in trailer 在 SHUT IN | Official Movie Trailer - YouTube 的推薦與評價
When a young mother is barricaded inside a pantry by her violent ex-boyfriend, she must use ingenuity to protect her two small children from ... ... <看更多>