"橫尾先生你傾向於在你的遊戲中有個悲傷的結局(除了《尼爾 自動人形》),這是為什麼呢?
橫尾:我想啊,玩家在遊戲中的旅程中殺了那麼多的敵人,但自己卻迎來了一個Happy Ending,這很奇怪,所以我之前遊戲的主角都有著不幸的結局,我覺得對他們來說有個Happy Ending是不對的。
不過對《尼爾 自動人形》來說,對2B和9S來說,從被給予生命,他們殺了很多人,但也被自己殺了很多,很多次,有著無數次的輪迴。我認為這已經把他們殺死敵人的罪給贖了,幸福結局對他們兩個來說更合適一些。"
【尼爾:自動人形】是好遊戲,2B很可愛~
Talking To Yoko Taro, PlatinumGames' Takahisa Taura, And Composer Keiichi Okabe About Life, Death, And Opportunity
This interview with《Nier: Automata》director Yoko Taro and PlatinumGames' designer Takahisa Taura was first conducted in March of this year. Square Enix then offered gameinformer another chance to talk with Taro again, this time with Keiichi Okabe to speak more about the game's creation, music, and design philosophies and we are taking this opportunity to combine both until-now unpublished interviews together.
At the start of the first interview, Taro Yoko, whose pen name is appropriately Yoko Taro, was surprisingly quiet. He took a gulp from a bottle of Diet Pepsi and looked me straight in the eye to say something. I myself looked to the translator, who laughed at whatever Yoko said. She began "Yoko-san wants you to write about how expensive the food and drinks are here, if you can. He says it's way too much."
[The following interview contains some spoilers for Nier: Automata, including the game's final ending.]
With Nier: Automata, you guys won a Game Developer Conference award. How do you feel about that?
Yoko: We heard it was a user's choice award where the players themselves select the winners, so I'm just really happy that the players have selected our game for winning the award.
How did PlatinumGames and Yoko-san first meet on Nier? Why did you decide on that project versus something like another Drakengard or a new IP as a whole?
Taura: I loved the previous Nier title, I was actually went to Square Enix saying "Please let us create a Nier sequel, because you haven't done anything with it for a long time." At the same time, there was coincidentally Saito-san, the producer for Nier: Automata, talking with Yoko-san that they wanted to do something together. It just so happened that it was the right time, right place and we met for the first time when we started this project.
When you started working on the Automata, did you know what it was going to be? Did you have an idea in your head of what a Nier sequel would look like after the first game?
Yoko: Not at all, I had no ideas for a sequel in mind. When I first heard that we might do a collaboration with PlatinumGames, the image I had of them is that they only create Sci-Fi action games. When I thought of that, I thought of what part of the Nier storyline might fit in with that Sci-Fi action gaming sequence, I selected the themes for Automata because I felt it just fits in with the PlatinumGames style.
PlatinumGames has a reputation for fast, often-challenging action games, but Nier: Automata is a lot easier. Was that intentional to keep it closer to the first Nier or perhaps a consequence of trying to make PlatinumGames action more mainstream?
Taura: That's actually exactly the reason why. Saito-san from Square Enix told us when the project started that, since the original Nier has a lot of female fans and a lot of non-action gamer fans, to make the game as fun and accessible as possible to people who aren't accustomed to playing difficult action games. We always thought of making the game into something that's fun to play for newcomers to the action game field, but also to the more experienced players as well.
One of the usual tropes of PlatinumGames is that, as the game goes on, it tends to escalate more and more to an explosive finale. Nier: Automata kind of messes with that formula a little bit by Ending A being a little bit more subdued and low-key and then goes up again and again until it finishes with endings D and E. Is that something you had to work with Yoko-san about, where the escalation and pacing would best fit the gameplay?
Taura: In terms of like a climax or increasing the difficulty level toward the end, it's not that different from our other titles, or at least we didn't feel like it was that different. The one major difference was that this was the first game that I've at least worked that had the leveling up element in it. So as long as you level up your character, the boss would be easier to defeat, but if you don't, then some of the enemies toward the end of the game would be very difficult. For me, the balancing between the difficulty level of stages and bosses versus the levels the player might be was the difficult part in creating this game.
One thing that we really had it easy with in this game is that Yoko-san's scenario and Okabe-san's music, once it's mixed into the battle, makes a really menial and indifferent battle sequence suddenly becomes this dramatic and grandiose battle with everything at stake, so I felt like that really helped elevate our battle sequences as well. We did have an easy time thanks to that!
With Automata, you started appearing at press conferences and as part of the marketing of the game, whereas previously you never did that. When you appear in public, you have been wearing a mask of Emil from the first Nier title. Why Emil specifically?
Yoko: Hmm. One of the answers I can give is that, and I do have a little more that I want to elaborate on, is that for one Emil in the previous title is just a strong character on its own, so it's more like an iconic image or character for Nier as a series. Another part of the answer is that Emil actually holds a great secret of the part of the Nier world and it's not all revealed with the games I've created so far. I'm not sure if I'll have an opportunity to disclose that secret, but if I do, I might one day create a game that delves more into why it's Emil and why I continue to wear Emil's mask.
I don't know if either of you can speak to this, but the trailers for Nier: Automata were a little misleading. They showed A2, who you play as late in the game, but with short hair, so she looked like 2B. Was that something you decided, to show those scenes but not make it clear who it was?
Yoko: There were trailers like that?
There was one specifically showing A2 fighting Hegel like that.
Yoko: Ahh, yeah. There's no reason! We weren't trying to hide A2 or mislead anyone, it just happened to work out that way.
Taura: We made so many trailers at some point we kind of didn't care what we showed.
Oh, wow, that's going to shock a lot of fans in the Nier community. People really believed in the theory that you were hiding A2 in plain sight the marketing.
Yoko: Haha, but it might not be the correct answer. Like Taura-san said, we made so many trailers that we can't remember them all, so I'm definitely happy to take the credit without remembering why.
Taura: Yeah, let's say we intentionally did that. For the fans. It might be true.
Yoko: But I can say, in one of the trailers is A2 fighting one of the Engels, one of the big robots. She actually has long hair in the trailer, but in the actual game, it's after she cut her, so she would have had shorter hair. That one was actually intentional, because we did not reveal before the game that A2 would cut her hair, so we actually made a scene specifically with long-haired A2 to take that trailer. So that's that shot was kind of a lie.
In the Automata DLC, the CEO of Square Enix Yosuke Matsuda, as well as PlatinumGames boss Kenichi Sato, are boss fights. Where did that idea come from and how did you get them to approve it? How did they react when you asked them?
Yoko: Haha, oh yeah.
Taura: The development team went to Square Enix and said "Please let us use him in our game!" Their reaction was initially saying "Uhm, are you sure you want to?"
We were thinking for a while of what we could do with the DLC, because we didn't have a lot of time to develop it, so we wanted to do something fun with it. When we were thinking about it, we saw that Final Fantasy XV used a character model of president Matsuda in one of their marketing assets. When Yoko-san saw that, he reached out and asked if maybe we could use that in the game at Platinum. We said that, if we get the character models, we could definitely use them for something in the game. We reached out to Square Enix and they gave us the model and we were able to use that character model for a boss fight.
If it was just that you were able to fight the CEO of Square Enix, then it would have just been the same as what Final Fantasy XV did, so we had to think of ways to spice that up even more. So we had PlatinumGames' CEO Sato-san appear in the fight as well. We also included background music that arranged their voices, we included their voices in the music, just to add a little bit more and beat out Final Fantasy XV. That BGM track is Matsuda-san and Sato-san's debut single. We didn't even get permission from them, so it's an unofficial debut single, and those are much rarer.
Speaking of crossovers, did you know that Nier fans have been trying get Katsuhiro Harada of Bandai Namco to put 2B in Tekken? Is that something you guys would want to do? [Note: This interview was conducted before 2B was announced as a Soulcalibur guest character.]
Yoko: For us, if we were asked, we would gladly say yes to anything for money. We're open to any kind of opportunities for anything, ever. Even if it's Candy Crush, if they want to use 2B, we will say yes, please go ahead and use her.
Actually, speaking of doing anything for money, you've never created a direct story sequel before, they've all been loosely tied together and many years apart. Saito-san has already said there will be another Nier game, if the characters are popular enough, would you create a direct sequel to Automata or would you change the characters and location again?
Yoko: I haven't thought about it once! Taura-san, where would you want to create a new game?
Taura: Actually, when I brought my concept document to Square Enix about a Nier sequel, I wanted to write a story about that prologue portion in the first Nier game. You know the beginning of the game, where you're kind of in Tokyo, in an area that's more modern? I kind of want to delve into that storyline a little bit more. So if I'm allowed to create a new Nier title, that's what I want to create. But that's just me speaking as a fan of the series, so I don't think that will actually happen officially.
Yoko: When I actually heard about that idea from Taura-san when we first started this project, I felt that it would be very difficult to make a modern recreation of Tokyo because it's the city that we constantly see every day. You just notice differences in the lies that we put in there, so I felt it would be very difficult to do to recreate a city that we know and see so much. But now that I know that PlatinumGames is such a good studio that they most likely will have that power and talent to be able to create that kind of video game world, I think that might be an option. Whether or not we'll do that is a different question, but it is a viable option.
One of the things you said before the release of Drakengard 3 was that you wanted to call it Drakengard 4 and just let people figure out what the theoretical Drakengard 3 was supposed to be. That's similar to what you did with Automata where the game takes place 10,000 years after Nier and people who played the first game were more confused than new players. Was that an intentional idea or something you've wanted to do for a while?
Yoko: It's not that I brought over that idea to Nier: Automata, the greatest reasoning why I did this is because I wanted players who haven't played the original title to enjoy Nier: Automata so you can enjoy the game without knowing anything about the previous game. That's the biggest reason why we took a storyline that's so far in the future that it really didn't have anything to do with the previous title.
A common through-line for Yoko-san's games is flowers: the lunar tear in the Nier series, the flower in Zero's eye in Drakengard 3, is that symbolizing anything in your games or is it just visual imagery you like?
Yoko: Well, I do like flowers in general, but yes, there is a greater meaning to it that I have with these flowers. It's the same as Emil like I talked about earlier, I just haven't revealed it anywhere. There is a meaning, which is why they keep on coming back in my games, but I haven't revealed it anywhere yet.
With the last Nier game, you had said that you built the game on the concept of people being okay with murdering people who are different. With Nier: Automata, the games actually became more fun to play and control and touch, do you think there's a danger in giving people that sense of ease in killing enemies in the narrative?
Yoko: In the previous title, I actually feel like I overdid that a bit. I did want to portray that enemies have a reason to live and a reason to fight on their own as well, but I feel like I forced that idea that I had in my mind a little bit too much on the players. So for Nier: Automata, I did not want to focus on it, I didn't want to impose my feelings and thoughts. I actually feel that it's fine if some people feel it's fun to kill in our games. If that's all that they feel from the game, then it's fine, because its their freedom to feel what they want from the game. To answer your question, I think that it's fine to have that happen.
Taura: I actually have the same answer, too. I feel like if it's fun to fight, that's great as a game designer. But if you feel bad to kill these cute little robots, that's fine with me as well. I feel like different people will have different reactions to the game and they will feel differently when they play the game, so I'm actually happy to create a game that creates those kind of differences within the players as well.
Yoko: That's a really good question for us, because if players felt that it was way too fun to kill these enemies that it started making them feel guilty, that's something we didn't really aim to do. Just as we mentioned earlier, I'm really happy that players were able to take it on their own and experience it on their own, then we didn't just provide something for people to take it as-is on face value. I feel like it's great that the players are now taking the game and experiencing it on their own and trying to figure things out on their own.
There was a time after 2B was revealed that people were asking you about her design on Twitter and you answered that you just like sexy ladies. That quote has become pretty famous and attached to you and a lot of people are reading into it. Is that a thing you still believe, would you ever take the quote back, or would you have ever changed 2B's design?
Yoko: [laughs] Don't straight men like cute girls? Isn't that common knowledge? I didn't realize that was a quote.
A lot of people use you as an example as a developer that just says what is on their mind.
Yoko: Before we released the game, on Twitter, because so many people were sending me 2B fan art, I said that "Send me a zip file of all your erotic fan art!" When I tweeted that out, my number of Twitter followers jump from 20,000 to 60,000 just with that one Tweet. I actually think it's because I did something that's more of a taboo in the western world where I talked about sexuality or gender that openly on Twitter, but that's actually...so, I do know that what I said did not just creative positive buzz and there's some negative buzz around it as well, but I feel like it kind of has to do with the Japanese culture where we're not too strict about gender and sexuality and being more open about talking about those things.
I think it's the same thing as reading manga as an adult, it's a little bit different when you think about it because in Japan that's more common, it's not considered something weird or something outlandish. With that kind of feedback that I get from fans, I just feel like it's the difference in culture between Japan and the rest of the world.
That is something you tend to tackle fairly often. Drakengard 3 was partly about sex and sexuality treated casually within the game's universe, is that something you feel doesn't translate across all regions?
Yoko: I actually don't think [translating across regions] has a lot to do with sexuality. I don't think it would have sold more copies of Drakengard 3 if I took away aspects of sexuality or added more in there. I feel that Nier: Automata sold well because we worked with PlatinumGames, so I don't think that has anything to do with a sexual nature.
For the original Nier, there was a lot of information on the periphery of the game like books with background information and short stories that answer questions raised in the game. Automata even had a stage play predating the game. Do you think it's harder for western fans to grasp the whole stories of these games when there's Japanese-exclusive media about it expanding the lore?
Yoko: Of course we can't localize everything because we have limitations in budget, so it's really difficult to do all of that, but I actually think there really isn't a need to know everything, either. The meaning I have behind Emil's mask or the flowers you asked about, like I said it's not revealed in the game at all or anywhere else yet, but no one really needs to know that to enjoy the game or enjoy the world or enjoy the game. More than gaining knowledge, I want players to cherish the experience they have when playing the game. It's more about that instead of the knowledge they could have for every question. Of course the theatrical stage play was more of like a YoRHa spinoff, but you don't need to know that to enjoy the game. Every piece, like the books and the stage play, is made in a way so that you can enjoy it by yourself, so you don't need that extra knowledge to enjoy it.
It may add a little bit depth to the knowledge that you have, but you don't necessarily need to have it. I do understand the otaku mentality that you want to know everything, you want to have everything answered, you want to collect everything, but I don't see the value in knowing everything. For example, just in real life, you might not know everything about the politics that surrounds the world or even in your own country, and there's really no point in knowing everything that happens in the world. Maybe a lot things, but not everything, right? What's more important is how you interact with people around you, immediately around you, and I think that's the same with video games. You don't really need to know everything that happens in the world to enjoy it.
Of course I do respect the freedom that the players feel as well, so if you do get mad that we can't localize everything in America, or America never gets everything, that's also something to be respected and I do understand the frustrations surrounding that as well.
When Nier: Automata released, it did so in a three-month timeframe that several other big Japanese games came out in the U.S., like The Legend of Zelda: Breath of the Wild and Yakuza 0. A lot of people started heralding those games as a return of Japanese development in the west. What do you think about going from fairly niche games to what some people consider the tip of the spear of modern Japanese development?
Yoko: First and foremost, just to speak about having so many good titles in that timeframe, my thought was "Are you people trying to kill me with this?!" In Japan, Horizon came out first, then it was Nier, then Zelda, and I think in the west, it was Horizon, Zelda, then Nier in North America. So we're literally sandwiched between those two with a two-week window in between each and they were all very similar to us in the futuristic setting. Especially for Zelda, it was one of the titles we copied in the first place, so I really felt like they were trying to kill us at the time.
Personally, not even thinking about Nier: Automata during that time frame, I was running around excited about all the fun-looking games coming as a gamer myself.
Hideki Kamiya [PlatinumGames] has once said that Nier: Automata saved Platinum. Is that something you agree with and how has the relationship been between PlatinumGames and Square Enix?
Yoko: Speaking from my perspective, of course Taura-san will likely know more about it internally at PlatinumGames...Kamiya-san, he's very laid back on Twitter, but when you actually really talk to him, he's a very serious person and very sincere. I guess Nier: Automata did generate sales for them, because I received a direct letter of gratitude from him saying "Thank you very much for creating a great game." I don't even know if we saved them or not in that sense, but just receiving that kind of message from was just very heartwarming and I was just really happy that I was able to provide such a game for them.
Taura: You could make the headline of your article "Yoko Taro Saved PlatinumGames" and that's definitely true.
Yoko: It's a very true headline.
Why do both of you think that Nier: Automata was more successful than Yoko-san's previous games or most other PlatinumGames titles?
Taura: Mainly because PlatinumGames' sensibilities were much better than Yoko Taro's.
Yoko: I actually think it's the Square Enix brand, the name Square Enix gives a more reliable feeling to an otaku type of title. PlatinumGames' strong name being known for making really good action games and I think the combination of the two really helped. This time with Nier: Automata, we sold about 2.5 million copies and the previous title we sold around 500,000. For the last game, we weren't really in the red, but it wasn't exactly a success either. We have these passionate fans that really supported the time from announcement and the series as a whole. Of course for Automata, too, we had a very passionate fan base including the media and including yourself that gave impressions and articles that helped make the game into a success, so I'm just really grateful for the fans and media alike that really supported the title and were passionate about it.
[The remainder of this interview took place a few weeks later with Taro Yoko and Nier: Automata composer Keiichi Okabe. Okabe is also known for his work on both Nier titles, Drakengard 3, Tekken, and contributing some tracks to Super Smash Bros. Ultimate. Before we started recording, Yoko said it will be okay if I asked Okabe most of the questions and I remarked that I wouldn’t want to make him jealous. He paused for a moment and then said it doesn’t matter because he would get paid either way.]
You two have been working together for a long time, I was curious how much the music composition is tied in with the writing. One of the city themes in Nier: Automata uses similar composition to a track in Nier. Does that come from the writing or the musical identity of the series?
Okabe: Since Yoko-san is I feel the type of person that doesn't want to do the same thing over and over again, even if he did receive praise for what he did previously, I kept that in mind while I was composing music for Nier: Automata. I also wanted to have some kind of connection that you would feel as a player between the previous title and this one, so I used similar tones from previous titles or from the previous game. It might not be exactly the same, but I used some similar types of music lines from the previous title so that you might feel that kind of connection.
But we do have tracks that are arrangements of previous tracks from older titles, but that was mostly for fan service.
I kind of wanted to drill down a little bit this time and get to the core of your philosophy of why and how you make games. If you had to pick a reason to hold up and say "This is why I make video games," what would that be?
Yoko: I feel that video games, amongst all the different entertainment mediums, have the most freedom in what you can do as a creator. For example, in a film, if you are able to control movement, then that's no longer a film in my eyes. In video games, you could have film-like cutscenes and videos, you could have them going on forever as much as you would like as a creator. That kind of freedom to do that is what I really wanted to do and I feel like video games are what provide me that option, even if I never do it.
Is there any kind of message you use games for that you want to convey to your audience or anything you want them to hear from you? Or do you prefer to let them take whatever interpretation they get from your games?
Yoko: It's the latter. I would want our players to freely interpret what I've created just on their own, to grasp something for their own. I feel that's one of the interesting aspects of video games is that you are able to freely interpret what's being shown to you. I also feel like the players make the game whole by playing it. The action of playing the game I feel has meaning in itself and because of that I want the players to find something from the game, feel something from the game, for themselves.
Nier: Automata won a number of awards, Okabe-san you won best music at The Game Awards, Automata won the audience award at GDC. Is there any pressure to appeal a more mainstream audience with your next game?
Okabe: For a popular title that will be played by many, it doesn't really matter what kind of genre you put out musically. I will still be interested to compose music for those if possible. I would have to take a different approaches to those kind of mainline titles, whereas for Nier, I felt that the music can be more geared toward a core audience where only those who would understand the music would play it. But at the same time, once you understand, I want you to be deeply affected by it. That's what I aim for with Nier. If I am to work on a way more mainstream title next time, I will have to change that mindset I have as a composer, but that would be something I'd like to challenge myself more. To answer your question, yes, I'd like to try that, but I'd also do whatever kind of jobs I'm assigned to.
Yoko: For me, my games I actually think are really niche. How Nier: Automata was so successful was actually just a coincidence. To make a successful game is something that I can't really aim to do, so I think that I'll probably return to my small and dark corner, my niche corner, with my successive titles.
Who would you both consider your inspirations for writing and composing?
Okabe: For me, it's obviously more of a composer than a writer, but I don't really focus on one person. I tend to just try to get music here and there and have a wide net. I am greatly affected by people who I've listened to in my youth, like Japanese composer Ryuchi Sakamoto, Ennio Morricone who creates film music, and also pop music like Michael Jackson and Madonna. I am affected by those as well.
Yoko: I have received inspiration from a lot of things, but I think personally expressions in film or any like visual production is something I'm deeply affected by. For example, Neon Genesis Evangelion by Hideaki Anno, that was really a strong influence on me. Also, the drama series 24, the way that they incorporate speedy and complicated constructions of storylines was something that was very new at the time. Just throughout the timeline of visual production, I think there's a sudden burst of evolution, and I think that "that" moment in a title that does that just greatly affects me and becomes an inspiration for me. But I feel that can be said for the rest of the world.
Lately, anything that Christopher Nolan creates I think is very intriguing where he tries to include deep knowledge and thoughtfulness into what he creates. I'm very interested in this new wave of evolution.
Last year, with the release of Animal Crossing on mobile, you talked on social media about how it was your favorite game of the year because you created a narrative where the characters were all unwillingly imprisoned in the camp. Do you often create your own narratives for games?
Yoko: I do that for some games and I don't for others. Off and on, I guess. It's a lot easier to create my own storyline per se for a more primitive game. For example, in Zelda: Wind Waker, you start off with a grandma and your sister living on an island and it's really happy and joyful and there's really no reason for Link to get out of there and fight Ganondorf because you're already living happily. You don't need to get out of that happiness. As a gamer, I felt the kind of sadness to have to leave that happy island life.
In Dragon Quest [V], you have to choose who you want to wed, and I felt that I couldn't really get into liking either of the characters. I also couldn't find the point of having to decide who I want to marry, so I just at that instant I turned off the game and said "My journey ends here!" My mind narrated "The three of them went on the journey and lived happily ever after, the end." That was my ending for Dragon Quest V.
Around the release of Drakengard 3, you spoke about how it's not possible in this industry to make a six-minute game and sell it for $60, no matter how good those six minutes are. Is this something you still think?
Yoko: That analogy was given to explain that, no matter how much you try to make a game really good, there's a limit to what you can do. If you are to create a six-minute game, because you can't go through a lot of different stages, you would have to create one stage. Which means that you could really refine the quality of that one stage without having to put in a lot of money into it and a lot of manpower into it. Also, because it's only six minutes, you can't really have too many characters in it, so you could focus on one or two characters at max. By doing that, you could refine the quality of those two characters. But because you're time-limited, no matter how much you refine the quality of the world around you or the characters, if you're limited to six minutes there's just so much you could do that the game won't become good at all. That was an example for me to say that there's a limit to what you can do in video games.
Okabe-san, in the music for a lot of Yoko-san's game, you use constructed or uncommon languages, is there a specific reason for that?
Okabe: [laughs] Yeah, for one, because it is Nier: Automata, Replicant, and Gestalt, they all take place in a unique world, even though they're in the timeline of our current world, it's so much in the future that it should feel kind of foreign. That's one of the reasons why I went for language we can't understand, but another is that, in games in the past, game directors actually got mad at many occasions for including vocals into the soundtrack. They were saying that it would become too distracting from the gameplay and would distract the player. It was considered more of a taboo, so for Nier, I included vocals in there without a language you could understand more for the sound that you get from the words. It wasn't to convey any meaning of what was being said, but more for a sound impact.
Yoko-san, you tend to have very sad endings in your games, with the exception of Nier: Automata which is as happy an ending as you can get with most characters dying. Why do you tend to write toward more sad endings and do you feel like Automata's happy ending fit the game better?
Yoko: The reason why I created endings that end on a death is because, until now I was creating games where you would kill a lot of enemies, but I've always felt that it doesn't feel right when the protagonist has a happy after they've killed so many enemies during the course of their journey. That's why in Replicant and Gestalt, or my previous titles, the protagonist pretty much ended up dying because I didn't feel like it was right for them to have a happy ending. But for Nier: Automata, 2B and 9S, from the time that they were given life, they've been killing a lot of enemies, but they've also been killed by them many, many times, and regenerated many times. They've actually been killing each other, which you find out at the very end, many, many times as well. So I felt that kind of cleansed them of their sins for killing so many enemies, which made me feel that a happy ending was more fitting for those two.
Do you feel like that cycle of violence and death and the consequences of that are human nature?
Yoko: I think the reasons why we kill in video games do kind of shine light on what's kind of broken within humanity or humans in general. We want peace in the world, but we also enjoy killing others in video games, like shooting guns in video games. I think that's karma in a sense for humans, the way that video games grasp the true essence of humanity, whether or not that's what they were aiming to do.
Is there a series that you know, like Persona or Yakuza or anything like that, that either of you would want to work on?
Yoko: A series or anything?
It can be anything.
Yoko: Personally, it's not a Japanese title. I'd actually love to see how western titles are developed, because I have no insight into how they're made. There was a moment in time where I felt that it might be fun join a western development to see how things run. Of course there's the language barrier that would make it difficult for me to do that, but generally speaking I feel that western storytelling follows kind of a similar route for all the stories that western mediums create. I would feel it fascinating to find out why western games use certain flows and storyline arcs.
Okabe: I'm kind of a fanboy myself, so there is a part of me that wants to work on major titles like Dragon Quest. I feel that if I do work on those titles, the pressure of working such a known title would be just too big and because there is a part of me that really loves that series, I feel like I would try to skew my music in a way that would fit into that series instead of trying to create music that I think is good. I don't feel like I would be able to bring out the best quality in my music if I worked on those big titles, because of that pressure and because of the image I have of those titles in my mind. Currently, my want to work on those major titles and the part of me that's telling me I shouldn't do it are about equal.
Were either of you surprised by Nier: Automata's success?
Yoko: [in English] Oh yes.
Okabe: For me, I live in Tokyo and developer PlatinumGames live in Osaka, so we did have quite a distance in-between, like literal physical distance between us. From the moment that I created the music to when I was able to see it next, there was a big gap in time, so when I was able to my music in the game for the first time, the game was pretty close to finished, they were almost done with development. At that moment, I thought "Maybe this one might sell?" But at the same time, I didn't think it would become this big of a success, I always thought it might do better than the previous titles, but it was like a hunch that I didn't feel until this time in Yoko-san's titles. I did have some kind of a gut feeling that it might do well.
The last song of Automata, Weight of the World, had a chorus with the entire game's development staff at PlatinumGames and Square Enix singing along to encourage the player. Why did you decide on that for the final song of the game?
Okabe: I didn't remember this, I actually forgot about it for a while, but Yoko-san actually came to me telling me that he wanted a chorus at the end of the game pretty early on in the development process. I apparently made disgruntled face at him and did not remember why I even made that face or even that I made that face. After a while, I actually remember why I had such a reaction with the disgruntled face, because there's a couple of different types of choirs, but Yoko-san likes the more classical choir, so when he requested that he wanted a choir, I thought he wanted that classical type of choir at the last part of the game. At that moment, I thought "Well, that doesn't really fit in with the game plan, I don't really want to do that," which is why I had that expression on my face. After we talked about it, Yoko-san mentioned that wasn't really what he was going for, he said that because that last scene is all about all these different people helping you, he wanted everyone to sing, he wanted it to feel like everyone is singing there with you as you play.
When I thought about doing that, and I actually agreed that might be a good idea, because in Nier: Automata all the choir vocals that you hear in the game, it's actually recorded by a small group of singers, I just overlapped their voice so it sounds like a big choir. Because that last part of the game is more about you playing amongst a lot of people, I felt that taking that approach again of overlapping voices again would not really work. So I reached out to the dev teams because they were working on that part and I thought it would be a good idea to have them put themselves in the game as well. I also thought that they don't need to have a good voice, it's just to give that feeling that you're playing with all these developers.
Development teams from Square Enix, PlatinumGames, and also some composers from my company who didn't work on Nier: Automata are singing in it as well. There's also children of PlatinumGames developers and their family actually singing in it as well. That was the reasoning behind why we decided to do that at the end.
Has there ever been, in all your games you've made, an idea you had that you had to be talked out of?
Yoko: For the first Drakengard, I had an idea of [Japanese pop-star] Ayumi Hamasaki, like her character model, wearing all-silver spandex, like a giant version of her descending from the sky and you would fight against her by music. Everyone else on the staff shut it down. It does still leave that kind of music game essence kind of in there, but the part Ayumi Hamasaki comes out in silver spandex has been taken out.
Isn't that kind of similar to Drakengard 3's actual ending?
Yoko: Similar, but I actually wanted to go for something funny, or shockingly stupid. But no one would let me.
Source:
https://www.gameinformer.com/…/talking-to-yoko-taro-platinu…
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[ Queer Voices ]
The Battle for Marriage Equality in Taiwan
[中譯版請見以下] Taiwan Voice is proud to offer a platform for people in the community to share their voices. This piece was written in response to the current debate on marriage equality and its Christian opposition, and on how marriage equality would benefit Taiwan.
___
Hey, Straight People,
This coming weekend is a big vote, indeed. Since you have been letting foreign voices loudly oppose marriage equality, I wanted to add my own. Those other voices you have heard, both in your courts and on the street, are not representative of all foreigners, and certainly not of all Christians.
== About Those Christians ==
Taiwan, with bustling temples on every corner, is clearly not a Christian nation. Taiwanese society was founded on ideals from Taoism, Buddhism, and Confucianism, all three of which had very little to say about LGBT people. I humbly ask you to not let the small amount of Christians in Taiwan to have a disproportionate voice in this decision. I hope Taiwan can listen to its own history, heritage, and the majority of its people, rather than a handful of people with a history of intolerance.
We still have Christians in the US (my home country) who are adamantly against gay rights and gay marriage. They obsess on this, really, and they have fought passionately to keep gay people from enjoying basic human rights. The growing majority of Christians, however, are not like this, and they have opened up their churches to include gay people and their families.
The type of Christian here in Taiwan with their oppressive ideals have harmed countless people and families. They have made generations of gay people feel unwelcome to take part in society and have contributed to parents rejecting their own children. They have fought to keep us unprotected in our jobs and our homes, and they have even forced gay teenagers into conversion therapy, where many have taken their own lives. This feeling of being unwanted by society can shape a person’s life, as it did my own.
These Christians in Taiwan are not pulling any punches. They are going so far as to flat out lie about us. I have heard them say we like to have sex with animals and children, and many other untrue claims. Are there some gay people who engage in morally reprehensible and abnormal behavior? Of course there are. But there are a whole lot more straight people that do. This is not a gay problem, but rather a human problem.
They have also said if gay marriage were to be allowed, society would become more promiscuous and that more and more people would become gay. This ridiculous claim is in opposition to the opinions of 99.99% of scientists and doctors and shows their childish understanding of human development. The implication by these Christians that people can choose to be gay also implies that they, in turn, chose to be straight. If that is true, at one point they must have all wrestled with their sexuality, equally lured by both sexes, then ultimately deciding to be straight. Either that or they are just spouting lies and misleading claims.
They have also pointed out that gay people tend to lead unhealthy and destructive lives. This, unfortunately, is painfully true. All people pursue happiness, which is kind of the point of living. The majority of people find happiness through family or even in taking part in society. When loving, caring people are pushed out of their families or society because of their sexuality, they are forced to find happiness elsewhere and however they can get it. Being rejected by society and family is a horrible experience too many gay people have to go through, but yet—being human—we still search for happiness. Sometimes the only source comes from temporary and unhealthy sources. Can you imagine how much healthier so many young people would be if they had learned in school that they were normal, and knew from their parents that they were accepted?
== The Struggle ==
Another reason many of us may partake in destructive behavior is simply that many don’t know what else to do. Straight people have a model to follow: you are born, go to school, get a job, and then raise a family. That last part is where many straight people find their happiness and life’s purpose. Without a model to go by, gay people have to design our lives completely on our own, searching for a way to have a productive, healthy, and happy life.
Some gay people thrive in this freedom and use the opportunity to travel the world and deeply explore all that life can offer, taking risks that raising a family would otherwise prohibit. Others in the gay community, however, would prefer a more simple and—dare I say—normal life. They want to go to work and then come home to their own families, even ones with proud grandparents living with them. The want to enjoy the stability, contentment, and happiness that straight people take for granted. This just isn’t an option for gay people, unless of course one chooses to hide his or her true self for a lifetime, which brings about a completely different sort of misery.
Without a model to go by and without family being a future prospect, many are left floating in the wind, depressed, scared, and lost. These feelings of desperation are horrible, and many people will do anything to numb them. Escape in any form is the only option to living in desperation.
Do you want to know how to immediately end this destructive behavior? Show us some love.
This is something those opposing this decision simply can’t do, which is baffling. If you do choose to let a small minority of Christians hold sway in your decision whether or not to allow gay marriage, even over the many religious groups (some Christians included) that support marriage equality, please note that Jesus said absolutely nothing about gay people. Do you know what he did say? He said we should treat all people with love and dignity. He washed a prostitute’s feet and showed compassion for the poor and sick. If he were to come back today and look at this situation in Taiwan, he would see thousands of hurting people yearning for inclusion and love, and suffering from abuse and discrimination. He would also see scores of people using his name to continue the abuse and discrimination. If everything written about him in the Bible is true, he would certainly be very disappointed in this latter group, and would let them know about it in his very Jesus way.
Then, he would walk over to the colorful, festive, and pretty damned fabulous side of the street. He would hug all the drag queens, even letting them hold court for being some of the most fearless, bravest, and delightful people on the planet. Then he would probably walk over to the group of twenty-something men, complimenting them on their perfectly toned abs. Your body is a temple, after all. He would also give some props to the group of bears for being so comfortable in their own skin, and then give some comfort to a strung out, emaciated, and utterly lost young boy. Finally, he would ask the somewhat angry looking lesbian who had being staring at him with suspicion if she would like to go get a beer. She would, and she would smile.
== Benefit to Taiwan ==
Moving on, I also want to say that Taiwan becoming the first country in Asia to allow gay marriage would be so good for the nation. Not only would Taiwan’s status and fame grow, as forever being remembered as Asia’s leader in human rights, but it would also certainly draw more tourists and businesses to the friendly, democratic island. You know why else it would be good for Taiwan? It would soon have thousands and thousands of people joining society and contributing their immeasurable gifts and talents. Throughout history, gay people have held important roles as religious leaders, philosophers, and even advisors to Chinese emperors. Our function in society, and probably why our human species keeps pumping us out, has always been to take a step back from society and from this perspective decide how best we can help it. Even though in this current time our role has been (stereotypically) reduced to jobs in hospitality, design, fashion, or entertainment, our role has always been the same: We are here to help.
It is the role of gay people to wrap our big gay wings around the parts of society we love and want to see flourish. Whether we are a gay uncle who helps raise, inspire and educate his nephews and nieces, or even something so lofty as a writer or philosopher who, from her perspective, has gained insight on society that would be helpful for all to hear—whatever the form, we are here to help.
If you allow gay marriage, you would have thousands and thousands of people wrapping their wings around Taiwan and the great Taiwanese family we love so much – and help it be happier, smarter, and probably more fun. We would help Taiwan thrive. A society that nurtures its gay population, as is true with its women and children, would have that many more people sharing their talents, creativity and love for all. We would even show love to the very same people fighting to keep us oppressed.
The fact that you are even debating this issue is profound and historic, and it fills me with hope and a bit of joy. If, however, you choose to deny gay people this right, I will continue to love Taiwan, but will also join the thousands and thousands of people fighting for respect in the face of oppression. Year after year, generation after generation – we aren’t going anywhere. New gay children are being born every day, full of innocence, love, and an innate desire to help, and always ready to fight for their rights. Do not dismiss us, do not deny us, and do not underestimate us. It is up to you to decide what version of us you want amongst you. I implore you, do not waste this resource and do not waste this opportunity.
Sincerely,
Andrew Bliss
University lecturer
Small business owner
Proud permanent resident of Taiwan
Loving son
Devoted uncle
Very much in love boyfriend
Gay guy
_____
Have something to say on this issue or on something else? Please send it to us, and we would be happy to help your voice be heard.
_____
Taiwan Voice以作為一個讓人們能夠分享想法的平台為傲。本文由一位長期住在台灣的美國人投稿,針對婚姻平權的現況與反對方的論述加以分析,並點出婚姻平權能對臺灣帶來的正向影響。
-------------
敬愛的異性戀們,
下禮拜就是投票的大日子了,既然您們都願意開放讓國外各種反對婚姻平權意見大鳴大放,我希望您們也能聽聽我的想法。因為,無論是在法院內或是街上聽到的反同言論,並不代表全體外國人,更不足以代表所有的基督徒。
首先,臺灣四處皆是廟宇,明顯就不是一個以基督教為主要信仰的國家。臺灣社會多由道、佛或儒教組成,而這三個信仰很少對同志議題有所表示。我請您們避免讓少數基督徒在此議題上發揮不符合比例原則的影響力。我希望臺灣能傾聽自身歷史文化遺產以及多數人民的聲音,而非被少數在世上已無處容身的憤懣基督徒影響。
在台灣,這類型的基督徒跟他們的壓迫想法已經傷害了數不清的人們跟家庭。他們導致一代又一代的同志們感覺不受社會歡迎,還推波助瀾地導致某些家長拒絕接受自己孩子的性向。他們竭力使得我們的工作跟家庭不受保護,甚至還強迫青少年同志們接受轉化治療,一些同志青少年們甚至在療程中尋短。這種不被社會需要的感覺形塑着一個人的生命,而我的人生就是如此。
這些在台灣反同的基督徒甚至變本加厲、大言不慚的說謊抹黑同志,還說:「同志喜歡跟動物還有小孩發生性關係。」各種抹黑指控毫不手軟。當然,世界上一定有某些同志會做出應受道德指責跟不正常的行為。但做這些事的異性戀者還更多呢。這不是只有同志才會出現的問題,是人類都會發生的問題啊。
他們也說過,如果讓同性婚姻合法化的話,社會就會變得更亂,越來越多人會成為同志。這種謬論跟百分之九十九點九九的科學家跟醫師們的意見背道而馳,顯得他們對人類社會發展的了解程度有多淺碟。這些反同的基督徒說,同志是後天的選擇,如果這說法成立,反之,在某個時間點,這些人過去一定也曾受到兩個性別吸引誘惑,於是在跟自己的性傾向有一番搏鬥掙扎之後,最後他們才決定自己是異性戀囉? 如果不是這樣的話,那他們就是大言不慚地講白賊話跟刻意誤導。
反同的這些人曾經指出,同志常傾向過著不健康跟自我毀滅的生活型態。關於這點,很不幸地,的確是沉痛的事實。追求幸福是活著的目的。大多數的人都透過家庭或參與社會獲得幸福。當願意給予關愛的人們因為性傾向而被家庭或社會拒於千里之外,他們只能被迫不擇手段,在其他地方找到快樂。對許多同志來說,來自社會跟家庭的排拒,是一個多數人必經的可怕歷練。但身為人類,我們還是會去尋找幸福。有時候,做一些短暫又不健康的事,是獲得快樂的僅有辦法。 你能想像,年輕人如果在學校就學到,原來他們是正常的,而且爸媽也能接納他們的話,他們過的生活會比現在健康多少嗎?
我們可能過著自我毀滅生活的另一個理由,只是因為許多人不知道還可以做什麼而已。異性戀有一個模範可以遵循,出生、上學、找工作,然後養家。最後一步是許多異性戀找到自己的幸福跟人生目的的泉源。對同志來說,因為沒有可以參考的範本,同志必須從零開始,打造自己的生命,找到方法過充實、健康、幸福的人生。
一些同志在毫無範本的自由環境下如魚得水,利用這樣的機會環遊世界,探索人生,而有一些選擇養家的人就無法實現這樣的人生。其他同志,則偏好一個更簡單,容我這樣說好了,正常的生活。他們想要在下班後回到自己的家庭,可能還包括跟為孫兒感到驕傲的爺奶住在一起的三代同堂。他們嚮往享受異性戀認為理所當然的穩定、滿足跟幸福。而這不是同志能夠擁有的選項,,除非一個人選擇一輩子隱藏自我身份,而那又會帶來另一種完全不同的悲慘。
同志缺乏可以參考的對象跟家庭作未來展望。許多同志感到孤零、憂鬱、害怕跟迷失。這種絕望的感覺極為駭人,以致許多人不擇手段來麻木自己。用任何形式逃避都好,因為無路可逃。
您們想知道要怎麼馬上停止同志族群們這樣自我毀滅的現象嗎?給我們一些愛吧。
令人不解的是,這就是反方沒辦法做到的。如果您們選擇讓一小撮基督徒對同婚決策呼風喚雨,讓他們對決策的影響比其他支持婚姻平權的宗教團體更強(包括一些基督徒),請您們注意,耶穌從來沒針對同性戀發表任何言論,一個字也沒有。您們知道他說什麼嗎?他說我們應該用愛跟尊嚴對待每個人。他洗了一位妓女的腳,並且同情窮人與病患。如果他今天回到世上,看到台灣的現況,他會看到成千上萬正受苦的人渴求接納與愛,而且正遭受社會的虐待跟歧視。他會見到一群人以他的名義虐待跟歧視他人。如果聖經裡他的事蹟都是真的,那他一定會對後面這群人極度失望,並且用耶穌的方式讓他們了解自己正在做什麼。
然後,耶穌會走到街上色彩豔麗、熱鬧又正點得不得了的那頭去開趴。他會擁抱每位反串皇后,甚至稱呼她們是世上最無懼、最勇敢,又最點亮人心的人們。然後他大概會走到那群二十幾歲的猛男之間,誇獎他們的腹肌有多緊實。畢竟你的身體是一座聖殿啊。他也會稱讚熊們好棒棒,因為沒有什麼比舒服做自己更讚的了。他會溫柔安慰那些遍體鱗傷、瘦弱又迷失的年輕男孩們。最後,他會問一直站在一旁用懷疑的眼光盯著他看,外表好像有點兇的女同志,要不要去喝一杯啊?她會說好啊,而且臉上還會出現微笑。
看來台灣有些基督徒好像忘了耶穌。
接下來,我還想說點出臺灣成為第一個婚姻平權國家會帶來的正向影響。不只台灣的地位跟名聲都會提升,台灣以亞洲人權的先驅名留青史,更會吸引更多觀光客跟企業來這塊友善又民主的島嶼。你知道還有什麼正向影響嗎?會有成千上萬的人們投入社會,貢獻他們深不可測的才華。綜觀歷史,同志肩負許多重要的角色,不管是薩滿巫師、宗教領袖、哲學家,甚至是古代中國皇帝的輔臣。我們在社會中的功能,大概也是為什麼人類不斷生出我們,一直都是退一步看社會,從這個角度決定我們可以如何幫助這個社會。即使在現在這個時間點,我們的角色一直(刻板印象中的)被簡化成好客、時尚、或娛樂咖,其實我們的角色一直沒變過啊,我們是來幫忙的!
同志的角色是大展我們同志的羽翼來環繞社會中我們最愛的領域並期待其茁壯。不管我們是幫忙養育、啟發跟教育姪女跟姪子的同志舅舅,或是像作家或哲學家這樣從社會中得到想法,值得所有人一聽其想法的角色。不管是什麼樣的形式,我們就是來這裡提供幫助的。
如果您們讓同性婚姻合法化,會有成千上萬的人用他們的羽翼擁抱著台灣社會還有我們摯愛的「台灣」這個大家庭。讓社會變得更有智慧、更快樂、更有趣,可能還更懂得打扮。我們會幫台灣成長繁榮。一個滋養同志、善待女人與兒童的社會,會有更多人分享他們的才華、創意跟對每個人的愛。我們甚至會對這些壓迫我們的人展現愛心。
光是您們辯論同婚議題這個舉動就意義深遠且有歷史性,使我充滿希望,也有一點高興。如果,您們決定拒絕賦予同志這項權利,我還是會一直愛台灣,一直愛下去。但我也會加入千百萬的人們,爭取應得的尊重。年復一年,一代又一代,同志們不會消失,新一代的同志孩子持續地出生,這些純真可愛的孩子們渴望幫助社會。同志還是在社會裡。至於希望哪個版本的同志族群出現在社會裡,決定權都在您們手中。我請求您們,不要浪費了這些資源,也不要輕言放棄這次修法的大好機會。
誠摯的,
安德魯
我是大學講師
也是小型企業主
以身台灣永久居民為傲
是充滿愛的人子
是用心奉獻的舅舅
是深陷愛河的男友
也是男同志
_____
對這個議題有什麼意見嗎?請寄給我們,我們會很樂意幫助你,讓你的聲音被聽見。
please let me know which one you prefer 在 林子安 AnViolin Youtube 的最佳解答
■ 更多林子安:
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各式工作演出邀約請私訊IG或臉書專頁
For business, please send private message to my Instagram or Facebook fan page.
■ 更多【Cover by AnViolin】:https://bit.ly/2vWVtF5
🎶樂譜連結 Sheet Music🎶
https://gumroad.com/anviolin
(台灣請用蝦皮)https://shopee.tw/anviolin
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《成全》小提琴版本 | Violin cover by Lin Tzu An of Step Aside
這首歌原唱是劉若英,但後來林宥嘉翻唱後讓這首歌有了新的感受,好像變成是他的歌(認真不開玩笑~很多人以為成全是林宥嘉的歌😆 ) 記得我第一次拉這首歌是2.3年前在某平台上直播的時候被點播的,後來陸續有人一直說好聽,索性做成cover了。
每次拉這首歌都有新的感受,就像有人說林宥嘉唱出的是放不下,而劉若英版本的成全是放下。
原來那時候擁有的一身傲骨,未必以後還可以如此義無反顧啊!
據我觀察,大家應該都偏好虐心版的林宥嘉的成全,這首歌單曲循環都說明著大家的放不下。
生命有幾個過客,會帶走我們的天真;愛過幾個錯過的人,才能夠完整我們的人生。
我們都曾經死心踏地付出,而到最後這些執著可能變成了我們的成全。
對的時間遇見對的人,怎麼都不會被擱淺;錯的時間遇到對的人只能怪世界多轉了兩圈。
不過沒關係,未必永遠才是愛得完全,多兜過的圈也能看見不同風景吧(雙關了林宥嘉另首歌呢)
2021年第一首歌送給大家這首cover,向過去說聲謝謝。
祝福在新的一年每個人都可以好好擁抱自己,每個人的溫柔能被珍惜。
歡迎大家在沒有下雨的週末到信義區香堤大道,聽cover歌曲的live版!詳細演出相關資訊,我都會更新在我的Instagram 限時動態!
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This song was first released by Rene Liu, but then went viral again because of the cover by Yoga Lin after a few years later. The cover was sooooo successful that many people think it's his song.
I remember my first covering this song was 2018 or sth, and it's just random requested by my fans. But I kept getting the feedback that you guys really like this song by violin cover so here it is =]
Every time I play the song, I have different thoughts toward the song. It's like some people say that what Rene sang was literally stepping aside while Yoga's was like I cannot let you go.
From my personal observation, it seems like more people prefer Yoga's one that it's really hard for us to go over those memories which we laughed and loved so sincerely.
We all once dedicated ourselves to the one we thought he/she was the one, to the one who promised us forever, but sorry there's no happy ending.
Meeting the right one at the right time would be perfect and meeting the right one at the wrong time would be like wasting time and missing around. But hey, it is not forever that could be named love. We can love in our own way and there must be a lesson for going around.
This is the first cover in 2021. Happy new year!
You are special and you are loved =]
Should you have any request regarding cover songs, just comment below and let me know.
Also please share the video and subscribe to my channel https://bit.ly/2EsTGMQ.
Don't forget to click the 🔔 bell to be notified when my videos come out!
Visit me at Taipei Shin Kong Mitsukoshi Xinyi Plaza to enjoy more my live cover songs. Check it out details on my Instagram stories!
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編曲Arrange:林子安 Lin Tzu An
混音mix:林子安 Lin Tzu An
小提琴 Violin: 林子安 Lin Tzu An
Keyboard:Neon Lu
攝影師剪接師 Photographer & Film editor: Santon.W
文字編輯 Social media editor/manager: Lily Wu
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🎻Sponsor AnViolin🎻
如果你喜歡我的影片的話,歡迎贊助我,讓我有更多資源去提升畫面與音樂。
贊助連結:
(台灣請用歐付寶)歐付寶:https://p.opay.tw/77sBF
(Via Paypal)Sponsorship:https://www.paypal.me/Anviolin
--
【Cover by AnViolin】每週上傳新的小提琴cover影片,
喜歡的話請訂閱我的頻道 https://bit.ly/2EsTGMQ
也記得開啟🔔訂閱通知,按讚留言分享給你家人朋友看!
還想看子安cover什麼歌?留言跟我說 !
--
#成全
#劉若英
#林宥嘉
#AnViolin
#成全violin
#成全小提琴
#CoverSong
#ViolinCover
#CoverByAn
#林子安
#林子安小提琴
please let me know which one you prefer 在 LadyMoko Youtube 的精選貼文
Subscribe LadyMoko👉https://bit.ly/2JUIR6m
I literally did this Vegan Soft Chewy Chocolat Matcha Cookie Recipe before the previous one!
✅Best Vegan Soft Chewy Chocolat Cookie Recipe:
https://youtu.be/Aa6XtVyWbsc
The two recipes are a little bit different so they have different textures and taste. Personally, I prefer this one. Though my bf prefer the chocolate one.😆
Let me know in the comment which one you prefer!💚
It tastes super soft and chewy. (If you add a bit more liquid ingredient, it'll turn out to be more like a scone!)
Without eggs, butter and dairy product, you can surely get a much healthier delicious chocolate cookie!
It tastes chewy, soft, less sugar, more dark chocolate and with moist texture.
Hope you enjoy this recipe!
✒Recipe
00:00 Intro
00:13 Brown sugar 200g
00:14 Flour 400g
00:17 Matcha powder 5~10g
00:18 Baking soda 1teaspoon
00:20 Salt 1/2 teaspoon
00:28 Coconut oil, solid 100g
00:45 Coconut milk 150~180g
00:59 Dark chocolate Chips 200g
*Other recipe videos you may be interested*
✅Vegan Chocolate Chip Cookies Recipe, Ideal VS Reality: https://youtu.be/AkDdqir2mOg
✅Strawberry Matcha Chocolate Cupcake Recipe:https://youtu.be/trc2Ch2-jjo
✅Amazing Matcha Brownies:https://youtu.be/kOoyGnY8U2U
✅Dreamy Gluten-free Serve Immediately Matcha Tiramisu:https://youtu.be/028EX5TA9wM
✅Matcha Green Tea Caramel Pudding Recipe:https://youtu.be/pRi8jLxveZk
✅BEST MATCHA CINNAMON ROLL RECIPE IN THE WORLD:https://youtu.be/sn6HLUBgtbk
✅How to make Rainbow hearts Chiffon Cake:https://youtu.be/QjfEq9nUjOc
✅Matcha Pound Cake with Matcha Crumble:https://youtu.be/0l4YVXg4OcM
Thanks for watching, hope you enjoy my video!
Please give the video a thumbs up and subscribe my channel:)
📌More Moko:
Blog : https://ladymoko.com/
FanPage : https://www.facebook.com/lovedach
Instagram:https://www.instagram.com/ladymoko_com/
Contact:lovelydach@hotmail.com
please let me know which one you prefer 在 LadyMoko Youtube 的最佳解答
Subscribe LadyMoko👉https://bit.ly/2JUIR6m
This is the 2017 Christmas Winter Wonderland in Hyde Park.
Sorry for late editing, due to there're so many things I want to share with you guys!
Leave the comments down below to let me know which one do you prefer? The 2017 or the 2018 one?:)
📌Other Travel Vlog:
Trip to Germany|https://bit.ly/2NzTuxv
Trip to UK|https://goo.gl/ZKoo6U
Trip to Paris, France|https://goo.gl/HtrgvQ
Trip to FL & NYC, USA|https://goo.gl/foypsD
Trip to Kuala Lumpur, Malaysia|https://goo.gl/1CrU4t
Trip to Bangkok, Thailand|https://goo.gl/EUqFSm
Trip to Tohoku, Japan|https://goo.gl/49kjMb
Trip to Wuhan, China|https://goo.gl/uq79yX
Trip to Henan, China|https://goo.gl/SHSTRU
Thanks for watching, hope you enjoy my video!
Please give the video a thumbs up and subscribe my channel:)
📌More Moko:
Blog : https://ladymoko.com/
FanPage : https://www.facebook.com/lovedach
Instagram:https://www.instagram.com/ladymoko_com/
Contact:lovelydach@hotmail.com
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