I love the piano. Even if I can't play well, I still love listening to its melodious sound.
When I was a kid, my mum brought me to our nearby community centre so I could attend class and learn the basics. However, my teacher soon went abroad and I didn't even pass Grade 1 and we stopped. It wasn't until I was an adult and had a career that I rekindled this love and bought this digital piano with my savings.
After stepping into motherhood, I let this big girl of mine try out formal one-on-one piano classes when she showed interest. It wasn't about wanting her to realise my unfulfilled dreams but to give her the opportunity to discover hers. Alas, after just a couple of months, she told me that she wasn't enjoying it and wanted to stop.
As a parent, how do you decide on when to push your kids to endure and carry on and when to let them have the freedom of choice? I found that a little hard at that time but for practical reasons - being able to save time and $$ and not having to bring the toddler Meimei along and loiter outside to wait for Jiejie's class to end, I allowed her to quit.
Years later, I realised it wasn't that she completely lost interest; she just didn't enjoy the learning part and wasn't happy. So, these days, we have been trying to learn on our own at a leisurely pace through online tutorials. For sure, we are far from good, we can't read scores, we can't play well and we don't even know how to use the sustain pedal, haha. But, to see her smile and know how she is now feeling the joy of learning, I don't regret my choice.
The best part? We all get to learn step by step together and feel a common sense of achievement when we accomplish something new. That bonding is so precious to me and while the girls see me as their music teacher (who has no background), I see them as my beacons of light who encourage me to become a better version of myself, to not give up on my childhood dreams and to believe that I can.
Happy to see you happy now, dear Angel. Hopefully, you can find your passion in life and have the determination, courage and strength to pursue your dreams. For you can and you will.
#ahappymum #piano #chaseyourdreams
同時也有9部Youtube影片,追蹤數超過4萬的網紅王Leo,也在其Youtube影片中提到,00:00 消化不良 (Bad Digestion) 03:51 白飯 (Baifun) 07:14 都有體會 (Experienced That) 11:15 鏡子 (Mirror) Bad Digestion, a four-song EP from Taiwanese hip-hop inn...
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common background music 在 王艷薇 Evangeline Facebook 的最讚貼文
推推推!
我老闆真的酷!
My BOSS SIFU really cool!
陶山
來吧來吧🤗
陶山是一位知名的华语流行乐制作人,知名作品有陈芳语的【爱你】,谢和弦和王诗安的【爱不需要装乖】,林宥嘉的【感同身受】等等。在西雅图长大的陶山因为一首莫文蔚和柯有伦的 [爱死你]而来到台湾,开始为这里的音乐圈写歌与制作。今天的陶山因为写过许多金曲已是圈子里有口碑的金牌制作人,也为这事你啊来的华语流行音乐产业丰富许多。最近,他对音乐的热情被导入他新的音乐品牌SKR Music, 透过这个品牌他希望能够让更多好艺人,好的华语音乐被更多人看到。
适用人群:
• 对音乐行业有兴趣的社会各界人士,音乐背景不限。
时间:22/5/2019 - 24/5/2019
(星期三至星期五)
大师级音乐课室系列
Skot Suyama 陶山 Vocal
Production Master Workshop
Master Bio:
Skot Suyama 陶山 is a Mandopop record producer best known for penning hit tracks such as Kimberley Chen’s 爱你, R-Chord’s 爱不需要装乖, Yoga Lin’s 感同身受 and many more. Born in Seattle and of Japanese-American ancestry, he came to Taiwan after the success of his first song, Karen Mok and Alan Kuo’s ‘爱死你’ which kickstarted his interest and contributions to the Mandopop scene at large. A well-respected veteran producer within the industry for his ability to write hit songs, Skot has been a direct contributor to many representative works of the contemporary Mandopop scene over the last decade. In the last few years, his passion has led him to start his own record label SKR Music, under which he hopes to hone artistically-sound artists and music which bring Mandopop to the wider world.
Master Workshop Duration: 3 days
1. What is Vocal Production?
What does a vocal producer do?
2. Gear basics. Mic, Pre-Amp, EQ, Compressor
3. Setting up the Pro-Tools session, getting ready for the artist
4. Meeting the artist: getting to know what kind of artist they are, and the psychology of recording an artist. The mental and psychological aspects of a singer
- When to push
- When to listen
- How to read a singer and what they really mean when they complain
- How to get the arrangement super comfortable in the headphones, and balance the reverb, and delay so that the singer can give you their best performance
- The ‘groove’ of a recording session
- How much ‘pre-roll’ to give
- How much time to give between takes for the singer to res their voice
- The different backgrounds of singers and how that effects the recording technique. For example, Singers that developed their skills from Karaoke or singing competitions often like to sing the entire song through to get the right emotion for each part. Singer Songwriter or demo singers who have a recording background usually prefer to go part by part, etc. While seasoned veteran singers may prefer to speed through a recording session either because they’re busy and need to go to their next engagement, or because they already know the power of the computer and vocal editing.
- How long should you chat with a singer before recording? Get to know them and start building trust before you even press record.
- How to keep the singers confidence always high, so you can get the best performance out of them.
- When to make a comment, and when to just let the singer keep singing. What happens to the singer’s confidence when you give a negative comment like ‘You’re out of tune’, or ‘you’re rushing’ etc.
- When to show the artist another way of singing a certain line. And when to give up on your idea.
- How to create a bond with the singer in very short amount of time, so that you both are on the same team and both doing your best for the song
Skill Sharing course:
1. Recording the artist and selecting takes, different approaches to recording the song
2. Finding harmonies, and recording harmonies. Going in depth with many examples. How to find the 3rd, and the 5th harmonies and how to adjust them according to what the chords are playing behind. How many tracks to record, and how to pan them. Example pro-tools sessions : (王艳薇)天使亲吻过的声音, (王艳薇)框不住的爱
3. Adding ad-libs. Showing examples of when the ad-libs are too much, or in the wrong place. Showing the corrected examples. Example pro-tools sessions : (王艳薇)天使亲吻过的声音, (陈忻玥)Just You and Me,
4. Tuning vocals. Bring in a session and show them step by step how I tune vocals in all of my vocal productions. Example pro-tools session : (陈忻玥)Nobody Ever Wonders, (王艳薇)天使亲吻过的声音
5. Adjusting the timing of vocals / Aligning vocals. Show step by step using previous pro-tools sessions of songs that I’ve created. How to edit the timing of rap vocals. Example pro-tools session : (陈忻玥)Just You and Me, (李杰明)神秘
6. Trouble Shooting Vocal Editing. Get rids of pops and clicks, and bad cross fades. Show examples of each, and how to solve common vocal editing problems. Example pro-tools session : (傅又宣)Better This Way Unplugged
每晚7点至11点
地址:Livehouse @Lion Studio
115B Commonwealth Drive
Singapore 149597
课时:共12小时 (3节课,每节课4小时,英文再加一点点外国人华文授课)
费用:S$550新元/-
网上报名:http://Skot.peatix.com
咨询:+65 81800537 或 contact@livehouse.sg
(备注:报名者需预付200元订金*,此金额将从总费用中扣除。余下金额(例: S$550新元-S$200新元= S$350新元)
直接支付于Livehouse Pte Ltd
咨询方式:+65 81800537
或 contact@livehouse.sg
Date : 22nd-24th May 2019
( Wednesday- Friday)
Time: 7pm-11pm
Total No. of Hours: 12Hrs
(4Hrs x 3 lesson conducted in English )
(Note: Register here with S$200 deposit*, which will be deducted from the total fees. The rest amount (e.g. S$550-S$200= S$350/-) is directly payable to Livehouse before workshop commences.)
Contact +65 81800537or email to contact@livehouse.sg for enquiries.
* The S$200/- Deposit is non-refundable in the event that the attendee wishes to withdraw from the workshop on day of commencement!
common background music 在 半瓶醋 Facebook 的最佳貼文
"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…
common background music 在 王Leo Youtube 的最佳貼文
00:00 消化不良 (Bad Digestion)
03:51 白飯 (Baifun)
07:14 都有體會 (Experienced That)
11:15 鏡子 (Mirror)
Bad Digestion, a four-song EP from Taiwanese hip-hop innovator/songwriter Leo Wang, is a snapshot of life in Taiwan -- or anywhere, for that matter -- in 2021.
Let's start with a familiar everyday scene: you're sitting at a table, chopsticks in one hand, phone in the other. You're shoveling down food with one hand, swiping through emotion and drama with the other.
All this grease and gripe, day in, day out, will eventually get to you. This idea inspired the reggae-driven title track, on which Leo sings: "It's emotion, it's hunger, it's fate, all pulling on me / All these mundane things in the world -- I just want to break free."
Time for a digestif, then. The Taiwanese don't agree on everything, but they agree a meal is always good with white rice, or "Baifun." This cut is Leo's ode to Taiwan's great uniter, and his backing band feeds us a generous serving, dripping with funk.
When the world's hard to swallow, one can medicate, but one can also meditate, as Leo does on the last two songs. The space jazz-rock-infused "Experienced That" reminds us of our cosmic selves, as we are constantly pushed and pulled between positive and negative forces. "Mirror" closes the EP with a morsel of common wisdom worth remembering: when we look at other people, what we actually see is a reflection of ourselves.
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Bad Digestion is a release from KAO!INC., and was produced by Jerry Li, who also contributes on electric guitar, and features Adriano Moreira on drums, Eugene Yu (UG) on bass, Tseng-Yi Tseng on keyboard, and Minyen Hsieh on saxophones.
released June 24, 2021
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1. 消化不良 (Bad Digestion)
作詞 Lyrics:王之佑 Leo Wang
作曲 Compose:王之佑 Leo Wang、高飛 Adriano Moreira
製作人 Producer:李權哲 Jerry Li
編曲 Arranger:高飛 Adriano Moreira、李權哲 Jerry Li
爵士鼓 Drums:高飛 Adriano Moreira
電貝斯 Bass:俞友楨 UG
主奏吉他 Lead Guitar:李權哲 Jerry Li
節奏吉他 Rhythm Guitar:高飛 Adriano Moreira
鋼琴/風琴 Piano/B3 Organ:曾增譯 Mike Tseng
合成器 Synth:李權哲 Jerry Li
打擊樂 Percussion:李權哲 Jerry Li
和聲 Background Vocals:王之佑 Leo Wang、李權哲 Jerry Li、王彥博 NOTBADYB
O.P.:顏社企業有限公司 KAO!INC.
S.P.:Sony Music Publishing(Pte)Ltd, Taiwan Branch
ISRC:TWI452100044
2. 白飯 (Baifun)
作詞 Lyrics:王之佑 Leo Wang
作曲 Compose:王之佑 Leo Wang、高飛 Adriano Moreira、俞友楨 UG
製作人 Producer:李權哲 Jerry Li
編曲 Arranger:高飛 Adriano Moreira、俞友楨 UG、李權哲 Jerry Li 、王昱辰 Yuchain Wang
爵士鼓 Drums:高飛 Adriano Moreira
電貝斯 Bass:俞友楨 UG
電吉他 Guitar:李權哲 Jerry Li
電鋼琴 Wurlitzer:曾增譯 Mike Tseng
電鋼琴 Fender Rhodes:李權哲 Jerry Li
打擊樂 Percussion:李權哲 Jerry Li
高音薩克斯風/次中音薩克斯風 Soprano/Tenor Saxophones:謝明諺 Minyen Hsieh
長號 Trombone:林庭揚 Brandon Lin
和聲 Background Vocals:王之佑 Leo Wang、李權哲 Jerry Li
O.P.:顏社企業有限公司 KAO!INC.
S.P.:Sony Music Publishing(Pte)Ltd, Taiwan Branch
ISRC:TWI452100045
3. 都有體會 (Experienced That)
作詞 Lyrics:王之佑 Leo Wang
作曲 Compose:王之佑 Leo Wang、高飛 Adriano Moreira、俞友楨 UG
製作人 Producer:李權哲 Jerry Li
編曲 Arranger:高飛 Adriano Moreira、俞友楨 UG、李權哲 Jerry Li
爵士鼓 Drums:高飛 Adriano Moreira
電貝斯 Bass:俞友楨 UG
電吉他/古典吉他 Electric/Nylon Guitars:李權哲 Jerry Li
電鋼琴/合成器 Electric Piano/Synthesizer:曾增譯 Mike Tseng
高音薩克斯風 Soprano Saxophone:謝明諺 Minyen Hsieh
O.P.:顏社企業有限公司 KAO!INC.
S.P.:Sony Music Publishing(Pte)Ltd, Taiwan Branch
ISRC:TWI452100046
4. 鏡子 (Mirror)
作詞 Lyrics:王之佑 Leo Wang
作曲 Compose:王之佑 Leo Wang、高飛 Adriano Moreira、俞友楨 UG、曾增譯 Mike Tseng
製作人 Producer:李權哲 Jerry Li
編曲 Arranger:俞友楨 UG、李權哲 Jerry Li
爵士鼓 Drums:高飛 Adriano Moreira
電貝斯 Bass:俞友楨 UG
電吉他 Guitar:李權哲 Jerry Li
鋼琴 Piano:曾增譯 Mike Tseng
高音薩克斯風/次中音薩克斯風 Soprano/Tenor Saxophones:謝明諺 Minyen Hsieh
長號 Trombone:林庭揚 Brandon Lin
和聲 Background Vocals:李權哲 Jerry Li、王彥博 NOTBADYB
O.P.:顏社企業有限公司 KAO!INC.
S.P.:Sony Music Publishing(Pte)Ltd, Taiwan Branch
ISRC:TWI452100047
拍攝/影像合成 Video Production:呂儀婷 51
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Leo王《消化不良》已全面上架:https://rock-mobile.lnk.to/leobd
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|實體通路|
顏社官方商店
https://kao-inc.com/product/baddigestion
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#Leo王 #消化不良
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common background music 在 堅離地球 · 沈旭暉 Youtube 的最讚貼文
昔日的香港作為國際金融中心,擁有的原有教科書樣板優勢,例如法治、自由、人權、透明度、common sense,乃至同理心等,都會不再存在,香港在一系列的國際評級,也只會拾級而下。但我們同時必須承認,香港建制派雖然以「忠誠的廢物」之名享譽北京權貴,北京卻不乏擅長宏觀大戰略的推手,雖然那種價值觀我們不認同,卻不等於沒有「中國那一套」方案。時至今日,方案似乎愈見清晰,北京信心滿滿的認為「新香港」可以建立另一批優勢:是的,不透明、「依法治國」也有另一種優勢,自然就是方便「洗錢」、方便裙帶資本主義、方便集資、方便中國在不影響內地金融穩定的前提下盡攬美元。所以對最一小撮人的真正權貴階層,香港依然能做(僅限他們利益所及的)「國際金融中心」,只是這樣的「中心」,完全和一般人無關而已。那「新香港」在未來的國際金融大戰,下場會怎樣?
⏺ 由「亞洲國際都會」變身「走資國際都會」:國際金融戰場中的「新香港」
https://www.patreon.com/posts/49895215
▶️ 紐約時報:「留住富人:香港推出減稅等優惠政策」
https://cn.nytimes.com/business/20210407/hong-kong-finance-wealthy/zh-hant/
Background Music Credit: ROYALTY FREE MUSIC by BENSOUND
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common background music 在 CH Music Channel Youtube 的精選貼文
《daydream》
声色 / Kowairo / 聲色 / Mimicry
作詞 / Lyricist:TK
作曲 / Composer:TK
編曲 / Arranger:TK
歌 / Singer:Aimer
翻譯:澄野(CH Music Channel)
意譯:CH(CH Music Channel)
English Translation: Thaerin
背景 / Background - Aqua - oo6 :
https://www.pixiv.net/artworks/83372096
版權聲明:
本頻道不握有任何音樂所有權,亦無任何營利,一切僅為推廣用途。音樂所有權歸原始創作者所有。請支持正版。
Copyright Info:
Be aware this channel is for promotion purposes only without any illegal profit. All music's ownership belongs to the original creators.
Please support the original creator.
すべての権利は正当な所有者/作成者に帰属します。あなたがこの音楽(または画像)の作成者で、この動画に使用されたくない場合はメッセージまたはこのYoutubeチャンネルの概要のメールアドレスにご連絡ください。私はすぐに削除します。
如果你喜歡我的影片,不妨按下喜歡和訂閱,你的支持就是我創作的最大原動力!
If you like my videos, please click like and subscribe! Thx :)
粉絲團隨時獲得最新訊息!
Check my Facebook page for more information!
https://www.facebook.com/chschannel/
中文翻譯 / Chinese Translation :
https://home.gamer.com.tw/creationDetail.php?sn=5051552
英文翻譯 / English Translation :
https://www.lyrical-nonsense.com/lyrics/aimer/kowairo/
日文歌詞 / Japanese Lyrics :
幻に怯えている
誰かの声飛び散る今
置き去りの衝動がほら
寂しそうに枯れていく
私は今日誰になって 君の中で壊れていく?
届けば届くほどに
虚しさに気づかされた
幻の残酷さを
ありふれた奇跡 その儚さが
裸の私の意味を締め付ける
私は今日誰になって 君の中で溺れていく?
届けば届くほどに
広がる視界に心は狭くなって
広がる世界を不安が満たした
広がる視界に心は居なくて
怯えた私の声は今も聞こえていますか
私を見て 幻じゃなくて
私を見て 奇跡じゃなくて
曝け出しても 裸じゃなくて
生み出しても 産み出しても
私じゃなくて怖いよ
羽ばたけるかな
中文歌詞 / Chinese Lyrics :
畏怯幻影的形跡
某人的聲音,如今正飛散消逝
你瞧,種種背棄在後的衝動
那份,孤寂落寞、乾涸枯萎的慘狀
「今日我又將以何等姿態,於你心頭潰爛?」
越是接近你,越於你心中逐漸分崩離析
如今才因種種空虛憶起
空有的幻想,是多麼殘酷無情
誰都能夢見隨處可見的奇蹟,多麼華而不實
賦予身無一物的我名為「生存意義」的枷鎖
「今日我又將以何等姿態,於你的心中沉淪呢?」
越是接近你,越是陷溺其中
放遠的視野中,卻伴著狹隘閉鎖的內心
廣闊的世界中,卻堆砌滿溢著焦慮不安
開闊的眼界中,惟不見一絲情感殘留
你是否仍能聽見,我那膽怯顫抖的聲音呢?
請你看著我吧,證明我既非幻影
請你看著我吧,證明我亦非奇蹟
即使曝光所有一切,也並非一無所有
但即使降生於世、歷經無數次重生——
「卻都無法成為我自己啊,我好害怕......」
這樣的我,終能展翅翱翔嗎?
英文歌詞 / English Lyrics :
I’m fearing an illusion. At this moment, someone’s voice flies about.
My abandoned urges, you see… wither away so lonesomely.
Who will I become today… in order to break apart inside you?
The further and further I reach-
The futility of it all made me realize the cruelty of that illusion.
The fickle nature of common miracles
Constricts the meaning of my naked form.
Who will I become today… in order to drown inside you?
The further and further I reach-
Amid an expanding view, my mind grows narrow-
Amid an expanding world, my uneasiness came to fruition.
Amid an expanding view, my mind is nowhere to be found-
Can you still hear my frightened voice, even now?
Look at me, not that illusion.
Look at me, not those miracles.
Even if I’m exposed, I won’t be naked.
Even if I recreate myself… recreate myself…
I won’t be me; I’m so afraid.
I wonder if I can still flap these wings…
Source: https://www.lyrical-nonsense.com/lyrics/aimer/kowairo/
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common background music 在 Top 10 background music | most popular on YouTube | Part - 2 的推薦與評價
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