TỪ VỰNG CHỦ ĐỀ MEDIA - SAVE NGAY VỀ HỌC NHÉ
👉 Khóa học IELTS Overall: https://bit.ly/2M0BgpJ
- Print newspaper (noun phrase)
Meaning: Physical newspapers
Vietnamese: Báo giấy
- Strain our eyes (verb phrase)
Meaning: Damage to the eyes as they are forced to work too hard
Vietnamese: Làm căng, mỏi mắt
- To be in circulation (verb phrase)
Meaning: (for newspapers) Being published
Vietnamese: Thịnh hành, được lưu thông
- Column (noun)
Meaning: A regular section of a newspaper always written by one person
Vietnamese: Chuyên mục đặc biệt trên báo của một người
- Special features (noun phrase)
Vietnamese: Ấn phẩm đặc biệt
- Tabloid (noun)
Meaning: Gossip newspapers
Vietnamese: Báo lá cải
- Subscription (noun)
Meaning: An arrangement to receive something, usually a newspaper, by paying in advance
Vietnamese: Đăng kí trả trước
- To keep one’s self up-to-date (verb phrase)
Meaning: To ensure one has the most current and correct information
Vietnamese: Theo kịp dòng thời sự
- Expand one’s horizon (verb)
Meaning: To know more about a wide variety of things or issues
Vietnamese: Mở rộng tầm hiểu biết
- Bond (verb)
Meaning: Establish a relationship based on shared feelings or experiences
Vietnamese: Xây dựng mối quan hệ thân thiết hơn
- Comedy (compound noun)
Meaning: Entertainment programme designed to make people laugh
Vietnamese: Chương trình hài
- Addictive (adjective)
Meaning: Easy to cause someone to be addicted to it
Vietnamese: Dễ gây nghiện
- Couch potato (compound noun)
Meaning: Someone who spends all their time watching televisions
Vietnamese: Người dành nhiều thời gian để xem TV
- Anti-social (adjective)
Meaning: Not sociable or wanting the company of others
Vietnamese: Không hoà đồng
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同時也有2部Youtube影片,追蹤數超過669的網紅Hana Bling 하나블링 *:・゚,也在其Youtube影片中提到,Hi, Long time no see, this vlog was filmed in November of 2020 and I've been meaning to upload this a long time ago but a lot of things have gone on ...
time horizon meaning 在 半瓶醋 Facebook 的最佳解答
"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…
time horizon meaning 在 蔡正元 Facebook 的最佳貼文
川普總統就職演說全文
(英文+中譯對照)
編譯宋凌蘭∕綜合20日電
世界日報
川普總統就職演說的全文如下:
Chief Justice Roberts, President Carter, President Clinton, President Bush, President Obama, fellow Americans and people of the world, thank you.
羅伯茲首席大法官、卡特總統、柯林頓總統、布希總統、歐巴馬總統、美國同胞和世界人民,謝謝。
We, the citizens of America, are now joined in a great national effort to rebuild our country and restore its promise for all of our people.
我們,美國人民,現在加入重建我國,恢復對所有人承諾的一項偉大全國努力。
Together, we will determine the course of America and the world for many, many years to come. We will face challenges, we will confront hardships, but we will get the job done.
團結一致,我們將決定美國和世界未來多年的路線。我們將面臨挑戰,我們將面對困難,但是我們將完成任務。
Every four years, we gather on these steps to carry out the orderly and peaceful transfer of power, and we are grateful to President Obama and First Lady Michelle Obama for their gracious aid throughout this transition. They have been magnificent. Thank you.
每隔四年,我們聚集在此進行井然有序、平和的政權轉移,我們感謝歐巴馬總統和第一夫人米雪兒在過度期間的親切協助。他們太棒了,謝謝。
Today's ceremony, however, has very special meaning because today, we are not merely transferring power from one administration to another or from one party to another, but we are transferring power from Washington, D.C. and giving it back to you, the people.
但是,今天的儀式有特別的意義,因為今天我們不僅只是政府把權力交給下一任政府,或是一個政黨交給另一政黨,而是從華府把權力交回給你們,就是人民。
For too long, a small group in our nation's capital has reaped the rewards of government while the people have borne the cost. Washington flourished, but the people did not share in its wealth. Politicians prospered, but the jobs left and the factories closed. The establishment protected itself, but not the citizens of our country. Their victories have not been your victories. Their triumphs have not been your triumphs. And while they celebrated in our nation's capital, there was little to celebrate for struggling families all across our land.
有太久的時間,一小群人在國家首都獲得政府獎勵,人民卻承受代價。華府欣欣向榮,但是人民卻未共享財富。政客平步青雲,但是工作離開,工廠關閉。既有體制自我保護,卻不保護我國的人民。他們的勝利不是你們的勝利。他們在國家首都慶祝時,全國各地陷入困境的家庭,沒什麼好慶祝。
That all changes starting right here and right now because this moment is your moment, it belongs to you.
所有這些情況,從現在開始改變,因為這個時刻是你們的時刻,屬於你們。
It belongs to everyone gathered here today and everyone watching all across America. This is your day. This is your celebration. And this, the United States of America,is your country.
這個時刻屬於今天在此聚集的每個人,以及美國各地的所有觀眾。這是你們的日子,這是你們的慶祝,美利堅合眾國是你們的國家。
What truly matters is not which party controls our government, but whether our government is controlled by the people.
真正重要的不是哪個政黨控制政府,而是我們政府是否由人民控制。
January 20th, 2017 will be remembered as the day the people became the rulers of this nation again. The forgotten men and women of our country will be forgotten no longer.
2017年1月20日,將被紀念為人民再度成為這個國家統治者的一天。我國被遺忘的男女,將不再被遺忘。
Everyone is listening to you now. You came by the tens of millions to become part of a historic movement, the likes of which the world has never seen before.
每個人都在聽你們,幾百萬人來此以成為歷史性運動的一部分,這個運動將是世界從未見過的。
At the center of this movement is a crucial conviction, that a nation exists to serve its citizens.Americans want great schools for their children, safe neighborhoods for their families, and good jobs for themselves. These are just and reasonable demands of righteous people and a righteous public.
這個運動的中心,是一項關鍵確信,那就是一個國家存在是為了服務人民。美國人想要子女上好學校,家庭住在安全社區,自己有好工作。這些是人民理所當然的合理要求。
But for too many of our citizens, a different reality exists: mothers and children trapped in poverty in our inner cities; rusted out factories scattered like tombstones across the landscape of our nation; an education system flush with cash, but which leaves our young and beautiful students deprived of all knowledge; and the crime and the gangs and the drugs that have stolen too many lives and robbed our country of so much unrealized potential.
但是對我們太多人而言,卻存在一個不同現實:母親和孩子被困在城市貧民區的貧窮,荒廢的工廠像墓碑一樣散布在全國各地,教育系統現金多多,卻讓我們年輕可愛的學生學不到知識,犯罪、幫派和毒品奪走太多人的生命,也搶走我國未能發揮的潛力。
This American carnage stops right here and stops right now.
這場美國大屠殺現在就停止。
We are one nation and their pain is our pain.Their dreams are our dreams. And their success will be our success. We share one heart, one home, and one glorious destiny. The oath of office I take today is an oath of allegiance to all Americans.
我們是同一國,他們的痛苦是我們的痛苦,他們的夢想是的夢想,他們的成功將是我們的成功。我們有同一個心,同一個家,同一個光榮的命運。我今天宣誓的就職誓詞,是效忠所有美國人的誓詞。
For many decades, we've enriched foreign industry at the expense of American industry; subsidized the armies of other countries, while allowing for the very sad depletion of our military. We've defended other nations' borders while refusing to defend our own.
數十年來,我們犧牲美國工業,讓外國工業致富,補助他國的軍隊,卻讓我國軍隊令人難過的耗減,我們捍衛別國的邊界,卻拒絕捍衛我們自己的邊界。
And spent trillions and trillions of dollars overseas while America's infrastructure has fallen into disrepair and decay. We've made other countries rich, while the wealth, strength and confidence of our country has dissipated over the horizon.
在海外不斷花巨款,卻讓美國的基礎設施衰退凋零。我們幫助其他國家變富有,但是美國的財富、力量和信心卻逐漸消散。
One by one, the factories shuttered and left our shores, with not even a thought about the millions and millions of American workers that were left behind. The wealth of our middle class has been ripped from their homes and then redistributed all across the world.
工廠一個接一個關,離開美國,根本未考慮成千上萬的美國工人失業。中產階級的財富從他們家中被奪走,然後重新在全世界分配。
But that is the past. And now, we are looking only to the future.
但這是過去。現在,我們只瞻望未來。
We assembled here today are issuing a new decree to be heard in every city, in every foreign capital, and in every hall of power。
我們今天聚集在此發出一條新法令,要讓每個都市、每個外國首都和每個權力殿堂都聽見。
From this day forward, a new vision will govern our land. From this day forward, it's going to be only America first, America first.
從今天開始,新的願景將會治理我們的土地。從此刻開始,將只是美國優先,美國優先。
Every decision on trade, on taxes, on immigration, on foreign affairs will be made to benefit American workers and American families. We must protect our borders from the ravages of other countries making our products, stealing our companies and destroying our jobs.
在貿易、稅制、移民、外交事務的每項決定,將以惠及美國勞工和美國家庭為目的。我們必須保護我們的邊界,以免其他國家破壞,製造我們產品、竊取我們的公司、以及消滅我們的工作。
Protection will lead to great prosperity and strength. I will fight for you with every breath in my body and I will never ever let you down. America will start winning again, winning like never before. We will bring back our jobs. We will bring back our borders. We will bring back our wealth. And we will bring back our dreams.
保護將會帶來偉大的繁榮和力量。我將會竭力為你們奮戰,我永遠不會讓你們失望。美國將會開始再度勝利,且是以前從未曾有過的勝利。我們將會拿回我們的工作,我們將會恢復我們的邊界,我們將會拿回我們的財富,我們將找回我們的夢想。
We will build new roads and highways and bridges and airports and tunnels and railways all across our wonderful nation. We will get our people off of welfare and back to work, rebuilding our country with American hands and American labor.
我們將會建設新的道路、高速公路、橋樑、機場、隧道,以及遍及我們這個美好國家的鐵路。我們要我們的人民脫離福利,重新工作,用美國人的雙手和勞力,重建我們的國家。
We will follow two simple rules; buy American and hire American.We will seek friendship and goodwill with the nations of the world, but we do so with the understanding that it is the right of all nations to put their own interests first. We do not seek to impose our way of life on anyone,but rather to let it shine as an example. We will shine for everyone to follow.
我們將會遵循兩個簡單的法則:購買美國貨和僱用美國人。我們將會尋求世界各國的友誼和善意,但我們此舉,是基於理解把本身利益置於優先,是所有國家的權利。我們不尋求把我們的生活方式加諸於每個人身上,而是要讓此作為典範發揚光大,以讓所有人效法。
We will reinforce old alliances and form new ones and unite the civilized world against radical Islamic terrorism, which we will eradicate from the face of the Earth. At the bedrock of our politics will be a total allegiance to the United States of America, and through our loyalty to our country, we will rediscover our loyalty to each other. When you open your heart to patriotism, there is no room for prejudice.
我們將加強原有的聯盟,並組成新的聯盟,同時團結文明世界以對抗激進伊斯蘭恐怖主義,我們將會把他們從地球完全消滅。我們政治的基本原則將是完全效忠美國,以及透過我們對國家的忠誠,重新發現我們對彼此的忠誠。在你們開啟愛國之心後,偏見將無地自容。
The bible tells us how good and pleasant it is when God's people live together in unity. We must speak our minds openly, debate our disagreements honestly,but always pursue solidarity. When America is united, America is totally unstoppable.
聖經告訴我們,當上帝的子民和睦同居,是何等的善、何等的美。我們必須坦誠發言,誠實地辯論歧見,但永遠追求團結,當美國團結一致,無人能擋。
There should be no fear. We are protected and we will always be protected.We will be protected by the great men and women of our military and law enforcement. And most importantly, we will be protected by God.
我們應當無所懼怕。我們受到保護,而且我們一直將受到保護。我們得到我們國家偉大的男女軍人及執法界的保護,更重要的是,我們受到上帝的保護。
Finally, we must think big and dream even bigger. In America, we understand that a nation is only living as long as it is striving. We will no longer accept politicians who are all talk and no action, constantly complaining, but never doing anything about it. The time for empty talk is over. Now arrives the hour of action.
最後,我們應思考做大事,有更大的夢想。在美國,我們瞭解一個國家只有生氣蓬勃的成長,才能生存。我們不再接受只有空談而不做事的政治人物,他們不斷地抱怨,卻從未見到他們拿出行動來。空談的時代已經過去了,現在是拿出行動的時候了。
Do not allow anyone to tell you that it cannot be done. No challenge can match the heart and fight and spirit of America. We will not fail. Our country will thrive and prosper again.
別讓任何人告訴那是辦不到的事。對有熱情,肯奮戰與有鬥志的美國人來說,沒有任何挑戰是太困難的。我們不會失敗,我們國家將再度蓬勃繁榮。
We stand at the birth of a new millennium, ready to unlock the mysteries of space, to free the earth from the miseries of disease, and to harness the energies, industries and technologies of tomorrow. A new national pride will stir ourselves, lift our sights and heal our divisions.
我們站在一個千禧世代興起之初,準備解開太空神祕的時代,解放地球受到疾病之苦的時代,並且將運用未來能源、工業與技術的時代。新的國家榮譽將激勵我們,提高我們的眼界,治癒我們的分裂
It's time to remember that old wisdom our soldiers will never forget, that whether we are black or brown or white,we all bleed the same red blood of patriots.We all enjoy the same glorious freedoms and we all salute the same great American flag.
我們應該記取我們士兵永誌不忘的座右銘,那就是不論我們是黑色、是棕色或白色皮膚,我們所流的都是相同的愛國熱血,我們享有的是相同的崇高自由,我們致敬的是相同的偉大美國國旗。
And whether a child is born in the urban sprawl of Detroit or the wind-swept plains of Nebraska, they look up at the same night sky, they will their heart with the same dreams, and they are infused with the breath of life by the same almighty Creator.
不論兒童是在底特律郊區或內布拉斯加平原出生,他們仰望的是相同的夜空,他們內心所有的是相同的夢想,他們被同一個偉大造物主的生命氣息充滿。
So to all Americans in every city near and far, small and large, from mountain to mountain, from ocean to ocean, hear these words. You will never be ignored again.
對不論遠近、不論大小的每個城市的美國人,從此山到彼山,從此海到彼海,我要對你們說:你們不會再被漠視。
Your voice, your hopes, and your dreams will define our American destiny. And your courage and goodness and love will forever guide us along the way.
你們聲音,你們的希望,你們的夢想,將決定美國的命運。你們的勇氣、善良和愛心,將永遠引導我們。
Together, we will make America strong again. We will make America wealthy again. We will make America proud again. We will make America safe again.And yes, together we will make America great again. Thank you. God bless you. And God bless America.
團結一致,我們將讓美國再度強大,我們將讓美國再度富裕,我們將讓美國再度驕傲,我們將讓美國再度安全。是的,團結一致,我們會讓美國再度偉大。謝謝,天佑你們,天佑美國。
time horizon meaning 在 Hana Bling 하나블링 *:・゚ Youtube 的最佳解答
Hi,
Long time no see, this vlog was filmed in November of 2020 and I've been meaning to upload this a long time ago but a lot of things have gone on since then and I'm sure a lot for all of you as well.
These days, I've been enjoying my days with my cats and making vlogs. It has been very therapeutic for me to make these and recently it has been one of my outlets to keep creating once again.
In the past, I felt so pressured to be on a schedule and I was at fault for constantly self-doubting and overthinking myself and my work. So I took the time to dig deeper within myself and have come to terms with what really makes me happy with not just my work but with myself.
Thank you for your support!
Hope to see you guys more on Youtube 🌷
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여러분 안녕하세요 하나블링이에요~
진짜 오랜만이네요,,, 드뎌 sns을 쉰 이후로 첫 결과물 11월달에 찍은 브이로그 인데요... 사실 이거 미리 올렸어야되는데, 6달을 쉬는 동안에 너무 많은 일들이 있었는데, 여러분도 똑같이 많은 일들이 있었을꺼 같아요.
요즘은 소소하게 브이로그를 만들고있으면서 너무 재미있고 힐링이되는 느낌이 들어서 맛에 들렸어요. 지금 브이로그를 꾸준히 찍으면서 그거에 자극을 다시 받아, 무기력 했던 저에게 다시 열심히 할수있는 이유가 생긴거같아요.
전에 했던 컨텐츠는 스스로 많은 압박을 느껴서 내 자신과 작업물 들을 지나치게 생각하게 됐던거같아요. 그래서 몇달간 쉬면서 여기까지 왔네요 ㅋㅋ;;
그동안 저한테 힘이 되줬던 분들을 너무 감사합니다.
유튜브로 자주 뵈요 :)
❤️ 🧡 💛 💚 💙 💜
Music:
Music by ninjoi. - Let the Rain Fall - https://thmatc.co/?l=3D1F2D53
Music by Jack Kennedy - Event Horizon - https://thmatc.co/?l=E9B442F4
Music by Clueless Kit - Lie - https://thmatc.co/?l=E98D0611
Music by Ryan Little - Think About You - https://thmatc.co/?l=9E7FC029
Music by Ryan Little - Whoa. - https://thmatc.co/?l=E3347C9A
Music by VALENTINE - Home - https://thmatc.co/?l=E3702F6F
Music by Ryan Little - Search For You - https://thmatc.co/?l=148C926F
Music by Ryan Little - fall so high. - https://thmatc.co/?l=F77EF904
Music by Mark Generous - Meganne - https://thmatc.co/?l=6F807409
time horizon meaning 在 Miki Fujisue - Covers Youtube 的精選貼文
今回は
⬇︎「MAN WITH A MISSION」さんの「FLY AGAIN 2019」(フル)をカバーしました!
「スーパーラグビーサンウルブズ 2019シーズン公式テーマソング」主題歌
フジテレビ系月9ドラマ「ラジエーションハウス~放射線科の診断レポート~」挿入歌
▶︎歌い手「HARAKEN」さん✨ &「ケイト・エヴォラ」さん✨
ご視聴お願いします♪
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⬇︎本家さま
MAN WITH A MISSION 『FLY AGAIN 2019』
https://youtu.be/KA1O3Ce46Bc
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⬇︎チャンネル登録はこちら♪
http://bit.ly/MikiFujisue
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⬇︎クレジット
・歌 :HARAKEN & ケイト・エヴォラ
・音楽制作 :藤末樹
・映像編集 :藤末樹
・企画構成 :藤末樹
・Associate Art Director:Mark Kobayashi (GAIKEI)
・Executive Producer:Miki Fujisue
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⬇︎藤末樹 - Miki Fujisue(SNS)
Twitter : https://twitter.com/MikiFujisue_Tw
Instagram : https://instagram.com/miki.fujisue
Facebook Page : https://facebook.com/Miki.jpn
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⬇︎HARAKEN(SNS)
Twitter : https://twitter.com/HARAKEN75766631
⬇︎HARAKEN カバー動画集
https://www.youtube.com/playlist?list=PLZRggFcpoLzKIYvbOTEEQZZKMleoxayov
米津玄師 - 馬と鹿
https://youtu.be/aTuS0CSOlQI
折坂悠太 - 朝顔
https://youtu.be/OSSo706lQE8
手塚翔太(田中圭)- 会いたいよ
https://youtu.be/wBV6uBLRtg0
RADWIMPS - スパークル
https://youtu.be/aGhfsJnPHCM
RADWIMPS - 前前前世
https://youtu.be/Y7kDIhxsbC8
サカナクション - モス
https://youtu.be/TAMZWMDrOJc
RADWIMPS - なんでもないや
https://youtu.be/75OvfaO_UV8
山崎まさよし - One more time, One more chance
https://youtu.be/06sYj8ssdTU
BUMP OF CHICKEN/月虹
https://youtu.be/z0nVb74dHFI
MAN WITH A MISSION/FLY AGAIN 2019
https://youtu.be/4ZFDQqjiMD8
RADWIMPS feat.三浦透子/グランドエスケープ
https://youtu.be/LcULkAfuoiA
米津玄師/海の幽霊
https://youtu.be/PgEREb6Zos8
MAN WITH A MISSION/Remember Me
https://youtu.be/WmqROVgmJxQ
菅田将暉/いいんだよ、きっと
https://youtu.be/UT3nZQeNDYg
菅田将暉/まちがいさがし
https://youtu.be/expHyXp1fpQ
RADWIMPS/愛にできることはまだあるかい
https://youtu.be/BcK3fFejTnY
Aimer/STAND-ALONE
https://youtu.be/A5qZjKfC3dM
亀梨和也/Rain
https://youtu.be/EfCh3sBkRMI
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⬇︎ケイト・エヴォラ - Cato Evora(SNS)
Twitter : https://twitter.com/cato_evora
Instagram : https://instagram.com/cato_evora
YouTube : https://youtube.com/channel/UC9RlV6d0aSJIdXNYy9SrJ6w
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⬇︎歌詞
FLY AGAIN 2019 - MAN WITH A MISSION
(作曲︰Kamikaze Boy / 作詞︰Kamikaze Boy・Jean-Ken Johnny)
Searching for the meaning
Looking back what’s leaving
Falling down again you
Lose control so easy
Yet, the only reason
There goes one more season
Can’t you see what you can do?
All the thing’s that you should lose
Find what is the truth, life just seems so cruel
Winner, loser never know who’ll finally be the fool
Just release your heart
Light it on, Alert
The one and only matter that’s the story and the start
Notice that you are not alone
Yeah come with us now,
Break the wall down, yes we can
Fly Again, yeah yeah oh
Fly Again, yeah yeah oh
Fly Again, yeah yeah
Fly Again, yeah yeah ye-ye-ye-ye-yeah
Life just comes and go
Tomorrow never knows
Stand up once again to
Walk into the world for you
The feeling is so new
Believe in what you do
Don’t you ever be afraid in losing
That’s the clue
Find what is the truth, life just seems so cruel
Winner, loser never know who’ll finally be the fool
Yes you are not alone
Yeah come with us now
Let us start it on, here we can
Fly Again, yeah yeah oh
Fly Again, yeah yeah oh
Fly Again, yeah yeah
Fly Again, yeah yeah ye-ye-ye-yeyeah
We know where we should go
We know where we should go
We know where we should go
We know where we should go
Falling down again
We meet again my friend
Life just comes and go
But tomorrow never knows
Searching for the meaning
Looking back what's leaving
Falling down again you
Lose control so easy」
Find what is the truth, life just seems so cruel
Winner, loser never know who’ll finally be the fool
But you are not alone we are not alone
We know what’s waiting out there
We know where we should go
Living in the world is as he said
Running like a rolling stone we go down
The riddle and the rhyme is up to you
Feel the beat and this sound
You got to know You got to seize this now
Ready when you are, we’re always here.
Off we go
Yeah…
Fly Again, yeah yeah oh
Fly Again, yeah yeah oh
Fly Again, yeah yeah
Fly Again, yeah yeah ye-ye-ye-yeyeah
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⬇︎関連リンク
MAN WITH A MISSION - 日本クラウン公式ページ
http://www.crownrecord.co.jp/artist/mwam/whats.html
MAN WITH A MISSION - ソニーミュージック公式ページ
http://www.sonymusic.co.jp/artist/manwithamission/
MAN WITH A MISSION - Ameba Blog
https://ameblo.jp/mwamjapan
MAN WITH A MISSION - Myspace
https://myspace.com/mwamjapan
MAN WITH A MISSION - Twitter
https://twitter.com/mwamjapan
MAN WITH A MISSION - Facebook
https://www.facebook.com/MWAMjapan
ラジエーションハウス~放射線科の診断レポート~ - HP
https://www.fujitv.co.jp/radiationhouse/
ラジエーションハウス~放射線科の診断レポート~ - Twitter
https://twitter.com/radiation_2019
ラジエーションハウス~放射線科の診断レポート~ - 1話60秒予告
https://youtu.be/HdgB-fH9Yis
#MANWITHAMISSION #FLYAGAIN2019 #ラジエーションハウス