【終於可以開放場地實體進行我下星期一的演出啦!】
歡迎大家於下星期一 (10月5日),下午1:30分瀏覽以下網頁 http://www.news.ccc.cuhk.edu.hk/middayoasis/ 網上觀賞,或親臨崇基學院禮拜堂欣賞「午間心靈綠洲」音樂會!
午間爵士與福音音樂
日期:十月五日 (星期一)
時間:下午1:30 – 1:55分
地點: 崇基學院禮拜堂
表演者 : 鍾一諾教授 (聲樂) 、Jezrael Lucero (鋼琴)
A Jazzy Afternoon of Gospel
Date: October 5 (Monday)
Time: 1:30pm-1:55pm
Venue: Chung Chi College Chapel
Performers: Prof. Roger Chung (Voice), Jezrael Lucero (Piano)
----------------------------------------------------------
注意事項:
* 觀眾需於禮拜堂入口量度體溫。如額溫為37.5℃或以上,將不能進入禮拜堂。
* 觀眾需於入場時消毒雙手。
* 觀眾需於禮拜堂內全時間佩戴口罩。
* 觀眾需於禮拜堂入口登記姓名及聯絡方法。
Please beware:
* Temperature check is required at the entrance. If an audience’s forehead temperature is above 37.5°C, admittance would be declined.
* Hands must be disinfected at the entrance.
* Wearing face mask is required throughout all time at the venue.
* Audience must register and leave their contacts at the entrance.
----------------------------------------------------------
簡介:
音樂會將會由屢獲「CASH金帆音樂獎」的著名歌手、「鍾氏兄弟」成員兼中大醫學院教授鍾一諾,聯同天才鋼琴家Jezrael Lucero 為大家送上不同時代及風格的詩歌、爵士與福音音樂。
鍾一諾教授是香港著名音樂人、歌手、監製、作曲人、填詞人、電台主持;與其兄鍾一匡組成的「鍾氏兄弟」是一個在香港獲獎無數的音樂組合;他亦積極參於音樂推廣及教育活動,尤對爵士與福音音樂影響深遠。2012年,「鍾氏兄弟」榮獲華語金曲獎「年度最佳爵士藝人」獎項、2014年獲華語音樂傳媒大獎「最佳組合」、2014年CASH金帆音樂獎「CASH最佳歌曲大獎」、「最佳歌詞」、「最佳合唱演繹」(與大AL、梁球合唱)等殊榮。鍾一諾亦曾四度榮獲CASH金帆音樂獎「最佳旋律」大獎提名,包括:2011年的《朋友。愛》(與吳秉堅合寫)、2013年的《驚動創造》、2014年的《時代的顛覆者》以及2015年的《未種的花》。「鍾氏兄弟」也是著名唱片監製,曾監製過的歌手/音樂人包括世界聞名的七屆格林美得主美國福音音樂教父Andraé Crouch與時代曲一代歌后姚莉等等。2019年,鍾一諾教授出版首張個人專輯《Song Book 歌集》,以歌聲/鋼琴爵士二重奏的風格重新演繹12位香港作曲家的作品,並獲2019年CASH金帆音樂獎三項提名,包括「最佳歌詞」、「最佳編曲」及「最佳男歌手演繹」。
被譽為「當代莫扎特」,Jezrael Lucero 是一位失明的天才鋼琴家,精通各種音樂流派,包括爵士、藍調、節奏藍調、福音音樂、拉丁音樂、古巴音樂、鄉村音樂、流行和古典音樂。 定居香港後,他迅速成為本地現場音樂表演的常客,又為多位著名流行歌手錄音和編曲,其中包括樂壇天后林憶蓮、節奏藍調歌手方大同和屢獲殊榮的「鍾氏兄弟」。《Song Book 歌集》是首張Jezrael 以鋼琴家和編曲家身份製作的專輯,並是他與鍾一諾教授首次聯合
監製。
Program Description:
We have prepared a Jazzy Afternoon for you next Monday (Oct 5)! Visit this website http://www.news.ccc.cuhk.edu.hk/middayoasis/ at 1:30pm, or come to Chung Chi College Chapel and enjoy a wonderful Midday Oasis performance by multi-award winning vocalist Professor Roger Chung & virtuoso pianist Jezrael Lucero. The duo will perform jazz, gospel and hymns from around the world, classic and modern.
Professor Roger Chung, PhD, is a recording artist, producer, composer, lyricist, radio host, and music educator. The Chung Brothers, formed with his brother, is a celebrated musical duo with considerable influence in jazz and gospel music. They were named “The Best Jazz Artists” by the Chinese Music Awards, “The Best Group of the Year” by the Chinese Music Media Awards, and three-time winners of Hong Kong’s prestigious “Composers and Authors Society of Hong Kong (CASH) Golden Sail Music Awards.” He has collaborated with multiple-Grammy winning gospel legend Andrae Crouch, legendary Shanghai Diva Yao Lee, among others. “Song Book,” Chung’s first debut album as a solo jazz vocalist, is one of the best-selling albums in 2019.
Hailed as a “contemporary Mozart” by the Filipino media, Jezrael Lucero is a blind piano prodigy whose mastery of the instrument span across all different types of musical genres, including jazz, blues, R&B, gospel, latin, afro-cuban, country, pop and classical. Upon arrival in Hong Kong, he quickly became a tour de force in the local live music scene, and participated in recordings and arrangement works of major pop artists, including diva Sandy Lam, R&B boy of wonder Khalil Fong, and the award-winning gospel-blues group the Chung Brothers. “Song Book” is the first album that features Jezrael Lucero as a pianist and arranger at the forefront, and marks his first collaboration with Roger Chung as a co-producer.
----------------------------------------------------------
“ 停一停,想一想,再重新出發 …”
“Pause and ponder, as we depart…”
Chung Chi Chaplaincy 崇基學院校牧室
Roger Chung 鍾一諾
Jezrael Lucero
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【終於可以開放場地實體進行我下星期一的演出啦!】
歡迎大家於下星期一 (10月5日),下午1:30分瀏覽以下網頁 http://www.news.ccc.cuhk.edu.hk/middayoasis/ 網上觀賞,或親臨崇基學院禮拜堂欣賞「午間心靈綠洲」音樂會!
午間爵士與福音音樂
日期:十月五日 (星期一)
時間:下午1:30 – 1:55分
地點: 崇基學院禮拜堂
表演者 : 鍾一諾教授 (聲樂) 、Jezrael Lucero (鋼琴)
A Jazzy Afternoon of Gospel
Date: October 5 (Monday)
Time: 1:30pm-1:55pm
Venue: Chung Chi College Chapel
Performers: Prof. Roger Chung (Voice), Jezrael Lucero (Piano)
----------------------------------------------------------
注意事項:
* 觀眾需於禮拜堂入口量度體溫。如額溫為37.5℃或以上,將不能進入禮拜堂。
* 觀眾需於入場時消毒雙手。
* 觀眾需於禮拜堂內全時間佩戴口罩。
* 觀眾需於禮拜堂入口登記姓名及聯絡方法。
Please beware:
* Temperature check is required at the entrance. If an audience’s forehead temperature is above 37.5°C, admittance would be declined.
* Hands must be disinfected at the entrance.
* Wearing face mask is required throughout all time at the venue.
* Audience must register and leave their contacts at the entrance.
----------------------------------------------------------
簡介:
音樂會將會由屢獲「CASH金帆音樂獎」的著名歌手、「鍾氏兄弟」成員兼中大醫學院教授鍾一諾,聯同天才鋼琴家Jezrael Lucero 為大家送上不同時代及風格的詩歌、爵士與福音音樂。
鍾一諾教授是香港著名音樂人、歌手、監製、作曲人、填詞人、電台主持;與其兄鍾一匡組成的「鍾氏兄弟」是一個在香港獲獎無數的音樂組合;他亦積極參於音樂推廣及教育活動,尤對爵士與福音音樂影響深遠。2012年,「鍾氏兄弟」榮獲華語金曲獎「年度最佳爵士藝人」獎項、2014年獲華語音樂傳媒大獎「最佳組合」、2014年CASH金帆音樂獎「CASH最佳歌曲大獎」、「最佳歌詞」、「最佳合唱演繹」(與大AL、梁球合唱)等殊榮。鍾一諾亦曾四度榮獲CASH金帆音樂獎「最佳旋律」大獎提名,包括:2011年的《朋友。愛》(與吳秉堅合寫)、2013年的《驚動創造》、2014年的《時代的顛覆者》以及2015年的《未種的花》。「鍾氏兄弟」也是著名唱片監製,曾監製過的歌手/音樂人包括世界聞名的七屆格林美得主美國福音音樂教父Andraé Crouch與時代曲一代歌后姚莉等等。2019年,鍾一諾教授出版首張個人專輯《Song Book 歌集》,以歌聲/鋼琴爵士二重奏的風格重新演繹12位香港作曲家的作品,並獲2019年CASH金帆音樂獎三項提名,包括「最佳歌詞」、「最佳編曲」及「最佳男歌手演繹」。
被譽為「當代莫扎特」,Jezrael Lucero 是一位失明的天才鋼琴家,精通各種音樂流派,包括爵士、藍調、節奏藍調、福音音樂、拉丁音樂、古巴音樂、鄉村音樂、流行和古典音樂。 定居香港後,他迅速成為本地現場音樂表演的常客,又為多位著名流行歌手錄音和編曲,其中包括樂壇天后林憶蓮、節奏藍調歌手方大同和屢獲殊榮的「鍾氏兄弟」。《Song Book 歌集》是首張Jezrael 以鋼琴家和編曲家身份製作的專輯,並是他與鍾一諾教授首次聯合
監製。
Program Description:
We have prepared a Jazzy Afternoon for you next Monday (Oct 5)! Visit this website http://www.news.ccc.cuhk.edu.hk/middayoasis/ at 1:30pm, or come to Chung Chi College Chapel and enjoy a wonderful Midday Oasis performance by multi-award winning vocalist Professor Roger Chung & virtuoso pianist Jezrael Lucero. The duo will perform jazz, gospel and hymns from around the world, classic and modern.
Professor Roger Chung, PhD, is a recording artist, producer, composer, lyricist, radio host, and music educator. The Chung Brothers, formed with his brother, is a celebrated musical duo with considerable influence in jazz and gospel music. They were named “The Best Jazz Artists” by the Chinese Music Awards, “The Best Group of the Year” by the Chinese Music Media Awards, and three-time winners of Hong Kong’s prestigious “Composers and Authors Society of Hong Kong (CASH) Golden Sail Music Awards.” He has collaborated with multiple-Grammy winning gospel legend Andrae Crouch, legendary Shanghai Diva Yao Lee, among others. “Song Book,” Chung’s first debut album as a solo jazz vocalist, is one of the best-selling albums in 2019.
Hailed as a “contemporary Mozart” by the Filipino media, Jezrael Lucero is a blind piano prodigy whose mastery of the instrument span across all different types of musical genres, including jazz, blues, R&B, gospel, latin, afro-cuban, country, pop and classical. Upon arrival in Hong Kong, he quickly became a tour de force in the local live music scene, and participated in recordings and arrangement works of major pop artists, including diva Sandy Lam, R&B boy of wonder Khalil Fong, and the award-winning gospel-blues group the Chung Brothers. “Song Book” is the first album that features Jezrael Lucero as a pianist and arranger at the forefront, and marks his first collaboration with Roger Chung as a co-producer.
----------------------------------------------------------
“ 停一停,想一想,再重新出發 …”
“Pause and ponder, as we depart…”
Jezrael Lucero
Chung Chi College Chapel, the Chinese University of Hong Kong
Pele Ko
types of modern music 在 半瓶醋 Facebook 的最讚貼文
"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…
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Chinese Orchestra
It's based on the structure & principles of a Western symphony orchestra using Chinese instruments. The orchestra is divided into 4️⃣ sections ~ wind, plucked strings, bow strings & percussion. It's usually performs modernized traditional music. Some of the instruments used are;
1️⃣ Erhu 二胡
✅ It's 1 of the most important Chinese instruments, with a
history of over 4K years
✅ It's a 2️⃣-stringed bowed Chinese musical instrument,
AKA the Chinese violin / Chinese 2️⃣-stringed fiddle
✅ It can be used in both traditional & contemporary music
arrangements; pop, rock & jazz
✅ It's played vertically, resting on the musician's lap. It has ❌
fingerboard, hence the player's fingers must hold & vibrate the
strings by pressing only against the strings themselves
2️⃣ Pipa 琵琶
✅ It's a 4️⃣-stringed Chinese musical instrument, AKA Chinese lute
✅ It has been played for almost 2K years in China & existed
as early as the Han dynasty
✅ It was once reigned as the “king” of Chinese folk instruments
✅ The instrument has a pear-shaped wooden body & the string
was once made of silk, however today, it is made of nylon-wrapped
steel. Silk strings were played either with a plectrum / with bare
fingers, but steel strings are played with finger picks
3️⃣ Dulcimer 扬琴
✅ AKA yangqin (扬琴) is believed to have originated in Central
Asia & was brought to China by sea-faring European traders at the end of the Ming Dynasty (around AD 1600).
✅ Classified as a plucked string instrument, the Chinese yangqin is also a
hammered dulcimer that is played with rubber-tipped sticks.
✅ The modern dulcimer has been rationalized & has become an essential
instrument in the Chinese orchestra
✅ It's used both as a solo instrument & in ensembles
4️⃣ Bamboo flute 笛子
✅ It's a Chinese transverse flute / Chinese bamboo flute
✅ Traditionally & most of the dizi is made by using (a single piece of) bamboo
✅ It's played using circular breathing "advanced" techniques
✅ It's a key Chinese musical instrument & is used in Chinese folk
music, opera & modern Chinese orchestra
Wushu (武术)
It was developed in 1949 in an effort to standardize the practice of traditional Chinese martial arts. The modern concepts of wushu were fully developed by the Ming & Qing dynasties
Type of performances are Wushu Weapons, Doubles Weapons, Flag, Doubles Taiji Sword, Trio Taiji Broadsword & Trio Taijiquan
The basic wushu movements are;
✅ Ma bu : 马步 - Horse stance
✅ Gong Bu : 弓步 - Bow stance
✅ Pu bu : 仆步 - Flat Stance or Crouch stance
✅ Chong Quan : 冲拳- Fist Punching
✅ Teng Kong Fei Jiao : 腾空飞脚 - Jumping front kick
✅ Bai Lian : 摆莲 - Lotus kick
✅ Xuan Zi : 旋子 - Butterfly kick
Basic wushu sword & boardsword movements are;
✅ Chan tou : 缠头 - Twining around the head with broadsword
✅ Guo nao : 裹脑 - Wrapping around the head with broadsword
✅ Wan Hua : 腕花 - Rotate the wrist, move the sword in forward-downward vertical circles on both sides close to your body, force reaching tip of the sword
✅ Guajian : 挂剑 - Hold the sword straight & move it in upward-backward / downward-backward vertical circles close to your body, with force reaching the front part of the blade
✅ Liao jian : 撩剑 - Move the sword in a forward-upward vertical circle, force reaching the foible
Diabolo 扯铃/ 抖空竹
It's a juggling / circus prop consists of an axle & 2 cups AKA Chinese yo-yo. It's spun using a string attached to 2️⃣ hand sticks. Multiple cups can be spun on a same string too. A large variety of tricks are possible with the diabolo, including tosses & various types of interaction with the sticks, string & various parts of the user's body
24 Season Drum (Ershisi Jieling Gu : 节令鼓)
It's a Malaysian art that was invented in 1988 by a music teacher, Tan Hooi Song & a poet Tan Chai Puan, at Foon Yew High School in Johor. It consists of 24 large drum is called Shigu (獅鼓) that represents the agricultural seasons in the Chinese calendar. The original performance styles depict movements of farmers & activities on a farm. The name of each season is usually written in
Chinese calligraphy on the drum.
The drum is played using 2️⃣ wooden sticks, striking its surface, sides or hitting the 2️⃣ sticks together
Each colour on the drum has a special meaning;
❤️ red symbolizes auspiciousness & passion
? black represents perseverance
? yellow signifies the Chinese culture & tradition
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types of modern music 在 CarDebuts Youtube 的最佳貼文
? คลิปรถใหม่ 2019-2020 มาแล้วครับ คลิกที่นี่ https://www.youtube.com/channel/UCSebcviE-UeYMxVRNozwqtw/videos
2018 Isuzu D-MAX 1.9 & 3.0 Ddi BluePower debut in Thailand & prices
THE ULTIMATE EXTERIOR
The Ultimate Exterior is a testament to Isuzu’s advanced design capability that has transformed its visual appearance into the ultimate exterior for the Isuzu pickup once again. Under the Sharp/ Aggressive/ Solid design concept which uses continuous lines displaying power, aggression, sporty, style to deliver futuristic results that complements the newly designed front grille. And yet another industry first for the pickup industry…New! The newly designed Bi-LED headlamps featuring advanced illumination technology for 63% more brightness and less energy consumption along with Multifunctional Daylight for improved illumination during daytime while working as dimmer lights at night time; the new headlamp has a 4-level adjustable feature to reflect the innovative capability of the pickup of the future in the truest sense.
THE ULTIMATE INTERIOR
Prepare to experience the Ultimate Interior that features the perfect interior cabin area that will deliver the ultimate driving experience with new functions and features which are more user-friendly and will elevate a new level of luxury and a futuristic appearance in every dimension thanks to its abundant space and ambience beyond others.
THE ULTIMATE ENTERTAINMENT
Featuring more advanced functions with the ultimate Entertainment system for a most pleasant journey to every destination. An experience like no other, unique, comfortable for a lifestyle that is beyond others.
• New! Isuzu iConnect with Built-in Navigator for every journey transformed into a simple pleasurable experience with an 8-inch monitor display that is modern and user-friendly, fast response, and the Air Mirroring system that provides wireless connectivity with your smart phone (only for models that accommodates the technology) via the Wi-Fi Dongle and can be used for CD/DVD/MP3/WMA/AAC and USB along with smart phone and compatible with MP3 or Flash Drive in addition to connectivity with phone system and Blue Tooth audio function for listening to music.
You will experience the Ultimate Technology in intelligent drive innovation through the “Isuzu Insight”…the one and only technology by Isuzu that has been developed into a new application capable of downloading Isuzu Insight driving data via the Isuzu iConnect system through Bluetooth which accommodates both iOS and Android technology for the most efficient driving experience, safety and fuel efficiency.
THE ULTIMATE POWER
The Ultimate Power by one of the automotive industry’s most important innovations in engine technology that will change the world! A Diesel engine which displaces 1,900 cc is by far the first of its kind in the world. This advanced diesel technology was developed under the “The Power of Less” concept in order to achieve a new industry standard that surpassed previous statistics, possessed excellent performance levels, delivered superb fuel efficiency, durability at its best and is environment-friendly by showing low CO2 ratings of 161 grams/kilometer – the lowest rating of any vehicle in its class. Adding impeccable credibility to its quality is its EURO 6 standard.
The “New! Isuzu D-Max Blue Power” is available in the following models:
• The ultimate innovation in the guise of the “Isuzu 1.9 Ddi Blue Power” 1,900 cc engine has received overwhelming market response and Thai motorists which was achieved mainly in part to its superb performance takes to its 150 hp and maximum torque of 350 Nm for the best performance levels of all aspects in its class.
• And another alternative for an exciting ride that needs a lot of power is the “Isuzu 3.0 Ddi Blue Power” 3,000 cc 177 hp with maximum torque of 380 Nm.
• The ultimate power train innovation highlighted by a 6-speed transmission with 2 Overdrive ratios at the 5th and 6th gears available in both the manual and automatic transmission models; both models have transmission systems that were designed specifically to transfer every aspect of the abundant power delivered by the power source of the Isuzu 1.9 Ddi Blue Power on to actual daily usage at its optimal efficiency. The Isuzu 5-speed Manual model is capable of power with the efficiency for every type of job requirement in the Isuzu 3.0 Ddi Blue Power with the Genius Sport Shift display feature which tells the driver the position of the gear ratio and also tells the driver to change gears at the optimal engine revolution and vehicle speed for enhanced efficiency and fuel savings.
“New! Isuzu D-Max 1.9 and 3.0 Ddi Blue Power” is offered in many model selections to meet various types of job requirements, available in 8 body colors consisting of 3 brand new colors made up of Etna Red, Zermatt Silver and Polynesian Blue.
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