"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about the game's creation, music, and design philosophies and we are taking this opportunity to combine both until-now unpublished interviews together.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5部Youtube影片,追蹤數超過1萬的網紅AKaMiKz,也在其Youtube影片中提到,Haku Monogatari (CBT) (CN/JP/KR/EN) CN ver will release first Android/iOS Gameplay Game Data: 352 MB CBT time: 5/1 ~ 5/7/2019 Links: https://www.tapt...
「deeply translate」的推薦目錄:
- 關於deeply translate 在 半瓶醋 Facebook 的最佳解答
- 關於deeply translate 在 Musaubach Facebook 的最佳貼文
- 關於deeply translate 在 玳瑚師父 Master Dai Hu Facebook 的最佳貼文
- 關於deeply translate 在 AKaMiKz Youtube 的精選貼文
- 關於deeply translate 在 織田信姫 Youtube 的最讚貼文
- 關於deeply translate 在 織田信姫 Youtube 的最佳貼文
- 關於deeply translate 在 chriskonnertz/DeepLy: PHP client for the DeepL.com ... - GitHub 的評價
- 關於deeply translate 在 DeepL - 貼文 的評價
- 關於deeply translate 在 DeepLy - GitHub Pages 的評價
deeply translate 在 Musaubach Facebook 的最佳貼文
感謝參加的來賓,大家的參與讓“風夜狂想曲”此展覽上完美的經驗!謝謝!展覽將持續到11/25 ~歡迎大家蒞臨參觀!/Thanks everyone who came to the opening! You made it such a wonderful experience! I have absolutely no words to express what an awesome night it was! The exhibition runs through November 25th! /Gracias a todos los que pasaron por la apertura de la exhibición! Realmente hicieron de ella algo hermosísimo! No tengo palabras para describir lo fantástico que fue! La exhibición queda inaugurada hasta el día 25 de noviembre!
風夜狂想曲 Rhapsody on a Windy Night
Marina Burana solo exhibition 明蓮花個展
2018.11.03 - 2018.11.25
Opening 開幕茶會:11.03 (六) 17:00
Venue 展覽地點:新樂園藝術空間 SLY art space
Address 地址:台北市中山區中山北路二段11巷15-2號
No. 15-2, Lane 11, Section 2, Zhong Shan N. Rd., Zhongshan District, Taipei, Taiwan.
Music 樂手: Musa の大里 Trio / Ing Lan Chang (flute 長笛)
Photography 攝影師: 黃昱寧 Carol
Video 視頻: Martin Kuo
Catering 餐飲業: La Caja de Música 樂盒子
Souvenirs 紀念品: 饞工坊 Antojos De Estrella & Marina Burana 明蓮花
詩讀 Poem read by: Amber Ma
-----
風夜狂想曲-介紹
「風夜狂想曲」是T.S. Eliot的詩。這首詩是本系列畫作背後的靈感來源,所以我選它作為這次展覽的名稱。
這首詩講述某人夜裡在街上徘徊、迷失在自己的思緒,他看著自己周遭的世界,而他也是這個世界的一部份。詩中描述了記憶等短暫的東西、存在的肉體性(也就是物質世界)之間的拉扯。這首詩感覺像是擺盪在記憶之流和家庭生活之間的一支舞(或是如我剛才所說的,是一種拉扯),它時不時會打斷陳述者的遊蕩,因而創造出一些揮之不去的物質與非物質意象。
十二點鐘。
沿著掌握在月光合成中的
街道的各處地方
在悄悄施展著月亮的魔術
消融著的回憶的立足點
以及所有它的清楚關係
它的各種分歧與準確性,
我經過的每盞街燈
像一面決定命運的鼓在敲響,
而通過那些黑洞洞的空間
午夜在搖撼記憶中過去的一切
像一個瘋子搖撼一株死了的天竺葵。
我徘徊在這首詩裡時,感受到一股衝動;我想重新定義某些意象,把它轉化成我自己的回憶和事實。我私密的存在論。
記憶無情地拋出的
是一堆扭曲了的東西;
海灘上一根扭曲的樹枝
已沖得光而且滑
好像世界暴露了
它骷髏的秘密
僵直而白。
我在讀這首詩的時候,腦中馬上浮現了海的意象。我和海洋一直有很深的緣份。我人生大部份的時間都在凝望廣大的海洋或悠游其中。我們游泳時一進到水裡,彷若就和外界、和水面上的一切隔絕開來了。忽然間,各種聲響都變得模糊、扭曲,我們的視線也不若在陸地上時那麼清楚。身體感覺變輕了,一切感覺都像在夢境裡。現實以新的樣貌呈現,我們隱約感到回到水面呼吸的需求;這些都和回憶相似。當我們進到裡(遊走在我們自己的回憶裡),水面(物質世界)看起來就像存在於另一個平面,那是我們很快就會回去的地方,但我們其實可以在水下再待久一點,探索無邊的未知,還有那可能會讓我們窒息或帶給我們喜悅的神秘宇宙。
我發現了回憶和水下世界之間的關聯,並起把它們轉化成我的畫作,它們的共通點就是流動變化的色彩和各種交錯的形狀,就像無情地拋出一堆扭曲東西的記憶。
我很早就決定不要把重點放在詩中呈現的回憶和物質世界之間的拉扯,還有兩者的似非而是的並存關係。我想探索回憶所帶來的複雜意象,還有它們的流動和軔性。
上述兩個主題(回憶和物質世界)間的拉扯在詩的結尾找到答案。詩中的主角感到沮喪挫敗,他的存在是無可避免的現實,他只存在於無限循環的過往畫面和快速萎縮的肉體之中。
燈說,
“四點鐘,
這裡是門上的門牌。
回憶!
你掌握鑰匙,
那盞小小的燈在樓梯上留下一個環形。
登樓。
床是鋪好的;牙刷掛在牆上,
把鞋脫在門口,睡吧,做好一輩子的準備。 ”
利刃的最後轉動。
但這首詩同時也展現了物質世界和精神世界有多麼交錯不清。一方面有牙刷、鞋子,「為生活準備」等屬於有限世界的東西,但另一方面又有睡眠、黑暗、無意識等閉上眼睛進入最高深莫測的心靈狀態這樣的東西。在在都留給讀者一股無力感,讓他們看到到頭來物質世界還是戰勝了心識偶爾會踏上的道路;一條不切實際、沒有結果的路。
這種複雜的關係成為我畫作中拉扯/舞蹈的根基。但當我投入創作過程時,這股拉扯變得不再那麼重要,我轉而探索另一層拉扯關係:用顏色親密的舞動代表回憶。
我認為這次的展覽是在歌頌個人心靈的神遊。
Rhapsody on a Windy Night-Introduction
“Rhapsody on a Windy Night” is the title of a poem by T.S. Eliot. I chose this title as the name of my exhibition because I was inspired by this piece to paint this series of paintings.
The poem talks about a person wandering through the night, lost in thought, a mere witness and also part of the world around him. It describes a struggle between the most transient of things, memory, and the physicality of existence, the material world. It feels like a dance (or, as I said, a struggle) between the flow of memory and the domesticity of life, which interrupts the wanderings of the narrator, creating, thus, a convergence of material and immaterial images that somehow haunts him.
Twelve o'clock.
Along the reaches of the street
Held in a lunar synthesis,
Whispering lunar incantations
Dissolve the floors of memory
And all its clear relations,
Its divisions and precisions,
Every street lamp that I pass
Beats like a fatalistic drum,
And through the spaces of the dark
Midnight shakes the memory
As a madman shakes a dead geranium. (...)
As I wandered through the poem, I felt the urge of redefining certain imagery, to translate it into my own personal world of memory and facts. My intimate ontology.
(…) The memory throws up high and dry
A crowd of twisted things;
A twisted branch upon the beach
Eaten smooth, and polished
As if the world gave up
The secret of its skeleton,
Stiff and white. (...)
One element that immediately came up in my mind as I read the poem was the sea. I have always been deeply connected to the sea. I spent most of my life looking at the immensity of the ocean or swimming in its waters. When we swim, once we are underwater, it's as if we were no longer connected to the outside world, with what happens on the surface. Suddenly, the sounds are muffled, distorted. What we see is not as clear as what we see on land. Our bodies feel lighter and everything somehow seems like a dream. Reality takes on new dimensions and then there's the looming need to go back to the surface to breath. Kind of like memory. Once we are underwater (“wanderers in our personal memories”) the surface (“the material world”) seems something that's in another plane of existence. Something to what we will go back sometime soon, but that can actually wait a little longer as we explore the vastness of the unknown, of that enigmatic cosmos that has the potential of killing us and also giving us joy.
The connection I find between memory and being underwater translated into these paintings, whose common thread is the flow of changing color, the intermingling of shapes and forms, just like memory, which throws up high and dry a crowd of twisted things.
Early on, I decided not to focus on the struggle between memory and the material world, their impossible cohabitation, as it is presented in the poem, and, instead, try to explore the complicated flow of images that memory brings, their movement and their resilience.
The struggle between the two topics mentioned above (memory and the material world) finds its resolution in a sort of frustration or defeat experienced by the wanderer at the very end of the poem, the unavoidable reality of his existence, that of being a blur in an endless cycle of dead images and a rapidly waning materiality:
(…) The lamp said,
"Four o'clock,
Here is the number on the door.
Memory!
You have the key,
The little lamp spreads a ring on the stair,
Mount.
The bed is open; the tooth-brush hangs on the wall,
Put your shoes at the door, sleep, prepare for life."
The last twist of the knife.
But at the same time it shows how inextricable the material and the immaterial worlds are: on the one hand, the tooth-brush, the shoes, “preparing for life”, that is, things of this finite world; and on the other, closing the eyes, entering into the most unfathomable state of mind: sleep, darkness, unconsciousness. It leaves the reader with a sense of hopelessness, somehow. It shows how the material world, at the end of the day, wins over the unsubstantial, over the fruitless paths the mind takes sometimes.
This inextricable relation was the one that prepared the ground for the struggle/dance that appeared in my paintings. But as I got lost in the process, this struggle became tangential and gave way to the exploration of another struggle: the intimate dance of color as a representation of memory.
I would say this exhibition is a celebration of the personal wanderings of the mind.
deeply translate 在 玳瑚師父 Master Dai Hu Facebook 的最佳貼文
【玳瑚師父出差錄】 《修福惜福》
Cultivate and Treasure Your Merits (English version below)
近期堪察陽宅地理,批八字及教課,累積好些感觸。先談談堪察陽宅地理方面的的感觸吧!吾受邀為一對夫婦尋找適合她他們命掛的商店,好讓她他們能夠在「黃昏」之前,少造「黑業」多造「白業」。可是,看了三處,不祇風水方面不佳,當中也顯現她他們「福元」的指數,以及佛所說的,業力不可思議啊!
批八字有批大運、批流年兩種。大運是指從出生到晚年。流年則是十二個月的運程分析與規劃。批八字的感觸是,有些人將要面臨「山窮水盡」,她他依然固執己見、任意妄為、好逸惡勞、得過且過、騙人騙己等等,顯然將吾所給於的指點拋出腦後,選擇棄明投暗,再不趕緊棄暗投明,未來一定應驗吾所推斷的,這樣又何必浪費時間與金錢來找吾批算呢?更又為何尋苦,而不尋樂呢?此謂癡哉、癡哉。咎由自取,自做自受。
教課方面,是學生們的明知故犯。新的一批學生,吾先教戒律及禮儀以正其心、以正其行,以期早日覺行圓滿,真正離苦得樂。但目前為止,她他們還是我行我素,根本就沒有學佛的正確心念、正確精神,這樣下去是危險的,最終學佛不成,變成學魔,豈不哀哉。慎之,慎之。
真的有好些人日盼夜盼,盼能遇逢大善知識,或善知識,引領她他們出苦輪,可是兩鬢雙白都盼不到。如今妳你們已遇逢之,卻又將他給「推走」,有福無福,可見一般。無論有福無福,勸君修福惜福,「過了這一村,就沒有這間店了」。珍重。
---------------------
There were many after thoughts and feelings recently on my recent sessions of Feng Shui audits, destiny analysis and teaching lessons. Well, let me first share with you my after thoughts from my Feng Shui audits! A couple engaged me to evaluate the locations of several shop lots for their business, based on the suitability of their birth charts. I was hoping that before their lives enter into the 'sunset' phase, they would get to do more good in their line of work than now. However, after viewing the 3 different locations, not only did they have poor Feng Shui, it was evident that the merit level of this couple was low. What Buddha has taught us, that the power of Karma is inexplicable, was well and truly reflected in this episode.
Destiny analysis can be categorised them into 2 components: a macro and comprehensive analysis of your whole life and a detailed breakdown of your 12-monthly luck cycle in a particular year. What I felt deeply in this aspect is some people are almost at the end of the road but he or she still obstinately hangs on to their self-deceiving unwholesome thoughts and actions without any remorse or repent. They are indolent and totally disregarded my advice to them, choosing to remain in Darkness rather than to walk on the Path of Light. It will be too late if they do not pull up their socks now, as they will end up just like how I had predicted they would be. If that is the case, why waste time and money to seek my advice? Why do they seek sufferings instead of happiness? This is ignorance indeed. They have to reap what they sow.
Speaking about my Dharama lessons, I have observed the willful transgression of the students. For my current batch of students, I focus my teachings on the precepts and decorum, with the aim of inculcating the right morals in them. Having the right mindset will translate into correct actions and this will set them on the path towards Enlightenment and liberation from mortal sufferings. Alas, they are still very much unrepentant and persistent in their old ways of doing things. They lack the correct mindset and spirit in learning the Dharma and it is very dangerous if this continues, as they may well be on the path of the Devil, instead of the Dharma. Beware!
It is true that there are many people out there who pine day and night to meet a highly attained master to lead them out of this cycle of suffering, but they never get to meet one even after their hair turn white. Now you have found one such master and yet you pushed him away. It is evident how much merits you truly have. Regardless of your merits, heed my advice to cultivate diligently and treasure your merits. As the Chinese saying goes "Once you have passed this village, you may not find what you are looking for in the next one."
Take care, my friend.
deeply translate 在 AKaMiKz Youtube 的精選貼文
Haku Monogatari (CBT) (CN/JP/KR/EN) CN ver will release first
Android/iOS Gameplay
Game Data: 352 MB
CBT time: 5/1 ~ 5/7/2019
Links:
https://www.taptap.com/app/164885
https://www.3839.com/a/112848.htm
'''''''''Google Translate:'''''''''
"Haku Monogatari" is a Japanese-style fantasy adventure role-playing mobile game developed by the newly-developed mobile game research and development company NAS Games. Japanese animation-like rendering style, with the Japanese music team's dubbing effect, a huge world view around the seven races, free maze adventures and resources to explore, and easily enjoy this unknown world life with friends.
【background story】
On the mainland of Krashir, under the protection of the world tree, the seven kings carried their war with the monsters for a long time with their people. The will of the world tree - the goddess of white and the seven kings created an eternal enchantment, and from then on, the magic object was turned away. After this peace has continued for many years.
When people gradually get used to this kind of life, suddenly one day, the eternal enchantment is no longer eternal, and countless magical creatures from chaos swarmed and reignited the war. When she realized this, the White Goddess discovered that the world tree was decaying, and that her omnipotence was no longer effective when she was deeply connected with the world tree. When things have not reached irreparable, the White Goddess urgently recruits the brave people from all sides, giving the creator the power to discover the cause of the decay of the world tree...
[game features]
◆Adventure (ぼうけん)
The power of creation - you play the brave abilities of the creator, explore the unknown world, find mysterious materials, recreate ancient artifacts, solve the interlocking puzzles, and find out why the world tree is defeated.
Freelance - change the profession according to the weapon of the equipment, the guardian, the savage swordsman, the sharpshooter, the magician, the priesthood, the five basic occupations freely switch. The adventurous team builds freedom and freely adjusts your team according to the maze's strategy.
Free trading - all the rewards and treasures of adventure can be freely traded with other players. The real free market big world is no longer a stand-alone adventure world, hard work to get the equivalent return, all the world's items are freely available.
Free adventure - no main line of traditional role-playing stories, no longer being tied. Fragmented tasks, enjoy the game story anytime, anywhere, and gradually build the truth of the world.
◆Life (せいかつ)
Collecting resources – the power of creation can synthesize unknown resources, explore new recipes in the adventure process, and acquire ancient knowledge. Mining, logging, gardening, fishing, hunting, identification. Provide a steady stream of resources for your creation.
Create items - the brave player you play has the title of creator. As long as there is enough material, everything in the world can be synthesized, forged, tailored, alchemy, enchanted, craft, cooking, carpenter and other production skills, so that you can make you and The adventures of the little partners require weapons, armor, medicine, cooking, and even furniture.
Feel free to socialize - a quick chat bubble to show your mood anytime, anywhere. The Little Fox Messenger gives your friends anytime, anywhere to send drugs, custom chat channels, and friend chat groups so you can use QQ-like effects without leaving the game.
**Cbt still full of bugs
![post-title](https://i.ytimg.com/vi/OV-t-OJcnfI/hqdefault.jpg)
deeply translate 在 織田信姫 Youtube 的最讚貼文
Undertale実況、遂に最終回っ!!!!
思い返せば、あたしがVTuberデビューしたのとほぼ同時に初めて、ここまでずっとプレイしてきた唯一の作品。
あんたのおかげでここまで来れたよ、感謝してるっ!
この旅は、あたしにとってとっても大切な思い出になったよ。
また冒険出来る日が来るといいな(*'▽')
PS.
ここまで見てくれたあんたへ
あたしからささやかなプレゼントがあるから、絶対最後まで見てねっ!!!!!
■ Dear Toby Fox,
Thank you so much for creating such a wonderful game.
I made so many precious memories through this game, and all thanks to you.
This game is by far the most memorable game of all I have played.
I will never forget what I did with my friends in Undertale together, even after I go back up on the ground.
I am deeply grateful for that such fabulous game was created in this world.
I truly appreciate you for creating this awesome game and letting me make the most beautiful memory.
I want everyone to know how wonderful this game is.
I want more people to get touched by this game.
Thank you so much for creating Undertale.
I love Undertale, forever.
🌸For International Viewers🌸
Thank you for watching my videos.
I am Nobuhime Oda, a Virtual YouTuber from Japan.
I am "Virtual YouTuber," so not like other YouTubers, I am digital.
I've been posting some videos, so if you like them, please subscribe and watch more.
I'll work hard, so I'll be delighted if you support me.
For international viewers, the subtitles are necessary.
The subtitles are edited by the viewers.
If you could translate the subtitles into your mother language, more people could enjoy watching our videos.
I'll be delighted if you cooperate with editing the subtitles.
🌸Undertale実況プレイリスト🌸
https://www.youtube.com/playlist?list=PLkcLvmyuQbJYN52Oyrtk9O-2Tu5NFGu3y
🌸織田軍へ加入🌸
https://goo.gl/o6cbGQ
🌸信姫Twitter🌸
https://twitter.com/oda_nobuhime
🌸PixivFanbox🌸
https://www.pixiv.net/fanbox/creator/34731446
🌸お仕事の依頼などはこちら🌸
oda.nobuhimechan♡gmail.com
![post-title](https://i.ytimg.com/vi/k2emxdbwqeE/hqdefault.jpg?sqp=-oaymwEbCKgBEF5IVfKriqkDDggBFQAAiEIYAXABwAEG&rs=AOn4CLAJoiQV8_bSixawR_6bwzPipleDkw)
deeply translate 在 織田信姫 Youtube 的最佳貼文
皆様、数々の奇行を謝りたいと思います。
大変申し訳ございませんでした。
🌸For International Viewers🌸
Thank you for watching my videos.
I am Nobuhime Oda, a Virtual YouTuber from Japan.
I am "Virtual YouTuber," so not like other YouTubers, I am digital.
I've been posting some videos, so if you like them, please subscribe and watch more.
I'll work hard, so I'll be delighted if you support me.
For international viewers, the subtitles are necessary.
The subtitles are edited by the viewers.
If you could translate the subtitles into your mother language, more people could enjoy watching our videos.
I'll be delighted if you cooperate with editing the subtitles.
🌸織田軍へ加入🌸
https://goo.gl/o6cbGQ
🌸信姫Twitter🌸
https://twitter.com/oda_nobuhime
🌸PixivFanbox🌸
https://www.pixiv.net/fanbox/creator/34731446
🌸お仕事の依頼などはこちら🌸
oda.nobuhimechan♡gmail.com
![post-title](https://i.ytimg.com/vi/5hgMzJSy1_Q/hqdefault.jpg?sqp=-oaymwEbCKgBEF5IVfKriqkDDggBFQAAiEIYAXABwAEG&rs=AOn4CLAJWO-sXntGWnozl7kxWlxgcOpllg)
deeply translate 在 DeepL - 貼文 的推薦與評價
Always finding the exact right word to express yourself! Our new Glossary feature gives you the power to determine exactly how DeepL Translator should translate ... ... <看更多>
deeply translate 在 DeepLy - GitHub Pages 的推薦與評價
It provides better translations compared to other popular translation engines. DeepLy is a PHP package that implements a client to interact with DeepL via their ... ... <看更多>
deeply translate 在 chriskonnertz/DeepLy: PHP client for the DeepL.com ... - GitHub 的推薦與評價
It provides better translations compared to other popular translation engines. DeepLy is a PHP package that implements a client to interact with DeepL via their ... ... <看更多>