"橫尾先生你傾向於在你的遊戲中有個悲傷的結局(除了《尼爾 自動人形》),這是為什麼呢?
橫尾:我想啊,玩家在遊戲中的旅程中殺了那麼多的敵人,但自己卻迎來了一個Happy Ending,這很奇怪,所以我之前遊戲的主角都有著不幸的結局,我覺得對他們來說有個Happy Ending是不對的。
不過對《尼爾 自動人形》來說,對2B和9S來說,從被給予生命,他們殺了很多人,但也被自己殺了很多,很多次,有著無數次的輪迴。我認為這已經把他們殺死敵人的罪給贖了,幸福結局對他們兩個來說更合適一些。"
【尼爾:自動人形】是好遊戲,2B很可愛~
Talking To Yoko Taro, PlatinumGames' Takahisa Taura, And Composer Keiichi Okabe About Life, Death, And Opportunity
This interview with《Nier: Automata》director Yoko Taro and PlatinumGames' designer Takahisa Taura was first conducted in March of this year. Square Enix then offered gameinformer another chance to talk with Taro again, this time with Keiichi Okabe to speak more about the game's creation, music, and design philosophies and we are taking this opportunity to combine both until-now unpublished interviews together.
At the start of the first interview, Taro Yoko, whose pen name is appropriately Yoko Taro, was surprisingly quiet. He took a gulp from a bottle of Diet Pepsi and looked me straight in the eye to say something. I myself looked to the translator, who laughed at whatever Yoko said. She began "Yoko-san wants you to write about how expensive the food and drinks are here, if you can. He says it's way too much."
[The following interview contains some spoilers for Nier: Automata, including the game's final ending.]
With Nier: Automata, you guys won a Game Developer Conference award. How do you feel about that?
Yoko: We heard it was a user's choice award where the players themselves select the winners, so I'm just really happy that the players have selected our game for winning the award.
How did PlatinumGames and Yoko-san first meet on Nier? Why did you decide on that project versus something like another Drakengard or a new IP as a whole?
Taura: I loved the previous Nier title, I was actually went to Square Enix saying "Please let us create a Nier sequel, because you haven't done anything with it for a long time." At the same time, there was coincidentally Saito-san, the producer for Nier: Automata, talking with Yoko-san that they wanted to do something together. It just so happened that it was the right time, right place and we met for the first time when we started this project.
When you started working on the Automata, did you know what it was going to be? Did you have an idea in your head of what a Nier sequel would look like after the first game?
Yoko: Not at all, I had no ideas for a sequel in mind. When I first heard that we might do a collaboration with PlatinumGames, the image I had of them is that they only create Sci-Fi action games. When I thought of that, I thought of what part of the Nier storyline might fit in with that Sci-Fi action gaming sequence, I selected the themes for Automata because I felt it just fits in with the PlatinumGames style.
PlatinumGames has a reputation for fast, often-challenging action games, but Nier: Automata is a lot easier. Was that intentional to keep it closer to the first Nier or perhaps a consequence of trying to make PlatinumGames action more mainstream?
Taura: That's actually exactly the reason why. Saito-san from Square Enix told us when the project started that, since the original Nier has a lot of female fans and a lot of non-action gamer fans, to make the game as fun and accessible as possible to people who aren't accustomed to playing difficult action games. We always thought of making the game into something that's fun to play for newcomers to the action game field, but also to the more experienced players as well.
One of the usual tropes of PlatinumGames is that, as the game goes on, it tends to escalate more and more to an explosive finale. Nier: Automata kind of messes with that formula a little bit by Ending A being a little bit more subdued and low-key and then goes up again and again until it finishes with endings D and E. Is that something you had to work with Yoko-san about, where the escalation and pacing would best fit the gameplay?
Taura: In terms of like a climax or increasing the difficulty level toward the end, it's not that different from our other titles, or at least we didn't feel like it was that different. The one major difference was that this was the first game that I've at least worked that had the leveling up element in it. So as long as you level up your character, the boss would be easier to defeat, but if you don't, then some of the enemies toward the end of the game would be very difficult. For me, the balancing between the difficulty level of stages and bosses versus the levels the player might be was the difficult part in creating this game.
One thing that we really had it easy with in this game is that Yoko-san's scenario and Okabe-san's music, once it's mixed into the battle, makes a really menial and indifferent battle sequence suddenly becomes this dramatic and grandiose battle with everything at stake, so I felt like that really helped elevate our battle sequences as well. We did have an easy time thanks to that!
With Automata, you started appearing at press conferences and as part of the marketing of the game, whereas previously you never did that. When you appear in public, you have been wearing a mask of Emil from the first Nier title. Why Emil specifically?
Yoko: Hmm. One of the answers I can give is that, and I do have a little more that I want to elaborate on, is that for one Emil in the previous title is just a strong character on its own, so it's more like an iconic image or character for Nier as a series. Another part of the answer is that Emil actually holds a great secret of the part of the Nier world and it's not all revealed with the games I've created so far. I'm not sure if I'll have an opportunity to disclose that secret, but if I do, I might one day create a game that delves more into why it's Emil and why I continue to wear Emil's mask.
I don't know if either of you can speak to this, but the trailers for Nier: Automata were a little misleading. They showed A2, who you play as late in the game, but with short hair, so she looked like 2B. Was that something you decided, to show those scenes but not make it clear who it was?
Yoko: There were trailers like that?
There was one specifically showing A2 fighting Hegel like that.
Yoko: Ahh, yeah. There's no reason! We weren't trying to hide A2 or mislead anyone, it just happened to work out that way.
Taura: We made so many trailers at some point we kind of didn't care what we showed.
Oh, wow, that's going to shock a lot of fans in the Nier community. People really believed in the theory that you were hiding A2 in plain sight the marketing.
Yoko: Haha, but it might not be the correct answer. Like Taura-san said, we made so many trailers that we can't remember them all, so I'm definitely happy to take the credit without remembering why.
Taura: Yeah, let's say we intentionally did that. For the fans. It might be true.
Yoko: But I can say, in one of the trailers is A2 fighting one of the Engels, one of the big robots. She actually has long hair in the trailer, but in the actual game, it's after she cut her, so she would have had shorter hair. That one was actually intentional, because we did not reveal before the game that A2 would cut her hair, so we actually made a scene specifically with long-haired A2 to take that trailer. So that's that shot was kind of a lie.
In the Automata DLC, the CEO of Square Enix Yosuke Matsuda, as well as PlatinumGames boss Kenichi Sato, are boss fights. Where did that idea come from and how did you get them to approve it? How did they react when you asked them?
Yoko: Haha, oh yeah.
Taura: The development team went to Square Enix and said "Please let us use him in our game!" Their reaction was initially saying "Uhm, are you sure you want to?"
We were thinking for a while of what we could do with the DLC, because we didn't have a lot of time to develop it, so we wanted to do something fun with it. When we were thinking about it, we saw that Final Fantasy XV used a character model of president Matsuda in one of their marketing assets. When Yoko-san saw that, he reached out and asked if maybe we could use that in the game at Platinum. We said that, if we get the character models, we could definitely use them for something in the game. We reached out to Square Enix and they gave us the model and we were able to use that character model for a boss fight.
If it was just that you were able to fight the CEO of Square Enix, then it would have just been the same as what Final Fantasy XV did, so we had to think of ways to spice that up even more. So we had PlatinumGames' CEO Sato-san appear in the fight as well. We also included background music that arranged their voices, we included their voices in the music, just to add a little bit more and beat out Final Fantasy XV. That BGM track is Matsuda-san and Sato-san's debut single. We didn't even get permission from them, so it's an unofficial debut single, and those are much rarer.
Speaking of crossovers, did you know that Nier fans have been trying get Katsuhiro Harada of Bandai Namco to put 2B in Tekken? Is that something you guys would want to do? [Note: This interview was conducted before 2B was announced as a Soulcalibur guest character.]
Yoko: For us, if we were asked, we would gladly say yes to anything for money. We're open to any kind of opportunities for anything, ever. Even if it's Candy Crush, if they want to use 2B, we will say yes, please go ahead and use her.
Actually, speaking of doing anything for money, you've never created a direct story sequel before, they've all been loosely tied together and many years apart. Saito-san has already said there will be another Nier game, if the characters are popular enough, would you create a direct sequel to Automata or would you change the characters and location again?
Yoko: I haven't thought about it once! Taura-san, where would you want to create a new game?
Taura: Actually, when I brought my concept document to Square Enix about a Nier sequel, I wanted to write a story about that prologue portion in the first Nier game. You know the beginning of the game, where you're kind of in Tokyo, in an area that's more modern? I kind of want to delve into that storyline a little bit more. So if I'm allowed to create a new Nier title, that's what I want to create. But that's just me speaking as a fan of the series, so I don't think that will actually happen officially.
Yoko: When I actually heard about that idea from Taura-san when we first started this project, I felt that it would be very difficult to make a modern recreation of Tokyo because it's the city that we constantly see every day. You just notice differences in the lies that we put in there, so I felt it would be very difficult to do to recreate a city that we know and see so much. But now that I know that PlatinumGames is such a good studio that they most likely will have that power and talent to be able to create that kind of video game world, I think that might be an option. Whether or not we'll do that is a different question, but it is a viable option.
One of the things you said before the release of Drakengard 3 was that you wanted to call it Drakengard 4 and just let people figure out what the theoretical Drakengard 3 was supposed to be. That's similar to what you did with Automata where the game takes place 10,000 years after Nier and people who played the first game were more confused than new players. Was that an intentional idea or something you've wanted to do for a while?
Yoko: It's not that I brought over that idea to Nier: Automata, the greatest reasoning why I did this is because I wanted players who haven't played the original title to enjoy Nier: Automata so you can enjoy the game without knowing anything about the previous game. That's the biggest reason why we took a storyline that's so far in the future that it really didn't have anything to do with the previous title.
A common through-line for Yoko-san's games is flowers: the lunar tear in the Nier series, the flower in Zero's eye in Drakengard 3, is that symbolizing anything in your games or is it just visual imagery you like?
Yoko: Well, I do like flowers in general, but yes, there is a greater meaning to it that I have with these flowers. It's the same as Emil like I talked about earlier, I just haven't revealed it anywhere. There is a meaning, which is why they keep on coming back in my games, but I haven't revealed it anywhere yet.
With the last Nier game, you had said that you built the game on the concept of people being okay with murdering people who are different. With Nier: Automata, the games actually became more fun to play and control and touch, do you think there's a danger in giving people that sense of ease in killing enemies in the narrative?
Yoko: In the previous title, I actually feel like I overdid that a bit. I did want to portray that enemies have a reason to live and a reason to fight on their own as well, but I feel like I forced that idea that I had in my mind a little bit too much on the players. So for Nier: Automata, I did not want to focus on it, I didn't want to impose my feelings and thoughts. I actually feel that it's fine if some people feel it's fun to kill in our games. If that's all that they feel from the game, then it's fine, because its their freedom to feel what they want from the game. To answer your question, I think that it's fine to have that happen.
Taura: I actually have the same answer, too. I feel like if it's fun to fight, that's great as a game designer. But if you feel bad to kill these cute little robots, that's fine with me as well. I feel like different people will have different reactions to the game and they will feel differently when they play the game, so I'm actually happy to create a game that creates those kind of differences within the players as well.
Yoko: That's a really good question for us, because if players felt that it was way too fun to kill these enemies that it started making them feel guilty, that's something we didn't really aim to do. Just as we mentioned earlier, I'm really happy that players were able to take it on their own and experience it on their own, then we didn't just provide something for people to take it as-is on face value. I feel like it's great that the players are now taking the game and experiencing it on their own and trying to figure things out on their own.
There was a time after 2B was revealed that people were asking you about her design on Twitter and you answered that you just like sexy ladies. That quote has become pretty famous and attached to you and a lot of people are reading into it. Is that a thing you still believe, would you ever take the quote back, or would you have ever changed 2B's design?
Yoko: [laughs] Don't straight men like cute girls? Isn't that common knowledge? I didn't realize that was a quote.
A lot of people use you as an example as a developer that just says what is on their mind.
Yoko: Before we released the game, on Twitter, because so many people were sending me 2B fan art, I said that "Send me a zip file of all your erotic fan art!" When I tweeted that out, my number of Twitter followers jump from 20,000 to 60,000 just with that one Tweet. I actually think it's because I did something that's more of a taboo in the western world where I talked about sexuality or gender that openly on Twitter, but that's actually...so, I do know that what I said did not just creative positive buzz and there's some negative buzz around it as well, but I feel like it kind of has to do with the Japanese culture where we're not too strict about gender and sexuality and being more open about talking about those things.
I think it's the same thing as reading manga as an adult, it's a little bit different when you think about it because in Japan that's more common, it's not considered something weird or something outlandish. With that kind of feedback that I get from fans, I just feel like it's the difference in culture between Japan and the rest of the world.
That is something you tend to tackle fairly often. Drakengard 3 was partly about sex and sexuality treated casually within the game's universe, is that something you feel doesn't translate across all regions?
Yoko: I actually don't think [translating across regions] has a lot to do with sexuality. I don't think it would have sold more copies of Drakengard 3 if I took away aspects of sexuality or added more in there. I feel that Nier: Automata sold well because we worked with PlatinumGames, so I don't think that has anything to do with a sexual nature.
For the original Nier, there was a lot of information on the periphery of the game like books with background information and short stories that answer questions raised in the game. Automata even had a stage play predating the game. Do you think it's harder for western fans to grasp the whole stories of these games when there's Japanese-exclusive media about it expanding the lore?
Yoko: Of course we can't localize everything because we have limitations in budget, so it's really difficult to do all of that, but I actually think there really isn't a need to know everything, either. The meaning I have behind Emil's mask or the flowers you asked about, like I said it's not revealed in the game at all or anywhere else yet, but no one really needs to know that to enjoy the game or enjoy the world or enjoy the game. More than gaining knowledge, I want players to cherish the experience they have when playing the game. It's more about that instead of the knowledge they could have for every question. Of course the theatrical stage play was more of like a YoRHa spinoff, but you don't need to know that to enjoy the game. Every piece, like the books and the stage play, is made in a way so that you can enjoy it by yourself, so you don't need that extra knowledge to enjoy it.
It may add a little bit depth to the knowledge that you have, but you don't necessarily need to have it. I do understand the otaku mentality that you want to know everything, you want to have everything answered, you want to collect everything, but I don't see the value in knowing everything. For example, just in real life, you might not know everything about the politics that surrounds the world or even in your own country, and there's really no point in knowing everything that happens in the world. Maybe a lot things, but not everything, right? What's more important is how you interact with people around you, immediately around you, and I think that's the same with video games. You don't really need to know everything that happens in the world to enjoy it.
Of course I do respect the freedom that the players feel as well, so if you do get mad that we can't localize everything in America, or America never gets everything, that's also something to be respected and I do understand the frustrations surrounding that as well.
When Nier: Automata released, it did so in a three-month timeframe that several other big Japanese games came out in the U.S., like The Legend of Zelda: Breath of the Wild and Yakuza 0. A lot of people started heralding those games as a return of Japanese development in the west. What do you think about going from fairly niche games to what some people consider the tip of the spear of modern Japanese development?
Yoko: First and foremost, just to speak about having so many good titles in that timeframe, my thought was "Are you people trying to kill me with this?!" In Japan, Horizon came out first, then it was Nier, then Zelda, and I think in the west, it was Horizon, Zelda, then Nier in North America. So we're literally sandwiched between those two with a two-week window in between each and they were all very similar to us in the futuristic setting. Especially for Zelda, it was one of the titles we copied in the first place, so I really felt like they were trying to kill us at the time.
Personally, not even thinking about Nier: Automata during that time frame, I was running around excited about all the fun-looking games coming as a gamer myself.
Hideki Kamiya [PlatinumGames] has once said that Nier: Automata saved Platinum. Is that something you agree with and how has the relationship been between PlatinumGames and Square Enix?
Yoko: Speaking from my perspective, of course Taura-san will likely know more about it internally at PlatinumGames...Kamiya-san, he's very laid back on Twitter, but when you actually really talk to him, he's a very serious person and very sincere. I guess Nier: Automata did generate sales for them, because I received a direct letter of gratitude from him saying "Thank you very much for creating a great game." I don't even know if we saved them or not in that sense, but just receiving that kind of message from was just very heartwarming and I was just really happy that I was able to provide such a game for them.
Taura: You could make the headline of your article "Yoko Taro Saved PlatinumGames" and that's definitely true.
Yoko: It's a very true headline.
Why do both of you think that Nier: Automata was more successful than Yoko-san's previous games or most other PlatinumGames titles?
Taura: Mainly because PlatinumGames' sensibilities were much better than Yoko Taro's.
Yoko: I actually think it's the Square Enix brand, the name Square Enix gives a more reliable feeling to an otaku type of title. PlatinumGames' strong name being known for making really good action games and I think the combination of the two really helped. This time with Nier: Automata, we sold about 2.5 million copies and the previous title we sold around 500,000. For the last game, we weren't really in the red, but it wasn't exactly a success either. We have these passionate fans that really supported the time from announcement and the series as a whole. Of course for Automata, too, we had a very passionate fan base including the media and including yourself that gave impressions and articles that helped make the game into a success, so I'm just really grateful for the fans and media alike that really supported the title and were passionate about it.
[The remainder of this interview took place a few weeks later with Taro Yoko and Nier: Automata composer Keiichi Okabe. Okabe is also known for his work on both Nier titles, Drakengard 3, Tekken, and contributing some tracks to Super Smash Bros. Ultimate. Before we started recording, Yoko said it will be okay if I asked Okabe most of the questions and I remarked that I wouldn’t want to make him jealous. He paused for a moment and then said it doesn’t matter because he would get paid either way.]
You two have been working together for a long time, I was curious how much the music composition is tied in with the writing. One of the city themes in Nier: Automata uses similar composition to a track in Nier. Does that come from the writing or the musical identity of the series?
Okabe: Since Yoko-san is I feel the type of person that doesn't want to do the same thing over and over again, even if he did receive praise for what he did previously, I kept that in mind while I was composing music for Nier: Automata. I also wanted to have some kind of connection that you would feel as a player between the previous title and this one, so I used similar tones from previous titles or from the previous game. It might not be exactly the same, but I used some similar types of music lines from the previous title so that you might feel that kind of connection.
But we do have tracks that are arrangements of previous tracks from older titles, but that was mostly for fan service.
I kind of wanted to drill down a little bit this time and get to the core of your philosophy of why and how you make games. If you had to pick a reason to hold up and say "This is why I make video games," what would that be?
Yoko: I feel that video games, amongst all the different entertainment mediums, have the most freedom in what you can do as a creator. For example, in a film, if you are able to control movement, then that's no longer a film in my eyes. In video games, you could have film-like cutscenes and videos, you could have them going on forever as much as you would like as a creator. That kind of freedom to do that is what I really wanted to do and I feel like video games are what provide me that option, even if I never do it.
Is there any kind of message you use games for that you want to convey to your audience or anything you want them to hear from you? Or do you prefer to let them take whatever interpretation they get from your games?
Yoko: It's the latter. I would want our players to freely interpret what I've created just on their own, to grasp something for their own. I feel that's one of the interesting aspects of video games is that you are able to freely interpret what's being shown to you. I also feel like the players make the game whole by playing it. The action of playing the game I feel has meaning in itself and because of that I want the players to find something from the game, feel something from the game, for themselves.
Nier: Automata won a number of awards, Okabe-san you won best music at The Game Awards, Automata won the audience award at GDC. Is there any pressure to appeal a more mainstream audience with your next game?
Okabe: For a popular title that will be played by many, it doesn't really matter what kind of genre you put out musically. I will still be interested to compose music for those if possible. I would have to take a different approaches to those kind of mainline titles, whereas for Nier, I felt that the music can be more geared toward a core audience where only those who would understand the music would play it. But at the same time, once you understand, I want you to be deeply affected by it. That's what I aim for with Nier. If I am to work on a way more mainstream title next time, I will have to change that mindset I have as a composer, but that would be something I'd like to challenge myself more. To answer your question, yes, I'd like to try that, but I'd also do whatever kind of jobs I'm assigned to.
Yoko: For me, my games I actually think are really niche. How Nier: Automata was so successful was actually just a coincidence. To make a successful game is something that I can't really aim to do, so I think that I'll probably return to my small and dark corner, my niche corner, with my successive titles.
Who would you both consider your inspirations for writing and composing?
Okabe: For me, it's obviously more of a composer than a writer, but I don't really focus on one person. I tend to just try to get music here and there and have a wide net. I am greatly affected by people who I've listened to in my youth, like Japanese composer Ryuchi Sakamoto, Ennio Morricone who creates film music, and also pop music like Michael Jackson and Madonna. I am affected by those as well.
Yoko: I have received inspiration from a lot of things, but I think personally expressions in film or any like visual production is something I'm deeply affected by. For example, Neon Genesis Evangelion by Hideaki Anno, that was really a strong influence on me. Also, the drama series 24, the way that they incorporate speedy and complicated constructions of storylines was something that was very new at the time. Just throughout the timeline of visual production, I think there's a sudden burst of evolution, and I think that "that" moment in a title that does that just greatly affects me and becomes an inspiration for me. But I feel that can be said for the rest of the world.
Lately, anything that Christopher Nolan creates I think is very intriguing where he tries to include deep knowledge and thoughtfulness into what he creates. I'm very interested in this new wave of evolution.
Last year, with the release of Animal Crossing on mobile, you talked on social media about how it was your favorite game of the year because you created a narrative where the characters were all unwillingly imprisoned in the camp. Do you often create your own narratives for games?
Yoko: I do that for some games and I don't for others. Off and on, I guess. It's a lot easier to create my own storyline per se for a more primitive game. For example, in Zelda: Wind Waker, you start off with a grandma and your sister living on an island and it's really happy and joyful and there's really no reason for Link to get out of there and fight Ganondorf because you're already living happily. You don't need to get out of that happiness. As a gamer, I felt the kind of sadness to have to leave that happy island life.
In Dragon Quest [V], you have to choose who you want to wed, and I felt that I couldn't really get into liking either of the characters. I also couldn't find the point of having to decide who I want to marry, so I just at that instant I turned off the game and said "My journey ends here!" My mind narrated "The three of them went on the journey and lived happily ever after, the end." That was my ending for Dragon Quest V.
Around the release of Drakengard 3, you spoke about how it's not possible in this industry to make a six-minute game and sell it for $60, no matter how good those six minutes are. Is this something you still think?
Yoko: That analogy was given to explain that, no matter how much you try to make a game really good, there's a limit to what you can do. If you are to create a six-minute game, because you can't go through a lot of different stages, you would have to create one stage. Which means that you could really refine the quality of that one stage without having to put in a lot of money into it and a lot of manpower into it. Also, because it's only six minutes, you can't really have too many characters in it, so you could focus on one or two characters at max. By doing that, you could refine the quality of those two characters. But because you're time-limited, no matter how much you refine the quality of the world around you or the characters, if you're limited to six minutes there's just so much you could do that the game won't become good at all. That was an example for me to say that there's a limit to what you can do in video games.
Okabe-san, in the music for a lot of Yoko-san's game, you use constructed or uncommon languages, is there a specific reason for that?
Okabe: [laughs] Yeah, for one, because it is Nier: Automata, Replicant, and Gestalt, they all take place in a unique world, even though they're in the timeline of our current world, it's so much in the future that it should feel kind of foreign. That's one of the reasons why I went for language we can't understand, but another is that, in games in the past, game directors actually got mad at many occasions for including vocals into the soundtrack. They were saying that it would become too distracting from the gameplay and would distract the player. It was considered more of a taboo, so for Nier, I included vocals in there without a language you could understand more for the sound that you get from the words. It wasn't to convey any meaning of what was being said, but more for a sound impact.
Yoko-san, you tend to have very sad endings in your games, with the exception of Nier: Automata which is as happy an ending as you can get with most characters dying. Why do you tend to write toward more sad endings and do you feel like Automata's happy ending fit the game better?
Yoko: The reason why I created endings that end on a death is because, until now I was creating games where you would kill a lot of enemies, but I've always felt that it doesn't feel right when the protagonist has a happy after they've killed so many enemies during the course of their journey. That's why in Replicant and Gestalt, or my previous titles, the protagonist pretty much ended up dying because I didn't feel like it was right for them to have a happy ending. But for Nier: Automata, 2B and 9S, from the time that they were given life, they've been killing a lot of enemies, but they've also been killed by them many, many times, and regenerated many times. They've actually been killing each other, which you find out at the very end, many, many times as well. So I felt that kind of cleansed them of their sins for killing so many enemies, which made me feel that a happy ending was more fitting for those two.
Do you feel like that cycle of violence and death and the consequences of that are human nature?
Yoko: I think the reasons why we kill in video games do kind of shine light on what's kind of broken within humanity or humans in general. We want peace in the world, but we also enjoy killing others in video games, like shooting guns in video games. I think that's karma in a sense for humans, the way that video games grasp the true essence of humanity, whether or not that's what they were aiming to do.
Is there a series that you know, like Persona or Yakuza or anything like that, that either of you would want to work on?
Yoko: A series or anything?
It can be anything.
Yoko: Personally, it's not a Japanese title. I'd actually love to see how western titles are developed, because I have no insight into how they're made. There was a moment in time where I felt that it might be fun join a western development to see how things run. Of course there's the language barrier that would make it difficult for me to do that, but generally speaking I feel that western storytelling follows kind of a similar route for all the stories that western mediums create. I would feel it fascinating to find out why western games use certain flows and storyline arcs.
Okabe: I'm kind of a fanboy myself, so there is a part of me that wants to work on major titles like Dragon Quest. I feel that if I do work on those titles, the pressure of working such a known title would be just too big and because there is a part of me that really loves that series, I feel like I would try to skew my music in a way that would fit into that series instead of trying to create music that I think is good. I don't feel like I would be able to bring out the best quality in my music if I worked on those big titles, because of that pressure and because of the image I have of those titles in my mind. Currently, my want to work on those major titles and the part of me that's telling me I shouldn't do it are about equal.
Were either of you surprised by Nier: Automata's success?
Yoko: [in English] Oh yes.
Okabe: For me, I live in Tokyo and developer PlatinumGames live in Osaka, so we did have quite a distance in-between, like literal physical distance between us. From the moment that I created the music to when I was able to see it next, there was a big gap in time, so when I was able to my music in the game for the first time, the game was pretty close to finished, they were almost done with development. At that moment, I thought "Maybe this one might sell?" But at the same time, I didn't think it would become this big of a success, I always thought it might do better than the previous titles, but it was like a hunch that I didn't feel until this time in Yoko-san's titles. I did have some kind of a gut feeling that it might do well.
The last song of Automata, Weight of the World, had a chorus with the entire game's development staff at PlatinumGames and Square Enix singing along to encourage the player. Why did you decide on that for the final song of the game?
Okabe: I didn't remember this, I actually forgot about it for a while, but Yoko-san actually came to me telling me that he wanted a chorus at the end of the game pretty early on in the development process. I apparently made disgruntled face at him and did not remember why I even made that face or even that I made that face. After a while, I actually remember why I had such a reaction with the disgruntled face, because there's a couple of different types of choirs, but Yoko-san likes the more classical choir, so when he requested that he wanted a choir, I thought he wanted that classical type of choir at the last part of the game. At that moment, I thought "Well, that doesn't really fit in with the game plan, I don't really want to do that," which is why I had that expression on my face. After we talked about it, Yoko-san mentioned that wasn't really what he was going for, he said that because that last scene is all about all these different people helping you, he wanted everyone to sing, he wanted it to feel like everyone is singing there with you as you play.
When I thought about doing that, and I actually agreed that might be a good idea, because in Nier: Automata all the choir vocals that you hear in the game, it's actually recorded by a small group of singers, I just overlapped their voice so it sounds like a big choir. Because that last part of the game is more about you playing amongst a lot of people, I felt that taking that approach again of overlapping voices again would not really work. So I reached out to the dev teams because they were working on that part and I thought it would be a good idea to have them put themselves in the game as well. I also thought that they don't need to have a good voice, it's just to give that feeling that you're playing with all these developers.
Development teams from Square Enix, PlatinumGames, and also some composers from my company who didn't work on Nier: Automata are singing in it as well. There's also children of PlatinumGames developers and their family actually singing in it as well. That was the reasoning behind why we decided to do that at the end.
Has there ever been, in all your games you've made, an idea you had that you had to be talked out of?
Yoko: For the first Drakengard, I had an idea of [Japanese pop-star] Ayumi Hamasaki, like her character model, wearing all-silver spandex, like a giant version of her descending from the sky and you would fight against her by music. Everyone else on the staff shut it down. It does still leave that kind of music game essence kind of in there, but the part Ayumi Hamasaki comes out in silver spandex has been taken out.
Isn't that kind of similar to Drakengard 3's actual ending?
Yoko: Similar, but I actually wanted to go for something funny, or shockingly stupid. But no one would let me.
Source:
https://www.gameinformer.com/…/talking-to-yoko-taro-platinu…
同時也有24部Youtube影片,追蹤數超過8萬的網紅sodagreen official,也在其Youtube影片中提到,人生如戲 戲如音樂 魚丁糸《池堂怪談》 封存五年人生原聲帶 經歷過才不枉青春 🎧專輯收聽:https://umg.lnk.to/OaeenStrangePool 💿實體收藏:https://umg.lnk.to/Oaeen2021 從〈我就奇怪〉發展到〈終點起點〉,曲折離奇 一場奇幻搖滾音樂冒險...
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【獻給現在擁有伴侶的你們。】
Time stands still (時光靜止)
Beauty in all she is (她美麗依舊)
I will be brave (我會變得更勇敢)
I will not let anything take away (我不會讓任何阻礙我們的事物 奪走這一切)
What's standing in front of me (這一切我所擁有的)
Every breath (每一次的呼吸)
Every hour has come to this (每一時 每一刻 都為了這一天)
One step closer (更靠近一步)
One step closer (更靠近一步)
I have died everyday waiting for you (等候你的每天我都有如行屍走肉一般)
Darling don't be afraid I have loved you (親愛的不要害怕,我已深深的愛上你)
For a thousand years(這千年之戀)
I'll love you for a thousand more (我愛著你已遠遠超過千年)
And all along I believed I would find you (一路以來我相信我會找尋到你)
Time has brought your heart to me (時間已將你地心引領到我這裡)
I have loved you for a thousand years (我愛著你已有千年之久)
I love you for a thousand more (我愛著你已遠遠超過千年)
---------------------
這夜晚,獨自一人的享受這歌曲中帶來的浪漫與情意
聽著我的好姐妹們即將要踏上紅毯走入人生全新的階段
也不自覺地感受到這種幸福又滿滿祝福的愛 <3
這個時間是不是也有個人也讓你那麼的想念呢
真的真的好喜歡這首歌曲 ☺
三年了,令人值得一聽再聽的好音樂。
是我喜歡的歌曲之一,詞曲真的寫的很優美,光是連英文所描繪出的詞就真的好美>_<
聽完整個人都好想戀愛啦 <3
〖Christina Perri - A Thousand Years〗
傳送門➡ https://www.youtube.com/watch?v=rtOvBOTyX00
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Stylist- 魔法洋房 整體造型工作室 P.L hair&makeup studio
朱柏陵
Photography- 鄭小凱
i'll hair studio 在 Calista Leah Liew Facebook 的最佳貼文
I'll be doing a photo shoot tomorrow evening at Level Four Studio in Sadong Jaya. If you'd like to join us, please contact Adam at 016-8247722! =)
*Hair and makeup will be sponsored by Cuts Gallery Urban Retreat
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人生如戲 戲如音樂 魚丁糸《池堂怪談》
封存五年人生原聲帶 經歷過才不枉青春
🎧專輯收聽:https://umg.lnk.to/OaeenStrangePool
💿實體收藏:https://umg.lnk.to/Oaeen2021
從〈我就奇怪〉發展到〈終點起點〉,曲折離奇
一場奇幻搖滾音樂冒險之旅 都在《池堂怪談》
〈Sorry 青春〉MV攜手億萬導演程偉豪一起踏入平行時空,穿越青春來到貫穿戲劇和專輯的場景,特地重回池塘的場景拍攝,MV裡面也出現一些六人充滿青春記憶的場景,像是女巫店、政大四維堂、游泳池,層層堆疊的青春描寫,為專輯中註解青春與人生一曲,吉他交織弦樂,淡淡的憂傷與感慨,重重又輕輕的向青春道別也道謝。
///專輯概念延伸 視聽影集《池塘怪談》///
🎬Netflix 一氣呵成版:https://pse.is/3mw58z
🎬myVideo 分集版:https://pse.is/3krlcy
🎬公視+ 分集版:https://pse.is/3mgn6a
▂▂
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➮ Facebook:https://www.facebook.com/oaeen.fb
➮ Instagram:https://www.instagram.com/oaeen_
➮ Weibo:https://weibo.com/sodagreen2010
➮ 官方網站:https://www.sodagreen.com/
#Sorry青春 #魚丁糸 #池堂怪談
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〈Sorry 青春 Sorry for Youth〉
偷偷 空空 看看
悄悄 說說 散散
靜靜 冷冷 慢慢 變成灰白
躺了 睡了 走了
你會
不會
思念
那段歲月
扭扭 爬爬 站站
哭哭 笑笑 談談
(是非是非是否似是而非)
吵吵 鬧鬧 快快 一腳踏進未來
醒了 好了 沒了
你會
不會
思念
那歲月
我追
不回
失聯
那少年
對話充耳不聞 關係已然失真
情誼不再回溫 留我原地錯愕
只能佯裝陌生 笑看造化弄人
只能咋舌 無力道別青春
歲月
翻篇
少年
喝一杯
So long
Farewell
我向青春道個歉
Music credit
曲 Composer:吳青峰 Qing Feng Wu / 劉家凱 Kay Liu
詞 Lyricist:吳青峰 Qing Feng Wu / 龔鈺祺 Yu Chi Kung / 程偉豪 Wei Hao Cheng
製作人 Producer:王希文 Owen Wang / 陳君豪 Howe@成績好工作室
編曲 Arrangement:魚丁糸 oaeen / 王希文 Owen Wang / 陳君豪 Howe
所有樂器 All Instruments:魚丁糸 oaeen
合音&合音編寫 Backing Vocal & Backing Vocal Arrangement:吳青峰 Qing Feng Wu
弦樂編寫&口哨 Strings Arrangement & Whistle:王希文 Owen Wang
弦樂 Strings:曜爆甘音樂工作室 Just Busy Music Studio
第一小提琴 First Violin:蔡曜宇 Shuon Tsai / 沈羿彣 Yi Wen Shen / 朱奕寧 Yi Ning Ju / 顏毓恒 Victor Yen
第二小提琴 Second Violin:黃雨柔 Nala Huang / 盧思蒨 Szu Chien Lu / 黃瑾諍 Chin Cheng Huang / 林崇倫 Bug Lin
中提琴 Viola:甘威鵬 Weapon Gan / 牟啟東 Wayne Mau / 潘自琦 Tzu Chi Pan
大提琴 Cello:劉涵隱分子 Hang Liu / 葉欲新 Shin Yeh
錄音師 Recording Engineer:單為明 Link Shan
錄音室 Recording Studio:Lights Up Studio
人聲錄音師 Vocal Recording Engineer:吳青峰 Qing Feng Wu
人聲錄音室 Vocal Recording Studio:青Home
弦樂錄音師 Strings Recording Engineer:林尚伯 Shang Po Lin
弦樂錄音室 Strings Recording Studio:強力錄音室 Mega Force Studios
混音師 Mixing Engineer:單為明 Link Shan
混音錄音室 Mixing Studio:Lights Up Studio
鼓技師 Drum Tech:莊開旭 Cash
譜務 Music Preparation:朱彩蓁 Cai jhen Jhu
錄音助理 Assistant Engineer:于世政 Shih Cheng Yu
弦樂錄音助理 Strings Assistant Engineer:張閔翔 Min Hsaing Chang / 朱品豪 Pin Hao Ju
-
MV credit
導演 DIRECTOR|程偉豪
企劃 PROJECT MANAGER|陳思妤
製片 PRODUCER|林仕肯
執行製片 P.D.|江怡箴
場景經理 LOCATION MANAGER|歐陽信
製片助理 P.A.|林秭瑜 / 林煬凱 / 林品辰 / 鄭凱文
攝影 D.O.P.|江敏忠
攝影大助 1st A.C.|李世温
攝影二助 2nd A.C.|江睿哲 / 蔡亞玲
攝影器材 PHOTOGRAPHIC EQUIPMENT|和寬攝影器材有限公司
燈光 GAFFER|李嘉寓
燈光大助 BEST BOY ELECTRIC|毛福祥
燈光助理 ELECTRICS|鄭元貫 / 李家光
燈光器材 LIGHT EQUIPMENT|和寬攝影器材有限公司
移動攝影領班 KEY DOLLY GRIP|呂偉銘
移動攝影助理 DOLLY GRIP|徐純南 / 簡國宏
移動攝影器材 DOLLY GRIP|力榮影業有限公司
協力場務 GRIP|范志明 / 張聖聰
協力場務器材 FIELD EQUIPMENT|永祥影視有限公司
剪接EDITOR|張凱筑
特效VFX|張凱筑
調光COLORIST|洪文凱(時間軸影像製作有限公司)
調光專案管理COLORIST PM|陳映芳(時間軸影像製作有限公司)
場地協力 VENUE PROVIDED|
新北市政府
新北市政府文化局
新北市協助影視拍攝與發展中心
新北市政府高灘地工程管理處
臺北市立和平高級中學
國立政治大學
國立政治大學體育室
女巫店
藝人團隊 Credit
造型 Stylist|施筱柔 Lore Shih
造型助理 Stylist Assistant|陳怡如 Emma Chen / 蔡盈穎 Ying Ying Tsai
化妝 Make up|張婉婷 Wan-Ting Chang / 郭翰威 Ted Kuo
髮型 Hair Stylist|Edmund@Zoom Hairstyling / Spud@Zoom Hairstyling
髮型助理 Hair Assistant|Grace@Zoom Hairstyling
發行 Published by|環球國際唱片股份有限公司 Universal Music Ltd., Taiwan
i'll hair studio 在 sodagreen official Youtube 的最佳解答
➮ 數位收聽:https://umg.lnk.to/HoneyGinseng
魚丁糸首張全新專輯《池堂怪談》
億萬導演程偉豪首部影集《池塘怪談》
史無前例 跨界瘋狂計畫 音樂與戲劇互文的命題
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繼〈我就奇怪〉之後,在魚丁糸《池堂怪談》專輯中,緊接著出場的是〈蜂蜜人蔘〉。
〈蜂蜜人蔘〉是一首浪漫輕鬆帶點Indie Pop、Dream Pop的歌,起源於青峰與家凱兩年前在法國旅行時臨時起意的創作。整首歌曲帶有一種像是萬花筒的童趣感,於是有了小朋友的嘻笑聲、團員們所出生的80年代DX7低音合成器聲響、花草般點綴的打擊聲響、浪漫的Fender Rhodes,以及帶點歐洲感的管樂,歌曲營造出正面陽光的迷幻感。而當時正在創作戲劇的程偉豪導演,受邀與青峰共同填詞,二位創作人以相似的際遇,默契十足合力激盪出充滿詩意又帶點餘韻的文字,蜂蜜人蔘甜中有苦,苦中帶甜,虛虛實實只能各自品味。
MV也特別邀來《池塘怪談》劇集中兩位女主角苗可麗、陳姸霏,與魚丁糸在平行時空之外相遇,也是這次專輯安排的小小番外篇。陳姸霏難以解釋的約會、苗可麗神奇的蜂蜜泡影、魚丁糸又身在哪裡?
▂▂
////// 魚丁糸首張專輯試聽(視聽)影集:《池塘怪談》//////
09/10 (五) Netflix 一氣呵成版上線
09/09 (四) EP.9+EP.10 完結篇上演
- 8 pm | myVideo:https://pse.is/3krlcy
- 9 pm | 公視+:https://pse.is/3mgn6a
▂▂
////// 魚丁糸首張全新專輯《池堂怪談》//////
7/30開始預購 9/17怪談發行 👉https://umg.lnk.to/Oaeen2021
(預購限定贈品:感謝Follow 糸,超過60頁創刊號《魚丁秘密》Vol. 1)
▂▂
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➮ Facebook:https://www.facebook.com/oaeen.fb
➮ Instagram:https://www.instagram.com/oaeen_
➮ Weibo:https://weibo.com/sodagreen2010
➮ 官方網站:https://www.sodagreen.com/
#蜂蜜人蔘 #池堂怪談 #魚丁糸首張專輯現正預購
▂▂
〈蜂蜜人蔘〉
曲 Composer:吳青峰 Qing Feng Wu / 劉家凱 Kay Liu
詞 Lyricist:程偉豪 Wei Hao Cheng / 吳青峰 Qing Feng Wu
這裡天氣在下雨 你那裡晴空萬里
鏡中的你 有點怪奇 哎~~~~
我倆的存在主義 有交集也有平行
行或不行 是哲學問題 哎~~~~
我在幹什麼 我是誰 我在哪裡
喔唉呀唉呀 唉呀呀 靈魂出竅這個邏輯
喔唉呀唉呀 唉呀呀 泡一杯人蔘壓壓驚
虛虛實實虛虛 太極能生兩儀 沙丁魚沾蜂蜜
別只顧丟問句 答案在我和你 凡事別再騷擾上帝
生命各種選擇題 改變或留在原地
金銀斧頭 不能都擁有 哎~~~~
我在幹什麼 我是誰 我在哪裡
喔唉呀唉呀 唉呀呀 靈魂出竅這個東西
喔唉呀唉呀 唉呀呀 泡一杯人蔘壓壓驚
喔唉呀唉呀 唉呀呀 昨日有如夢幻泡影
喔唉呀唉呀 唉呀呀 今日一鍵重來開機
虛虛實實虛虛 八卦在打太極 風雨前的寧靜
無論過與不及 就選擇做自己 先讓我睡到自然醒
▂▂
曲 Composer:吳青峰 Qing Feng Wu / 劉家凱 Kay Liu
詞 Lyricist:程偉豪 Wei Hao Cheng / 吳青峰 Qing Feng Wu
製作人 Producer:陳君豪 Howe@成績好工作室
編曲 Arrangement:魚丁糸 oaeen
所有樂器 All Instruments:魚丁糸 oaeen
管樂編寫 Brass Arrangment:錢威良 Will'z Chieng
薩克斯風 Sax:謝明諺 Minyen Hsieh
長號 Trombone:宋光清 Qinbone Sung
小號 Trumpet:Daniel Deysher
合音&合音編寫 Backing Vocal & Backing Vocal Arrangement:吳青峰 Qing Feng Wu
錄音師 Recording Engineer:單為明 Link Shan
錄音室 Recording Studio:Lights Up Studio
人聲錄音師 Vocal Recording Engineer:吳青峰 Qing Feng Wu
人聲錄音室 Vocal Recording Studio:青Home
管樂錄音師 Brass Recording Engineer:沈冠霖 SHENB
管樂錄音室 Brass Recording Studio:BB Road Studio
音檔編輯 Editing Engineer:葉育軒 Yu Hsuan Yeh
混音師 Mixing Engineer:單為明 Link Shan
混音錄音室 Mixing Studio:Lights Up Studio
鼓技師 Drum Tech:莊開旭 Cash
錄音助理 Assistant Engineer:于世政 Shih Cheng Yu
製作助理 Production Assistant:沈冠霖 SHENB
MV Credit
特別演出 Special Thanks
苗可麗
陳姸霏
蜜蜂 Bee
張敖吾 Ao Wu Chang
導演 Director
范勇志 Yuji Fann Fann
副導 Assistant Director
蔡秉孝 Ping Hsiao Tsai
製片 Producer
吳騰翔 Charleswoo
執行製片 Line Producer
郭佳勳 Chia Hsun Kuo
製片助理 Production Assistant
張皓評 Marcus Chang
呂長恩 Chang En Lu
攝影指導 Cinematographer
王鈞 Wandrink
跟焦員 Focus Puller
周奕 Yi Chou
攝影助理 Assistant Camera
江睿哲 Jiang Ruei Jhe 蔡亞玲 Tsai Liz
燈光指導 Gaffer
張鈞復 Joseph Chun Fu Chang
燈光大助 Key Grip
朱俊宇 Andy Chun-Yu Chu
燈光助理 Electrician
鄭哲安 Zheng, Zhe-An
燈光助理 Grip
李家光 Johnson Lee
美術指導 Art Director
陳必綺 Hikky Chen
執行美術 LeadMan
許耕維 Hsu Geng Uei
張詩晨 Chang Shih Chen
鄭亦婷Pine Cheng
Stylist 造型設計
陸盈盈Lu YinYin
蘇乃靖 Nai Jing Su
剪接 Editor
范勇志 Yuji Fann Fann
調光 Colorist
邱程勇 CY Chiu / 捌零後媒體製作股份有限公司 After 80’s Media Production Co.,Ltd
製作公司 Production
泛用影像 Fannyou Eizo Studio
Reflective 反照電影工作室
器材 Equipment
紐約光影工作室 N.Y. Lighting Studio
和寬攝影器材有限公司 HeKuan Equipment Co. Ltd.
特別感謝 Special Thanks
酷我燈光音響工程
4am攝影棚
玉成戲院錄音室
藝人團隊 Credit
造型 Stylist:910、Titi Chen
造型助理 Stylist Assistant:Ao Xie
化妝 Make up:張婉婷 Wan-Ting Chang、郭翰威 Ted Kuo
髮型 Hair Stylist:Edmund@Zoom Hairstyling、Spud@Zoom Hairstyling
髮型助理 Hair Assistant:Grace@Zoom Hairstyling、Kyle Shih@Zoom Hairstyling
發行 Published by:環球國際唱片股份有限公司 Universal Music Ltd., Taiwan
i'll hair studio 在 sodagreen official Youtube 的精選貼文
➮數位收聽:https://umg.lnk.to/OaeenSFTE
當世界改變了模樣
壓得我們喘不過氣
我們用這首歌 療癒彼此 告訴自己
終點過後 就是起點
魚丁糸〈終點起點〉
一段旅程的告終
一段新生的開始
▂▂
略為熟悉又些許不同的樂團氛圍,5年了,很難一言以敝之這段時空裡產生什麼樣的撞擊變形,休團復團,成為了終點亦或是起點?擅長以音樂記錄當下的六個人,用蘇打綠的經歷展開全新的魚丁糸,只要六個人都在就是他們自己, 也就是“蘇打綠aka魚丁糸”,也深信“終點aka起點”。
太多意料之外的事情接踵而來,專輯籌備的時間隨之漫長,每個不同時期打掉重練的歌曲不計其數,懷疑和迷惘,不斷的盤旋在這六個人創作空間中。突然之間回頭一看,〈終點起點〉不就是擁有大家一致共識的答案嗎?!過去幾年、不論多少嘔心瀝血創作被六人束之高閣,這首歌卻一直都在。〈終點起點〉對魚丁糸的重量,便是整首歌裡音符和聲音的總和。世界會在各種不可預期的狀況下崩潰、毀壞,這首一直支撐他們的歌,如今也支持我們,終點和起點之間倔強的溫暖,成為此刻安慰彼此勇氣的意念。
音樂影像由胡瑞財導演執導,帶有導演的感性與理解,MV中團員一一在自己的房間,與自己的音樂共存,即使時間和過程帶來傷口,音樂卻始終是他們所能選擇最強大的力量。這次拍攝也特別找到一處廢墟,與世隔絕的地方,偌大的空間激盪出屬於他們的音樂渲染力,似乎在強烈的訴說著有音樂在的地方,就是活著的。青峰曾在訪問中分享,看似蕭寂的廢墟反而是生命力最旺盛的地方,沒有任何人為的破壞和打擾,於是恣意生長。回到這首歌想說的,很多時候看似終點的同時,也是起點,希望便是如此。巧合的是,當年《冬未了》專輯也曾在廢墟拍攝MV,此刻的魚丁糸從這裡開始,終點起點,不言而喻。
➮頻道訂閱:https://reurl.cc/W4eY2Z
➮Facebook:https://www.facebook.com/oaeen.fb
➮Instagram:https://www.instagram.com/oaeen_
➮Weibo:https://weibo.com/sodagreen2010
➮官方網站:https://www.sodagreen.com/
#魚丁糸 #終點起點 #魚丁糸2021全新單曲
▂▂
〈終點起點 Start from The End〉
曲 Composer:史俊威 Chun Wei Shih
詞 Lyricist:史俊威 Chun Wei Shih
將一句哼唱
隨歌曲飛揚
任我們想像
任我們放大
這世界的模樣
狂熱的盛夏
未了的冬陽
故事日光下
我們在醞釀
將悲傷都釋放 喔
Na na nanana
嗚喔喔 喔喔
Na na na nana
哦哦哦 哦哦
Na na nanana
嗚喔喔 喔喔
Na na na nana
哦哦哦 哦哦
對什麼失望
為什麼堅強
心裡的複雜
想要說的話
能不能先放下
不需要隱藏
最真的模樣
過程是解答
就算夢一場
離不開一個家 喔
煩惱和憂愁 先讓它 流過
現在的 傷口 不需要 理由
謊言和對錯 讓時間 去說
享受這 念頭 前方就寬闊
旋轉吧我的地球 旋轉吧我的宇宙
旋轉吧我的寄託 旋轉吧我的生活
都成為我的地球 都成為我的宇宙
都成為我的寄託 都成為我的生活
終點的光芒
等著愛點亮
請你跟著我
請妳跟著我
一起走到最後
▂▂
音樂製作Credit
製作人 Producer:王希文 Owen Wang / 陳君豪 Howe@成績好工作室
編曲 Arrangement:王希文 Owen Wang / 魚丁糸 oaeen
所有樂器 All Instruments:魚丁糸 oaeen
合音 Backing Vocal:魚丁糸 oaeen
管弦樂編寫 Brass & Strings Arrangement:王希文 Owen Wang
小號 Trumpet:聶子旂 Florent Nieh
長號 Trombone:李昆穎 KunYing Lee
弦樂 Strings:曜爆甘音樂工作室 Just Busy Music Studio
第一小提琴 First Violin:蔡曜宇 Shuon Tsai / 沈羿彣 Yi Wen Shen / 朱奕寧 Yi Ning Ju / 顏毓恒 Victor Yen
第二小提琴 Second Violin:黃雨柔 Nala Huang / 盧思蒨 Szu Chien Lu / 黃瑾諍 Chin Cheng Huang / 林崇倫 Bug Lin
中提琴 Viola:甘威鵬 Weapon Gan / 牟啟東 Wayne Mau / 潘自琦 Tzu Chi Pan
大提琴 Cello:劉涵隱分子 Hang Liu / 葉欲新 Shin Yeh
人聲錄音師 Vocal Recording Engineer:葉育軒 Yu Hsuan Yeh
人聲錄音室 Vocal Recording Studio:BB Road Studio
樂器錄音師 Instrument Recording Engineer:單為明 Link Shan
樂器錄音室 Instrument Recording Studio:Lights Up Studio
管樂&弦樂錄音師 Brass & Strings Recording Engineer:林尚伯 Shang Po Lin
管樂錄音室 Brass Recording Studio:佳聲錄音室 Good Sound Studio
弦樂錄音室 Strings Recording Studio:強力錄音室 Mega Force Studios
混音師 Mixing Engineer:黃文萱 Ziya Huang
混音錄音室 Mixing Studio:Purring Sound Studio
鼓技師 Drum Tech:莊開旭 Cash
譜務 Music Preparation:朱彩蓁 Cai jhen Jhu
樂器錄音助理 Instrument Assistant Engineer:于世政 Shih Cheng Yu
弦樂錄音助理 Strings Assistant Engineer:張閔翔 Min Hsaing Chang / 朱品豪 Pin Hao Ju
製作助理 Production Assistant:沈冠霖 SHENB
▂▂
MV影像製作Credit
影像製作 恭喜發財映画
導演 胡瑞財
副導 林冠蕙
導演組協力 黃子庭 / 劉芷妤
製片 梅致祺
執行製片 游士弘
生活製片 姚舜禹
製片場務 張武雄 / 范子薺
攝影指導 林眾甫
攝影大助 風宗廷
攝影助理 藍嘉祺 / 陳璿任
實習生 許祐嘉
燈光師 楊景浩
燈光助理 宋志威 / 藍功民 / 呂佑凱
美術指導 朱玉頎
執行美術 簡嘉儀
美術助理 江欣郁 / 駱禹彤
美術場務 陳涵哲
移動攝影 潘志維
移動觀測手 高芷佳
劇組平面側拍 游子宸
九巴司機 張輔弼
剪接 周雨青
調光 李芷璇
特別感謝 胡焰棠 / 萬美麗 / 林宸瑀
▂▂
藝人團隊Credit
造型 Stylist:910、Titi Chen、施筱柔 Lore Shih
造型助理 Stylist Assistant:Ao Xie
化妝 Make up:張婉婷 Wan-Ting Chang、郭翰威 Ted Kuo
髮型 Hair Stylist:Edmund@Zoom Hairstyling、Spud@Zoom Hairstyling
髮型助理 Hair Assistant:Grace@Zoom Hairstyling、Kyle Shih@Zoom Hairstyling
發行 Published by:環球國際唱片股份有限公司 Universal Music Ltd., Taiwan
i'll hair studio 在 I'll HAIR Studio | Kaohsiung - Facebook 的推薦與評價
I'll HAIR Studio · 粉絲專頁 · 髮廊 · 鼓山區美術東三路5號, Kaohsiung, Taiwan · 查看更多有關I'll HAIR Studio 的資料 · 置頂貼文. ... <看更多>
i'll hair studio 在 I'll Hair Studio。美術區一帶的深度氣息,美的歷程 ... - YouTube 的推薦與評價
高雄美髮#高雄剪髮#高雄沙龍#高雄髮廊#日常#daily #dailylife #vlog- I'll Hair Studio :07 550 1288高雄市鼓山區美術東三路5 ... ... <看更多>
i'll hair studio 在 [問題] 不雷的髮型店- 看板Kaohsiung - 高雄 - 批踢踢實業坊 的推薦與評價
因為在台北讀書工作關係
已經在台北生活多年
所以最在意的頭髮也在台北找到一個適合的設計師
而我也跟設計師合作多年
(非常怕頭髮被搞壞)
但因結婚的關係
最近成為高雄媳婦
所以
想請教各位高雄的哥跟姐
高雄有推哪一家髮型店跟設計師
並不是天龍人
但希望不是家庭設計師之類的
希望用藥(染燙)跟造型是可以稍稍走在時代尖端
謝謝各位
-----
Sent from JPTT on my iPhone
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※ 發信站: 批踢踢實業坊(ptt.cc), 來自: 101.11.1.210 (臺灣)
※ 文章網址: https://www.ptt.cc/bbs/Kaohsiung/M.1579909572.A.310.html
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