【我親愛的Zoom視訊客人們】
To My Dear Zoom Clients
我忍了真的⋯⋯真的⋯⋯很久,今天過後實在忍無可忍,一定要叮嚀所有過去和未來的客人們。
我年紀很大了,受不了太大的刺激。
拜託,你們可以Zoom好來嗎?😓😑
一、Zoom視訊的視角 = 拍護照照的視角
護照自2020年起就已成為古董,但大家這一生應該有拍過證件照吧!
對了,就是要頭髮整齊,讓我看到你的雙耳、雙眼、鼻子、嘴巴、頸項和肩膀,到胸部。
我批八字時,需要看整個面相。不要讓你一半的臉掉出鏡頭外,這樣很像鍾無艷,也不要嘴巴不見掉,這樣我很像在跟一條羅漢魚視訊。
我看面相包括看你的嘴巴、牙齒和說話時的嘴形。是的,看相就是需要那麼仔細。
如果你的螢幕太低,那就找書本或舊報紙,把螢幕墊高一點。別讓我整一個小時半只看到你的雙下巴,會把你的面相比例給看錯。
不要一直告訴我不好意思,方法是人想出來的。
•
二、光線
太暗,我看你如見鬼。
太亮,我會看不清你的膚色。
拉開窗簾,不要背向陽光。
有必要的話,就直接開燈!
•
三、勿放什麼椰樹沙灘/金門大橋的虛擬背景圖
什麼虛擬背景圖都不要放啦~
我的家美最重要,我不在乎你的家美不美,我只是來看命的。
如果你的Wi-Fi不是很強,電腦功能不是很厲害,這類的虛擬背景圖會讓你的視訊畫面卡卡的。
有時你轉個身,整個右邊不見了,或部份的頭髮少了,讓我覺得我好像在看恐怖片,嚇人啊~
•
四、環境和聲音
有些海外客人其實非常用心。為了與我視訊,特別去買有麥克風的耳機🎧,讓我能更清楚的聽到他們的聲音。😍
沒有使用耳機和麥克風的客人,往往他們的聲音會有種空氣般的回音,如果他們本身講話又小聲,我的耳機聲量開滿,我還是聽得滿辛苦的
也有香港和馬來西亞客人租過會議室、鐘點房間或單人工作室,就是為了不受家人的干擾,能安心的與我視訊。😍
最有趣的是,去年新加坡阻斷措施時,有位男客人跑到屋外的走廊坐在地上與我視訊。只是外頭風聲有點大,我好幾次都聽不清楚他的聲音。
曾有客人在咖啡廳與我視訊。咖啡廳裡的高談闊論聲和器皿的敲擊聲,頻頻從我的耳機闖進我的耳朵,哇~我的耳朵那時真的是活受罪,還要裝一副氣定神閒的樣子。
天啊,兩次過後,我寧願退錢,也不再見這樣的客人了。耳朵只有一對,我要保護好啊!
在這裡聲明:一般我們買手機時的那種有麥克風的耳機,就已能視訊。沒有戴耳機和麥克風的客人,我一概會拒絕諮詢,把費用原銀奉還。
五、孩子
曾試過諮詢的前20分鐘,一直被女客人的小孩打擾,進來哭著要媽媽主持公道。
如果你家中有六歲以下的兒童,會時不時來敲你的門,我建議你還是先別約我。你這樣會分心,無法聽好我交代的事,而我也得一直等你去安撫你的孩子,就無法在限定時間內看完你的八字,這樣對誰都不公平。
六、我只見客人一人
這個規矩,從我一出道就定下來,也清楚的寫在網站上,根本不用一而再的來試探水溫。
但這兩個星期,還是有客人硬闖關,事先安排自己的配偶/孩子坐在電腦的另一面,要他們聽我講他的八字。
我從不改我的規矩,也沒有八字或風水是我非看不可的。
讀書這麼高,連自己的命都不能自己負責,這已經不是能改到命的人了。
你一定要你的配偶陪你聽,那你需要的不是我來教你改命,是你的配偶來安你的心。
將來若還有這樣的事,我會直接中斷視訊,把錢退回去。
七、「我第一次用Zoom!」
可是從報名那天到今天的諮詢,你有兩個月的時間去摸索。
兩個月,怎麼還是錯誤百出?因為客人根本沒有事先準備和練習。
結果我就這樣等了20分鐘,還得等對方下載軟件。
Zoom不難使用,但如果是你沒有花時間去摸索,就不要撒謊,直接說,我就直接退現錢。
品德是改命的資糧,不要為了自己能脫身就隨便編一個漏洞百出的謊,還說自己是好人。這...不會臉皮太厚了嗎?
小事都不願做好,絕對不會成大器。
八、暈車
有些客人用Ipad或手機來視訊。
重點是,他一支手拿著手機,一支手拿筆寫筆記。他一邊寫,另一支手就一邊搖晃。他做在床上,移動一下,手機就彷彿大海嘯幾下🌊
我一天如果見三個這樣客人,我的視線就搖晃了5個小時。工作完畢後,頭也會痛得厲害,無法完成晚上製片的工作。
沒有自拍器三腳架,也應該有些書本或東西來頂著手機。
各位,多點善心,為我著想一下吧⋯⋯
__________________________
To My Dear Zoom Clients
I have been enduring it for a really really long time. That's it! I am gonna put a stop to this after today and send out this reminder to all my past and future clients.
I am getting on in years, and cannot stand too much stimulation.
Please.... can you guys do a proper Zoom?
Number 1: Going on screen in Zoom = Taking a photograph for your passport.
Since 2020, the passport has become something of an antique but I believe everyone has taken some kind of ID photos! Yes, the ones with your neatly combed trusses where I can see both your ears, nose, mouth, neck, shoulder all the way to your chest.
I would like to see your full face during the Bazi Consultation. Please don't allow half your face to fall off the screen and you end up looking like Zhong Wu Yan! Please also don't hide your mouth making me feel like I am talking to a Arrowana.
When I analyze your facial features, it includes your mouth, teeth and the shape of your mouth while you are talking. Yes, it is down to such level of details.
If your PC / Laptop monitor is too low, please find a book or old newspapers and stack it on top. Please don't let me only see your double chin for that 1.5 hours, as I would probably get the proportion of your face wrong.
Don't keep telling me you are apologetic. Think of a way out.
Number 2: The background lighting.
Too dark, you risk looking like a ghost.
Too bright, I cannot figure out your skin color.
Draw open the curtains, but don't face your back to the sunlight.
If necessary, just turn on the lights!
Number 3: Background images of coconut trees on sandy beaches or the Golden Gate Bridge.
There is no need to put on a virtual background. I only care about how my hone looks, I am not bothered by yours. I am only here to see your Bazi.
If your WIFI signal or your PC / Laptop performance is poor, using the virtual background can often make your Zoom video choppy. Sometimes when you turn your body, one side of your body or some part of your hair will disappear. It's really like one of those spooky movies scaring the wits out of me.
•
Number 4: Background environment and noise.
Some of my overseas clients really put in effort for our Zoom sessions. They bought a headset with a mic so that I can hear them properly and vice versa.
Those that did not use a earphone or a headset often sounded echo-ish, and if they spoke softly, I would have to turn on the volume on my side full throttle and still have a hard time trying to hear them.
There are some clients from Hong Kong and Malaysia who would rent meeting rooms, hotel rooms or private work spaces by the hour so as to reduce any disturbance from others and better focus on the Zoom session with me.
I recalled an interesting incident during the Circuit Breaker last year. A client from Singapore Zoom-ed with me along the corridor outside his house. Most of the time, I was hearing the howling of the winds rather than his voice.
Some clients sat themselves in coffee places for our session. These places are often filled with loud chatters and the clanging of cups and plates, and my ears suffered terribly. Yet, I have to continue to be seen as composed and attentive.
Goodness me, after 2 of such experiences, I decided that I rather refund these clients and never see them again. I have only 1 pair of ears and I want to protect them at all costs!
A normal earpiece that comes with the purchase of a handphone is good enough for Zoom video calls. For clients who do not have a earpiece/headset and a mic, I would end the consultation and refund the monies.
•
Number 5: Children
There was once where a session with a female client was repeatedly disrupted by her kids, running in crying for their mother to settle their quarrels. If you have children below 6 years of age, and likely to interrupt our session, I suggest you don't book a consultation with me.
You will be distracted, unable to focus on my advice and I have to wait for you to clear up the situation with your children, eating into the allowable time for me to complete the consultation. This is unfair to both you and me.
•
Number 6: I only meet one person, that is the Client.
I have set this requirement the day I stepped into this line of work, and it is clearly written in my booking form. There is no need to try your luck under any circumstances.
But in the space of 2 weeks, there were some clients who rode their luck and got their spouse / child to sit on the other side of the screen to listen in on our consultation.
I never change my stance, and there is no single client that I cannot afford to lose.
If you insist to have your spouse sit in, it is apparent that you do not need me to help transform your destiny. Rather you really need your spouse to put your heart at ease.
If such things happen the next time, I will end the session immediately and refund the fees.
•
Number 7: "My first time using Zoom"
But you have 2 full months to prepare before our actual consultation. You did not end up wasting time exploring the software and I wasted 20 mins waiting for you to download the software.
Zoom is an easy software to use but if you did not spend the time to familiarize yourself with it, please quit the lies and tell me directly. I will refund the consultation fees on the spot.
Our moral ethics serve as the foundation for our transformation. Stop weaving web of lies to get out of sticky situations, and still claim that you are a good person. Isn't this too thick-skinned?
•
Number 8: Giddy spells
Some clients use Ipad or their handphones for the Zoom session. Crucially, they hold the device with one hand, and take notes with the other. As they write, the other hand holding the phone becomes shaky. If he is doing that on his bed, his handphone would shake like a tsunami wave every time he changes his position.
If I see 3 such clients within a day, it would be 5 hours of shaking visuals for me. That would mean a splitting headache at the end of my work day, and not being able to work on my videos at night.
Even if you don't have a tripod stand, at least prop up the device with a book or something.
Please everyone, please be kind and have mercy on me......
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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…
how to keep long hair back for guys 在 Naomi Nikola Facebook 的最佳解答
In first grade, a boy named John— a notorious troublemaker—systematically chased every girl in our class during recess trying to kiss her on the lips. Most gave in eventually. It was easier to give in than keep running. When it was my turn, I turned and faced him, grabbed his glasses off his weasel face, and stomped on them on the hard blacktop. He ran to the principal’s office and cried.
In fifth grade, I was asked to be a boy’s girlfriend over email. It was the first email I ever received. He actually told me he wanted to send me an email, so I went home and made an AOL account. We went to a carnival and he won me a Garfield stuffed animal, and then he gave me a 3 Doors Down CD. A few days later, he broke up with me, and asked for Garfield and the CD back. I said no.
In sixth grade, a girl in my year gave head to an eighth grader in the back of the school bus while playing Truth or Dare.
In the summer after sixth grade, I kissed a boy for the first time at sleep away camp. He was my summer love. During the end-of-the-summer dining hall announcements, where kids usually announced lost sweatshirts and Walkmen, an older girl stepped up to the microphone, tossed her hair behind her shoulders, and proudly stated, “I lost something very precious to me last night. My virginity. If anyone finds it, please let me know.” The dining hall erupted into laughter and cheers. She was barred from ever coming back to the camp again, and wasn’t allowed to say goodbye to anyone.
In seventh grade, I told my brother I decided when I was older wanted a Hummer. What I really meant was I wanted a Jeep, but I didn’t know a lot about cars. My mother overheard and screamed at me for “wanting a Hummer.”
In the summer after freshman year of high school, I went to sleepaway field hockey camp with many of my close friends. One of them, named Megan, I had been friends with since kindergarten. One night when I was showering, she ripped open the curtain and snapped a photo of me on her disposable camera. I screamed. She laughed. We both laughed when I got out of the shower a few minutes later. After camp was over, her father took the camera to the convenience store to get it developed. When he gave the finished photos back to her, he said, “Your friend [Anonymous] has grown up.”
Sophomore year of high school, one of my best friends Hilary had a party in her basement while her mom was away. We invited some of the guys in our grade and someone’s older brother bought us a handle of vodka. One of the boys who came sat next to me in Spanish class. His name was Thomas. I remember playing a simple game, where we passed the bottle of vodka around in a circle and drank. I remember being happily tipsy and having fun, to suddenly being very drunk. Thomas and I started chanting numbers in Spanish, and he leaned towards me and kissed me. We kissed in the middle of the party, with all of our friends cheering. Then we went into Hilary’s bedroom.
Hilary’s bedroom was in the basement, on the ground floor, with a large window next to her bed. When someone went outside to smoke a cigarette, they realized it was a front row seat to what was happening in the bedroom. It was dark outside, and the light on was in the bedroom. They called everyone outside to watch. I don’t remember getting undressed, but apparently we were both completely naked in Hilary’s bed. A friend of mine told me later she tried to open the door and stop what was happening, but Thomas must have locked it. They said they pounded on the door. I don’t remember hearing them pounding. I don’t remember seeing everyone’s faces outside the window. I remember Thomas holding my head down, and shoving his penis into my mouth. I remember trying to resist, pulling back, but he held his hands firmly on my head, pushing my face up and down. That’s all that I remember.
The next day, my friends and I went out to dinner at one of our favorite local restaurants. I couldn’t eat anything, and it wasn’t because I was hung over. Every time I tried to put food in my mouth, I felt like I was choking. Anytime a flash of the night before appeared in my mind, I felt like vomiting. My friends sat with me in silence. Then they told me a girl named Lindsey, who had briefly dated Thomas freshman year, had stood outside and watched the entire time. Even after everyone else stopped watching. My friends said they didn’t watch.
On Monday, Thomas and I sat next to each other in Spanish. We didn’t speak. We didn’t make eye contact. I went to the girls bathroom and threw up. I hear Lindsey and Thomas live together, now, ten years later.
Junior year of high school, my teacher for Honors Spanish was named Señor Gonzales. Señor Gonzales had all of the girls sit in the front row. Señor Gonzales called on any girl who was wearing a skirt to write on the chalkboard. Señor Gonzales asked a friend of mine, who had broken her finger playing an after school sport, if she broke her finger because “she liked it rough.” Señor Gonzales was a tenured teacher.
Senior year of high school, I got my first real boyfriend. His name was Colin. He was on the lacrosse team with Thomas. He told me that sophomore year, Thomas told everyone on the team what happened that night at Hilary’s. Everyone cheered. Colin said that, even then, he had a crush on me. Even then, he wanted to punch Thomas.
Colin and I lost our virginities to each other. Colin said if I got pregnant, he would make me have the baby. He didn’t believe in abortion. Colin said if I got pregnant, he would make me have a C-section. Colin said that if I didn’t have a C-section, my vagina would be too loose for him to ever enjoy having sex with me again. Colin said that he wouldn’t let our child breastfeed. He said his mother gave him formula, and that he turned out just fine. I didn’t get pregnant.
Junior year of college, I lived in Denmark for the spring semester and studied at the University of Copenhagen. Copenhagen is one of the safest cities in the world. Guns are illegal there. Pepper spray is illegal there. One night, my friends and I went to a concert at a crowded club in a part of the city I didn’t know very well. I brought a tiny purse with money, my apartment key, and my international cell phone. For some reason it made sense at the time to put my purse inside my friend’s purse. Maybe I didn’t feel like carrying it. We were both drinking. My friend left the concert to go home with her boyfriend. One by one, everyone I was there with left the concert, until I was suddenly alone and I realized I didn’t have my purse, or any money for a cab ride home.
I started walking in the direction that felt right. I walked for a long time. I had no idea where I was, and didn’t recognize the area. It was almost 4 am. I was on a residential street when a cab pulled up next to me. I asked the driver if he could drive me to an intersection down the street from my apartment.
I don’t have any money, I said.
I really need your help, I said.
I will do it for free, he said.
Sit in the front, he said.
I sat in the front. We drove in silence for some time, until he pulled over on the side of a dark street.
I don’t want to do it for free anymore, he said.
He locked the car doors and reached across the center console and slipped his hand up my skirt. He grabbed my vagina. Hard. I pushed his hand away and unlocked the door. I ran down the street and realized he had taken me a block away from the intersection I wanted. I walked to my apartment and threw rocks at my roommate’s window until she let me inside. She yelled at me for waking her up. I escaped. Nothing happened. I was fine.
The summer after I graduated college I helped Hilary find an internship. She was an art major and wanted something for her resume besides waitressing. We found a posting on Craigslist to be a studio assistant for a painter in the Bronx. It was listed as an unpaid internship. The toll for the George Washington Bridge was twelve dollars, plus gas, but she got the internship anyway. She wanted the experience.
The artist was a 38-year-old Canadian painter named Bradley. Hilary was 22.There was another intern there, an art student from Manhattan named Stella. Bradley needed assistants to help him make bubble wrap paintings. Stella and Hilary would take a syringe and fill the tiny bubbles with different color paints until it formed a mosaic. Bradley always had Hilary stay after Stella left to clean the paintbrushes and syringes. He told Hilary she was beautiful. More beautiful than his wife, who he only married for citizenship. He told Hilary they had a loveless marriage. He told Hilary he wanted to have her beautiful children. They began an affair. He told Hilary has wife knew and didn’t care. He told Hilary he was going to leave his wife soon.
Everyday Hilary drove to the Bronx, cleaned Bradley’s paintbrushes, and had sex on the studio floor. Everyday she went home with no money, and everyday she paid the toll at the George Washington Bridge. She needed the internship for her resume, she said. It was too late to find a new job, she said.
I could go on. I could tell you a lot more. About the whistles on the sidewalk, the kids who sat at the bottom of the stairs in high school to look up our skirts, my friend who was a prostitute in South Carolina, the men who’ve cornered me in parking lots and bars calling me a tease, the unwanted grabbing on the subway, the many times my father has called me fat, the time I traveled to the Philippines and discovered Western men pay preteen locals to spend the week in their hotel, the messages on OKCupid asking to “fart in my mouth.” About how I wasn’t sure if I had been raped because I was drunk and kissed Thomas back. How he raped my mouth and not my vagina, so that must not be rape. How easy it was for me to escape the dark street in Copenhagen, and how that made it not matter since “it could’ve been worse.”
Men have no idea what it takes to be a woman. To grin and bear it and persevere. The constant state of war, navigating the relentless obstacle course of testosterone and misogyny, where they think we are property to be owned and plowed. But we’re not. We are people, just like them. Equals, in fact, or at least that’s the core of what feminism is still trying to achieve. The job is not over. We’ve made great progress. There are female CEOs, though not very many. There are females writing for the New York Times and winning Pulitzer prizes, though not very many. There are female politicians, though not very many. But these advances are only on paper. The job won’t be over until equality permeates the air we breathe, the streets we walk and the homes we live in.
I think back to how easy it was for me, in first grade, to feel fearless and strong in my conviction to stomp on John’s glasses. I felt right in reacting how I did, because John’s behavior was wrong. But his was an elementary learning of the wide boundaries his gender would go on to afford him. For me, it would never again be so easy.
— Anonymous, age 25
(source: ibelieveyouitsnotyourfault.tumblr.com)
how to keep long hair back for guys 在 bubzbeauty Youtube 的最佳解答
Hello Youtube family,
Is it getting hot or what? Apparently it's only gonna get hotter here in Hong Kong. Today, I'm gonna show you guys how to create this look I call 'Hot Smokes'. I'm seeing orange eyes and red lips everywhere lately and I'm loving it. However, I know the combo can be a little too overwhelming for some. Just smoke it up and you'll get a sizzling hot look that's perfect for the evening. Hope you guys will enjoy today's quick tutorial! Stay tuned for a 'cool' look coming up soon.
Love, Bubz xx
I've booked myself in for a hair makeover for Monday. I'm SO nervous and excited. It's been truly long overdue. I will keep you guys updated how it goes heheh. Anyways, has anybody watched Avengers- Age of Ultron yet? What's your thoughts? No spoilers please! It feels like a little while since I caught up with you guys. Hmm.. what else? Oh, did you know we raised approximately $50,000 for Compassional Intl and Nepal together? Isaac turned 8 months not long ago. I'm headed off to Singapore next week. I'll be returning to LA end of May. Then flying back to the UK mid June. Hong Kong has been super hot. What hairstyle should I get? I had leftover baby food for dinner. I wore Ariel the mermaid socks today. I went back to my rose hip oil since my skin just doesn't like moisturiser anymore. LOL I used a hairdryer. Wish I had behind the scenes footage. Looked so silly. Bubz out =D
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how to keep long hair back for guys 在 Bubzvlogz Youtube 的最佳貼文
Hello everybody! Long time no vlog.
We just got back from Seoul last night and immediately wanted to edit a vlog for you guys despite only getting 3 hours sleep.
Here is some vlog footage of the pre-wedding photo shoot we did in Seoul. The actual official Pre-Wedding Photoshoot video will be uploaded to the Bubzbeauty Channel very soon so stay tuned guys. I can't wait to receive the video too!!! Ekk!
We decided to fly all the way to Seoul for our pre-wedding photos because I've just always admired the elegance of their style / approach to bridal photography. I looked around Hong Kong but a lot just seemed a little too cliche or cheesy to me.
We are over the moon with the pictures. The actual album pictures will take 3-5 months so we only have raw pictures for now. We loved how they captured our happiness yet remained the graceful elegance. Hope you guys enjoyed the sniplets. We'll share more photos soon.
Some of you are baffled about what prewedding pictures are. I'm not sure how it is around the globe but at least here in Asia, a lot of brides & grooms do this. It's super popular because weddings tend to be super rushed so this allows couples to spend more time getting what they want for the photos. We want 'magical' photos to keep and frame around our apartment. Of course, you can't compare to actual wedding day photos either because those pictures will be super special. Ps. That's not my wedding dress. I already picked it out. Tim doesn't know how it looks like because I want it to be a surprise. Not because we're superstitious ^_~
We picked SA Wedding to sort everything out for us (they handled our accommodation, our dresses & tux, makeup, hair and photography studios). They have been wonderful to us and I would highly recommend them for sure. Thank you so much to Sharon for taking such good care of us. If you're headed for any wedding expos in Hong Kong, look for Sharon for sure. She speaks english, cantonese, mandarin and some Korean. She's a star and I'm sure she can help you out.
Check out the S.A. Wedding Facebook page: https://www.facebook.com/saweddingkor...
Not gonna lie. The pre-photography was a bit of an investment. It just depends how much you want to splash out. Moments are precious to us so we decided to spend more on photography rather than my wedding dress (Yep!!!)
Also, stay tuned for a Pre-wedding post coming up on my website. Got lots of photos to show you all.
Prewedding photo shoot vlog Bubzbeauty Bubz Tim Seoul SA Wedding Luna Studio
Much love, Bubz xx
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Prewedding photo shoot vlog Bubzbeauty Bubz Tim Seoul SA Wedding Luna Studio capture Elegance style happiness Miss A
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