"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about the game's creation, music, and design philosophies and we are taking this opportunity to combine both until-now unpublished interviews together.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3部Youtube影片,追蹤數超過2萬的網紅黑小多,也在其Youtube影片中提到,《黑小多のTwitch實況台》←“頻道相關Q&A”也在這邊看唷~ http://www.twitch.tv/blackchan 《黑小多の粉絲團》←大家趕緊去幫我按個讚吧!w http://www.facebook.com/heyxiaotto 《能貓姊整理的全成就資料》←感謝能貓姊! http...
「big sky結局」的推薦目錄:
- 關於big sky結局 在 半瓶醋 Facebook 的最佳解答
- 關於big sky結局 在 黑小多 Youtube 的最佳貼文
- 關於big sky結局 在 クレイユーキーズKureiYuki's Youtube 的最佳解答
- 關於big sky結局 在 CarlosDouh Youtube 的最佳貼文
- 關於big sky結局 在 [心得] Big Sky S01E05 (雷) - 看板EAseries - 批踢踢實業坊 的評價
- 關於big sky結局 在 [心得] Big Sky S01E01 (雷) - EAseries 的評價
- 關於big sky結局 在 《電馭叛客2077》#6 今天跑DLC結局+新結局【SKY】 的評價
- 關於big sky結局 在 出乎意料的結局|決戰新台灣|Sky & A-Yong-Go vs z / o & The ... 的評價
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- 關於big sky結局 在 無言的結局(卡拉OK) Mandarin - YouTube 的評價
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- 關於big sky結局 在 【旅途】第136集「小智與小豪!踏上新的旅途 ... - Facebook 的評價
- 關於big sky結局 在 每日一花7.31-Haru. Hello. 的評價
big sky結局 在 黑小多 Youtube 的最佳貼文
《黑小多のTwitch實況台》←“頻道相關Q&A”也在這邊看唷~
http://www.twitch.tv/blackchan
《黑小多の粉絲團》←大家趕緊去幫我按個讚吧!w
http://www.facebook.com/heyxiaotto
《能貓姊整理的全成就資料》←感謝能貓姊!
https://docs.google.com/spreadsheets/d/1j7JMNRIhwuwFZFctuVALVUztkkWgeQjFT_vTaHvW9Ts/edit?usp=sharing
----------------------------------------------------
0:00 需要通關的關卡
0:41 彈鋼琴
-----57個所需成就-----
1:46 1.Jewelry Store 珠寶店 - Diamonds are Forever
1:52 2.任何銀行劫案 - A Good Haul
1:57 3.Shadow Raid 影之襲擊 - I Will Pass Through Walls
2:02 4.GO Bank 全武銀行 - All Eggs in One Basket
2:07 5.Diamond Store 鑽石店 - Hostage Situation
2:25 6.任何運鈔車劫案(不包含火車) - But Wait - There’s More
2:36 7.Train Heist 運鈔車:火車劫案 - We’re Gonna Need a Bigger Boat
2:44 8.Mallcrasher 商場破壞者 - Self Checkout
2:48 9.Four Stores 四間店 - Platinum Card 或 Yeah, He’s a Gold Digger
2:53 10.White Xmas 白色聖誕劫- What’s in the Box?
2:56 11.Ukrainian Job 烏克蘭人的委託 - Let’s do th…
3:01 12.Meltdown 爐心熔解 - They Don’t Pay Us Enough
3:08 13.Aftershock 震後餘生 - Bring It Back Safe
3:17 14.Nightclub 夜總會 - Let Them Boogie
3:30 15.Stealing Xmas 聖誕大盜 - The Grinch
3:39 16.Watchdogs 看門狗 - Out of bounds
4:06 17.Firestarter 縱火者 - Lord of War
4:13 18.Rats 鼠輩 - Full Measure
4:19 19.Big Oil 石油大亨 - Doctor Fantastic
4:28 20.Framing Frame 偷天換日 - I Wasn’t Even There!
4:38 21.Election Day 選舉日 - I’m A Swinger
4:48 22.Big Bank 大銀行 - Don’t bring the Heat
4:59 23.Hotline Miami 熱線邁阿密 - Walk Faster
5:16 24.Hoxton Breakout 老哈逃獄記 - Watch The Power Switch!
5:22 25.Hoxton Revenge 老哈復仇記 - Silent But Deadly
5:30 26.The Diamond 驚世奇鑽 - Cat Burglar
5:37 27.Golden Grin Casino 金牙賭場劫案 - High Roller
5:52 28.Bomb: Dockyard 炸彈劫案:碼頭 - I’ve got the Power
6:06 29.Bomb: Forest 炸彈劫案:森林 - Pump It Up
6:20 30.Scarface Mansion 疤面公館 - Settling a Scar
6:28 31.The Alesso Heist 音樂會劫案 - Sound of Silence
6:39 32.Counterfeit 偽鈔風雲 - Dr. Evil
6:48 33.First World Bank 世界第一銀行 - OVERDRILL
6:54 34.Murky Station 黑水火車站 - The Pacifist
7:06 35.Boiling Point 沸點 - Remember, No Russian
7:22 36.Goat Simulator 山羊模擬器 - Hazzard County
7:49 37.Santa’s Workshop 聖誕工坊 - Santa Slays Slackers
8:11 38.Car Shop 車店 - Gone in 240 seconds
8:19 39.The Biker Heist 暴走族劫案 - Full Throttle
8:37 40.Panic Room 戰慄空間 - Quick Draw
8:48 41.Brooklyn 10-10 荒唐警局 - A Rendezvous With Destiny
9:04 42.The Yacht Heist 遊艇劫案 - Pacifish
9:11 43.Undercover 骯髒交易 - Not Even Once
9:29 44.Slaughterhouse 屠宰場 - Making a Statement
9:47 45.Beneath the Mountain 山脊之下 - Clean House
10:12 46.Birth of Sky 誕於天際 - 1...2...3… JUMP!
10:25 47.Heat Street 熱街 - It’s Nice To Be Nice
10:39 48.Green Bridge 格林大橋 - Attacked Helicopter
10:49 49.Alaskan Deal 阿拉斯加交易- The Fuel Must Flow
10:59 50.Diamond Heist 經典鑽石劫案 - Blood Diamond
11:13 51.Reservoir Dogs 落水狗劫案 - Waste Not, Want Not
11:27 52.Brooklyn Bank 布魯克林銀行- All the Gold in Brooklyn
11:36 53.Breakin’ Feds 闖越FBI - Stalker
12:08 54.Henry’s Rock 亨利峽谷 - Hack This!
12:22 55.Shacklethorne Auction 拍賣會劫案 - Press [F] to pay Respect
12:47 56.Hell’s Island 地獄島 - Beacon of.. nope
12:55 57.No Mercy 慈愛醫院 - Keeping the Cool
13:15 結語
------------------------------------------------------------------------------------------------
如果你喜歡我的Youtube影片,記得在影片左下方的地方按一下「喜歡」的按鈕,
以及「訂閱」我的Youtube,訂閱我的頻道就能與小多簽訂暗黑契約,
亦或是在下面留下你的評論,你的評論也可以讓小多的暗黑力量繼續壯大唷!(ˋ wˊ)/
#黑小多
#劫薪日2
#隱藏結局
big sky結局 在 クレイユーキーズKureiYuki's Youtube 的最佳解答
Love Letter
Download & Streaming : https://big-up.style/JLBj7Z2eFm
インスト/INST
https://piapro.jp/html5_player_popup/?cdate=20210308122741&id=v3bid75g0wlvaqqw&p=0
『Love Letter』は永遠に届かない?ラブレターを送り続けた主人公の話で、クレイユーキーズとして7作目、鎖那を迎えた楽曲になります。今回の曲はクレイ勇輝、Kafu Sato、Martin(OAU)、西岡ヒデロー、OKP-STAR(ex.Aqua Timez)で作りあげたラブソング。
配信ジャケットとMVイラストは引き続きbanishmentが担当。恒例になっているクレイユーキーズのサウンドとbanishmentのイラストも楽しんで頂けたらと思います!
This is the 7th release by KureiYuki's, that welcomes vocalist Sana. It is a story about a love letter that never reaches...?
Follow クレイユーキーズ/KureiYuki's
https://www.instagram.com/kimaguren_kurei/?hl=ja
https://twitter.com/KIMAKUREI
https://open.spotify.com/artist/3jL6qMsbG7tnDxHDDMhVBH
https://music.apple.com/jp/artist/%E3%82%AF%E3%83%AC%E3%82%A4%E3%83%A6%E3%83%BC%E3%82%AD%E3%83%BC%E3%82%BA/1511118406
Follow 鎖那
https://www.youtube.com/channel/UC0D-9mI0XntQUhMdUzqiqJw
https://twitter.com/sanapri
作曲 Kafu Sato/クレイ勇輝
作詞 クレイ勇輝
編曲 クレイユーキーズ
Vocal:鎖那/クレイ勇輝
Chorus:Kafu Sato/Martin Johnson(OAU)/OKP-STAR
Guitar:Kafu Sato
Violin:Martin Johnson(OAU)
Percussion:西岡ヒデロー
Bass:OKP-STAR
Programming:福島貴夫
Engineer:馬場毅
ArtWork:banishment(FLAT STUDIO)
クレイユーキーズ with 鎖那
「Love Letter」
ノートの切れ端に書いたラブレター
いつか読んでくれるように 願いを託しました
君の上履き箱に忍ばせたラブレター
今度こそ読んでくれてないかと 想いを弾ませた
家路を急ぐ君の後を追いかけて
紙飛行機になったラブレター 君へと飛ばしました
I LOVE YOU SEND LOVE LETTER
I LOVE YOU SEND LOVE LETTER
LOVE LETTER LOVE LETTER LOVE
I LOVE YOU SEND LOVE LETTER
I LOVE YOU SEND LOVE LETTER
LOVE LETTER LOVE LETTER LOVE
LOVE LETTER LOVE LETTER LOVE
君の隣のあいつに委ねたラブレター
後から聞いた話によると そいつも君が好きだった
卒業するその日まで送り続けたラブレター
結局 3 年間君からの返事は無かった
最後の日校庭に埋めた ラブレタータイムカプセル
届かなかった想いに フタを閉じました
I LOVE YOU SEND LOVE LETTER
I LOVE YOU SEND LOVE LETTER
LOVE LETTER LOVE LETTER LOVE
I LOVE YOU SEND LOVE LETTER
I LOVE YOU SEND LOVE LETTER
LOVE LETTER LOVE LETTER LOVE
LOVE LETTER LOVE LETTER LOVE
10 年後同窓会の帰り道
みんなで校庭になだれ込んだ
夜空の下眠る泥だらけの
記憶が、想いがよみがえる
気付くと大人になった君と
二人きり星の下座っていた
酔った勢いで笑いながら
君の事がずっと 好きだったんだよ
えっ?うそ?私も君が
I LOVE YOU SEND LOVE LETTER
I LOVE YOU SEND LOVE LETTER
LOVE LETTER LOVE LETTER LOVE
I LOVE YOU SEND LOVE LETTER
I LOVE YOU SEND LOVE LETTER
LOVE LETTER LOVE LETTER LOVE
I LOVE YOU SEND LOVE LETTER
I LOVE YOU SEND LOVE LETTER
LOVE LETTER LOVE LETTER LOVE
I LOVE YOU SEND LOVE LETTER
I LOVE YOU SEND LOVE LETTER
LOVE LETTER LOVE LETTER LOVE
LOVE LETTER LOVE LETTER LOVE
LOVE LETTER LOVE LETTER LOVE
////////////
KureiYuki's with Sana
「Love Letter」
Song written by Kafu Sato/Yuki Kurei
Lyrics by Yuki Kurei
Arranged by KureiYuki's
A love letter I wrote on a piece of paper
Someday I wish it will reach your heart
A love letter I put in your shoe box
I wonder if you would read it this time
On your way home from school
I threw you a love letter in a shape of a paper plane
I LOVE YOU SEND LOVE LETTER
I LOVE YOU SEND LOVE LETTER
LOVE LETTER LOVE LETTER LOVE
I LOVE YOU SEND LOVE LETTER
I LOVE YOU SEND LOVE LETTER
LOVE LETTER LOVE LETTER LOVE
LOVE LETTER LOVE LETTER LOVE
The love letter I entrusted to the guy sitting next to you in class
It was a few years later that I heard he was into you too
A love letter that I kept sending until the day we graduated
After all, there was no reply from you for 3 years
I buried the love letter in a time capsule in the schoolyard on the last day of school
Waved goodbye to my high school love
I LOVE YOU SEND LOVE LETTER
I LOVE YOU SEND LOVE LETTER
LOVE LETTER LOVE LETTER LOVE
I LOVE YOU SEND LOVE LETTER
I LOVE YOU SEND LOVE LETTER
LOVE LETTER LOVE LETTER LOVE
LOVE LETTER LOVE LETTER LOVE
10 years later, on the way home from the high school reunion
We rushed into the schoolyard laying down under the night sky
As we opened time capsule memories came back to life
When I noticed, you and I sitting side by side under the stars
Drunk and laughing, I just had to tell you
I've always liked you
What? For real? I liked you too
I LOVE YOU SEND LOVE LETTER
I LOVE YOU SEND LOVE LETTER
LOVE LETTER LOVE LETTER LOVE
I LOVE YOU SEND LOVE LETTER
I LOVE YOU SEND LOVE LETTER
LOVE LETTER LOVE LETTER LOVE
I LOVE YOU SEND LOVE LETTER
I LOVE YOU SEND LOVE LETTER
LOVE LETTER LOVE LETTER LOVE
I LOVE YOU SEND LOVE LETTER
I LOVE YOU SEND LOVE LETTER
LOVE LETTER LOVE LETTER LOVE
LOVE LETTER LOVE LETTER LOVE
LOVE LETTER LOVE LETTER LOVE
big sky結局 在 CarlosDouh Youtube 的最佳貼文
▶Carlos Facebook: http://www.facebook.com/carlosdouh
▶Carlos Instagram: http://www.instagram.com/carlosdouh
▶T-SHIRTS: http://carlosdouh.spreadshirt.com
Check out Ah-G's Channel!
▶http://www.youtube.com/eliminatex
▶Ah-G's Facebook: http://www.facebook.com/eliminatex
▶Ah-G's Instagram: http://www.instagram.com/eliminatex
Lyrics:
誰個永遠太忙 忘了最美好的時光
Everyone is always busy, and forget the beautiful time.
誰也有權盼望 任性的光散發面龐
Everyone has the right to dream, willful light is shining on my face.
陽光照遍最閃的汗 怠慢了我們能趕上
The sunlight shines on my sparkling sweat, we’re going slow but we will still catch up.
心存晴空 所以便勇敢盛放
Inside my heart is a sunny sky, so my braveness is full bloom.
CHORUS:
來年多麼驚險 不要太早框了線
These years had so much danger, don’t draw the line too early.
從前錯過了 期望更好明天
We missed it, but hope for a better tomorrow.
回頭多少瘋癲 總會有天需要努力備戰
Think of all the craziness, one day we will need to strive to prepare for war.
似水匆匆流年 同座有你參加這場盛宴
Like rushing water, sitting together with you at this feast.
迷茫那次愛情 沉醉間有一天夢醒
That love is so confusing, One day I awoke being drunk on love.
就算結局注定 別太早失去了熱情
The ending was meant to be, don’t lose your passion too early.
狂歡 這晚變得安靜 笑或痛也毋忘率性
A lively night became so quiet, laughs or pain I won’t forget true personality.
寫成人生不會後悔的盡興
Write your whole life won’t have any regrets, enjoy yourself.
CHORUS
來年多麼驚險 不要太早框了線
These years had so much danger, don’t draw the line too early.
從前錯過了 期望更好明天 風急雨濺
We missed it, but hope for a better tomorrow. Fast wind and rain drops.
新的起點給我領先 未停留的衝線
A new starting point, I’m winning, I’ll sprint and won’t stop at the finish line.
跌倒撐起人前 無負霎眼青春秒速改變
Fall down and get up in front of the crowd, I’m not sorry, youth will be gone in the blink of an eye.
---
OUTRO MUSIC:
The Big Beat 80s - Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
Thanks Smaty SHI for the Hong Kong timelapse video!
https://www.youtube.com/watch?v=ZtuqrulAdgw
big sky結局 在 [心得] Big Sky S01E01 (雷) - EAseries 的推薦與評價
嗯...先警告,這一集最後相當震撼,讓人感到非常錯愕。 但一開始,感覺上就像是個小鎮情感、家庭紛爭劇,每個主要角色的家庭內都有些不為人道的內情, ... ... <看更多>
big sky結局 在 《電馭叛客2077》#6 今天跑DLC結局+新結局【SKY】 的推薦與評價
這次玩的是《電馭叛客2077》,就電馭叛客2077 這裡有人會看嗎各位好,我是 SKY ,歡迎來到我的頻道,這裡很愛分享遊戲情報、八卦消息、還有很多各種不同 ... ... <看更多>
big sky結局 在 [心得] Big Sky S01E05 (雷) - 看板EAseries - 批踢踢實業坊 的推薦與評價
我想,ABC應該是要把整套小說都給拍完,所以才給了追加預定。
否則依照今天最後的發展,感覺似乎快要能走到結局了?
至少對於觀眾來說,Cassie算是給Cody報了仇了。
也是因為有這樣的發展,讓人覺得似乎也沒怎麼在拖戲的感覺 (誤
另外就是今天有一小段回顧篇,讓人了解Rick是如何招募到看似順從,其實心中已經另有
打算的小幫手Ronald的經過。
原來他也是Rick在路上巡邏逮住的尋歡客之一,只不過Rick似乎早就盯上了他,只等著他
自己犯錯自投羅網。
再利用他有服從權威的傾向著手,將他拉進了自己的人口販運事業中。
只是,由於Ronald蓄意接近Rick的妻子,加上近來累積的種種錯誤與隨之而來的壓力,
讓Rick萌生了金盆洗手的打算,決定把這三個問題商品出手後就收山。
也就是說,要不是Ronald誤抓了兩姊妹,要不是Cody迅速的逼近核心迫使他行兇滅口,
以及對妻子的狐疑等等,這個公路綁架事件會繼續下去。
並不是因為Rick良心發現甚麼的,因為他自始自終都以為自己是在為民除害,剪除那些
貽害良善美國人的毒瘤。
至於Ronald則有另一番故事,但重點是其實他的一舉一動都被他媽看在心底。
Helen很清楚自己兒子肯定與姐妹花失蹤案有關聯,並且與Ronald對質。
雖然差點小命不保,但也讓Ronald開始考慮脫身的辦法。
另外與Rick不同的是,他對這次的獵物是同情、有同理心的,包括賣春的變性女與Grace,
就連開始最讓他火冒三丈的Danielle也透過兩人間的一次次對話,讓他發現對方其實是了
解他所遭遇過的欺凌。
只可惜,無論是Ronald或是被擄的三人在一時間都無法與Rick對抗。
就連Jenny與Cassie好不容易搬到的救兵,都被Rick的凌人盛勢給壓制到毫無反駁的餘地。
因為雖然兩人終於發現人可能是被關在地下室,卻慢了一步讓Rick有轉移地點的機會,
所以當警方殺到廢場時,當然是甚麼證據也找不到。
但說真的,Cassie比Jenny更有成為執法人員的潛力,或許是因為對Cody的想念,讓她也更
不願輕易放棄所嗅到的線索。
靠著與Rick妻子間的對話了解到Rick是個習慣性動物,進而悟出了他有可能把人給搬移到
哪去窩藏。
對,Cassie最後可說是人贓俱獲,但卻得面對Rick的強烈言語羞辱攻勢。
其實Cassie真的被Rick說到開始心虛,一度讓人懷疑她會再度被Rick的話語擊敗。
但最終,Cassie仗著一口氣硬是扣下了扳機,送了顆子彈進Rick的腦袋,理應能救出三人
吧?
只要沒再出甚麼岔子應該是可以的,但真能如此順利嗎??
不過,個人覺得搞不好Rick打不死的,因為Cassie的.22加上距離,只要Rick的運氣沒用光
,或許命是保得住的,若是如此,對Cassie而言或許不見得是件好事。
因為Rick所說過的那些威脅也是有可能被採信的,而且經過前面的幾次交鋒,兩人的芥蒂
早算是眾所周知,而Rick平常形象又維持得不錯。
另外,沒了Rick後,Ronald有可能會開始單飛嗎?? 他有可能會承繼Rick的衣缽嗎?
或者是會演變成另一種潛在的威脅呢?
--
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※ 文章網址: https://www.ptt.cc/bbs/EAseries/M.1608106116.A.949.html
能有意識,直到開始腫脹、出血才會開始失去意識、要人命。
不然也不會有Hannibal讓被害人吃自己的人腦沙西米的場景情節。
※ 編輯: ariachiang (112.105.247.102 臺灣), 12/22/2020 11:04:32
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