"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about the game's creation, music, and design philosophies and we are taking this opportunity to combine both until-now unpublished interviews together.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…
why english camp is important 在 Opal Panisara Official Facebook 的最讚貼文
ที่สุด ❤
จำสี่ชื่อนี้ให้ดีครับ
Vern Unsworth
John Volanthen
Rick Stanton
Dr. Richard Harris
เพราะสี่ท่านนี้คือผู้ที่โชคชะตาพาให้เข้ามาเกี่ยวข้องกับภารกิจนี้อย่างไม่น่าเชื่อ ที่ TAF จะมาเล่าให้ฟังกันครับ
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Vern Unsworth
นักสำรวจถ้ำชาวอังกฤษ ผู้มีภรรยาเป็นคนไทย และอาศัยอยู่ในจังหวัดเชียงรายมา 7 ปี หลังจากทราบข่าวว่าเด็ก ๆ หายเข้าไปในถ้ำหลวง เขาก็รีบมาเสนอความช่วยเหลือทันที เพราะตัวเขาเองเข้าออกถ้ำหลวงมาแล้วหลายครั้ง เขารู้จักซอกมุมในนั้นเป็นอย่างดี
แต่สิ่งที่สำคัญที่สุดคือ โน้ตกระดาษแผ่นเล็ก ๆ ที่เขียนส่งให้เจ้าหน้าที่ไทย
Time is running out! (เวลาใกล้หมดแล้ว!)
1. Rob Harper
2. Rick Stanton MBE (MBE คือเครื่องราชอิสริยาภรณ์ชั้น The Order of the British Empire)
3. John Volanthen
They are the world's best cave diver (พวกเขาคือนักดำน้ำในถ้ำที่เก่งที่สุดในโลก)
Please contact them through (กรุณาติดต่อพวกเขาผ่าน)
UK EMBASSY ASAP (สถานทูตสหราชอาณาจักร อย่างเร็วที่สุดเท่าที่จะเป็นไปได้)
ต้องขอบคุณที่เจ้าหน้าที่ไทยฟังเขา และติดต่อไปยังกระทรวงการต่างประเทศ ซึ่งติดต่อไปยังสถานทูตสหราชอาณาจักร ที่ก็รีบติดต่อไปยัง British Cave Rescue Council ซึ่งทั้งสามท่านตกลงที่จะเดินทางมาประเทศไทย กระทรวงการต่างประเทศไทยจึงออกตั๋วเครื่องบินของการบินไทยให้อย่างเร่งด่วน
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John Volanthen และ Rick Stanton
คู่บัดดี้ดำน้ำในถ้ำสองท่านนี้คือนักดำน้ำในถ้ำที่เก่งที่สุดในโลก เจ้าของสถิติโลกการดำน้ำในถ้ำที่ยาวที่สุดกว่า 9 กิโลเมตรในสเปนเมื่อปี 2011
Rick Stanton เป็นนักดับเพลิงในโคเวนทรี ผู้ซึ่งได้ได้แรงบันดาลใจในการดำน้ำในถ้ำจากการดูสารคดี Underground Eiger เกี่ยวกับนักดำน้ำสองคนที่พยายามทำสถิติโลกการดำน้ำในถ้ำในตอนนั้น และทำให้เขาตัดสินใจได้ว่า การดำน้ำในถ้ำคือสิ่งที่เขาอยากจะทำ
John Volanthen วิศวกรคอมพิวเตอร์ที่ก็ได้แรงบันดาลใจจากการดำน้ำในถ้ำมาตั้งแต่ยังเป็นวัยรุ่น ด้วยบุคลิคที่มุ่งมั่นและเอาจริงเอาจัง เขารักการดำน้ำในถ้ำมาก มากถึงขนาดที่ในวันแต่งงาน เขาตัดสินใจไปดำน้ำในถ้ำเพื่อแก้เครียด
แม้ว่าพวกเขาจะไม่ชอบการเป็นจุดสนใจ และยืนยันว่าการดำน้ำในถ้ำเป็นแค่กิจกรรมยามว่างและงานอาสาสมัครเท่านั้น แต่พวกเขาทั้งสองคนสร้างวีรกรรมที่กล้าหาญที่ช่วยชีวิตคนมาแล้วหลายคน
หนึ่งในภารกิจที่มีชื่อเสียงที่สุดของ Rick Stanton ก็คือการดำน้ำเข้าไปช่วยเหลือทหารอังกฤษที่ติดอยู่ในถ้ำนานถึง 8 วันในเม็กซิโกเมื่อปี 2004 ซึ่งเขาดำไปพบและได้ช่วยให้กำลังใจและสร้างแรงผลักดันให้ทหารรายหนึ่งที่กลัวน้ำให้กล้าที่จะดำน้ำความยาวกว่า 180 เมตรออกมาจากถ้ำได้สำเร็จ
และเมื่อเขามาพบกับ John Volanthen ทั้งสองคนก็กลายมาเป็นคู่บัดดี้ที่เก่งที่สุดในโลก ที่รัฐบาลฝรั่งเศสเชิญพวกเขาไปค้นหานักดำน้ำในถ้ำที่หายไปในถ้ำลึกกว่า 1 กิโลเมตร โดยสมาคมกู้ภัยและช่วยชีวิตของอังกฤษ Royal Humane Society บอกว่าพวกเขาเป็น "นักดำน้ำในถ้ำเพียงไม่กี่คนในโลกที่มีทักษะและอุปกรณ์ และอยู่ใกล้ที่สุด" ซึ่งพวกเขาใช้เวลา 8 วันในการค้นหาร่างผู้เสียชีวิตจนพบ รวมถึงในปี 2014 ที่รัฐบาลนอร์เวย์ขอให้เขาทั้งสองช่วยค้นหาศพของนักดำน้ำในถ้ำสองรายที่เสียชีวิตในถ้ำอีกด้วย
พวกเขาไม่ต้องการมีชื่อเสียง ชอบอยู่เงียบ ๆ และทำกิจกรรมที่เขารัก แต่เมื่อมีเหตุการณ์เกิดขึ้น พวกเขาก็พร้อม พวกเขามาถึงประเทศไทยและเริ่มปฏิบัติงานทันที ทักษะและประสบการณ์ของเจ้าของสถิติโลกการดำน้ำในถ้ำนั้นช่วยให้ #หน่วยซีล ของไทยปฏิบัติงานได้ง่ายและปลอดภัยขึ้น
แม้ต้องล่าถอยออกจากถ้ำทั้งหมดจากฝนที่ตกกระหน่ำเมื่อราววันที่ 28 มิถุนายน จนมีภาพที่ผู้สื่อข่าว #BBC พยายามถามพวกเขาทั้งสองที่เดินออกมาจากถ้ำเพราะน้ำท่วมกระหน่ำว่า มีอะไรอัพเดตกับ BBC ไหม แต่ได้คำตอบเป็นหน้าบูด ๆ และสายตาที่ไม่แม้แต่จะมองนักข่าว BBC คนนั้น
เมื่อสภาพอากาศเป็นใจ พวกเขาวางแผนกลับเข้าไปอีกครั้ง และครั้งนี้เป็นการวาง "ค่ายกล" ที่ประกอบด้วยเชือกนำทางและถังอากาศทุก ๆ 25 เมตรตลอดทางที่พวกเขาไป
ซึ่งก็เป็นทั้งสองคนนั่นเองที่พบเด็ก ๆ ทั้ง 13 คน ที่พวกเขาเล่าว่า เชือกที่นำทางนั้นหมดลง ทำให้เขาต้องขึ้นสู่ผิวน้ำ และพบกับสายตาทั้ง 13 คู่ที่มองลงมา
"How many of you?" ในวิดีโอของหน่วยซีลของไทยก็คือเสียงของ John Volanthen นั่นเอง
แม้ว่าพวกเขาจะพบเด็ก ๆ แล้ว แต่นั้นก็นำมาสู่ปัญหาต่อไปว่าจะพาเด็ก ๆ ออกมาอย่างไร เมื่อทางเลือกอย่างการเจาะถ้ำนั้นยังไกลจากความเป็นจริง และระดับของออกซิเจนในถ้ำที่ลดลงจนเป็นส่วนหนึ่งที่นำมาสู่การเสียชีวิตของจ่าเอกสมาน กุนัน อดีตนักทำลายใต้น้ำ/จู่โจมของกองทัพเรือไทย ประกอบกับ #พยากรณ์อากาศ ที่เชื่อว่าจะมีฝนตกลงมามากกว่านี้ในอีกไม่กี่วัน ทำให้พวกเขาต้องเลือกทางที่เสี่ยงที่สุด เป็นทางเลือกที่ทุกคนไม่เชื่อว่าจะเป็นไปได้ และไม่เคยมีใครทำมาก่อนในโลกนี้
คือการให้เด็ก ๆ ดำน้ำออกมาทางเดิม!
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Dr. Richard Harris
นั่นทำให้ทั้งสองได้ร้องขอไปยังเจ้าหน้าที่ของไทย ให้เชิญ Dr. Richard Harris วิสัญญีแพทย์ชาวออสเตรเลีย นักดำน้ำในถ้ำที่มีประสบการณ์ 30 ปี ผู้ถือสถิติการดำน้ำในถ้ำน้ำเย็นจัดลึก 194 และ 221 เมตร ที่เชื่อกันว่าคือสถิติที่ลึกที่สุดในการดำน้ำในถ้ำในน้ำเย็นจัด เพื่อตามหาต้นกำเนิดของแม่น้ำ Pearse ในนิวซีแลนด์ ที่พวกเขาต้องวางแผนที่สลับซับซ้อนในการจัดตั้งแคปซูลกู้ภัยในถ้ำเพื่อปรับความดันและหยุดพักในน้ำที่อุณหภูมิใกล้ศูนย์องศา ซึ่งการดำน้ำของเขาในครั้งนี้เมื่อปี 2011 และ 2012 ได้นำไปทำเป็นสารคดีโดย National Geographic ด้วย
Dr. Richard Harris คือผู้ที่ประเมินสุขภาพของเด็ก ๆ ทั้ง 13 คน และตัดสินใจเปลี่ยนแผนในถ้ำเป็นการนำเด็กที่อ่อนแอและมีปัญหาสุขภาพที่สุดออกมาก่อนเด็กที่แข็งแรงที่สุด Dr. Richard Harris คู่บัดดี้ และตำรวจออสเตรเลียอีก 6 นาย ถือเป็นหนึ่งในหลายสิบชีวิตของทีมดำน้ำในถ้ำที่ดีที่สุดทั่วโลกที่ถูกเรียกตัวมายังจังหวัดเชียงรายเพื่อปฏิบัติภารกิจที่ยากที่สุด เสี่ยงอันตรายที่สุด และไม่เคยมีใครทำมาก่อนในประวัติศาสตร์ของมนุษยชาติ!
จากการประชุมและวิเคราะห์ข้อมูลกับเจ้าหน้าที่ของไทย ประกอบกับการประเมินปัจจัยเสี่ยงต่าง ๆ ทำให้ทุกคนตกลงใจที่จะเลือกวันที่ 8 กรกฎาคม เป็นวันปฏิบัติการครั้งประวัติศาสตร์ที่นักดำน้ำในถ้ำที่ดีที่สุดในโลก 50 คน จะร่วมมือกับนักทำลายใต้น้ำ/จู่โจมของกองทัพเรือไทยอีก 40 คน ปฏิบัติภารกิจนำทีม #หมูป่า ดำน้ำในถ้ำที่เต็มไปด้วยหินที่แหลมคม กระแสน้ำที่รุนแรง ทัศนวิสัยที่เป็นศูนย์ ความมืดที่มีแสงไฟที่พวกเขาถืออยู่เป็นเพียงแสงสว่างเดียว นำเด็กที่อายุไม่ถึงเกณฑ์ที่จะดำน้ำในถ้ำ ไม่มีแม้แต่ประสบการณ์ในการดำน้ำ ออกจากถ้ำหลวงที่ผู้สื่อข่าวของ CNN กล่าวว่าเกือบจะเป็นโลงศพของพวกเขา มาสู่แสงสว่างและโลกภายนอก กลับสู่ครอบครัว สู่บ้าน และสร้างประวัติศาสตร์การกู้ภัยที่ยิ่งใหญ่ที่สุดครั้งหนึ่งที่คนเป็นร้อยเป็นพันล้านคนทั่วโลกต่างต้องกลั้นหายใจเพื่อลุ้นว่าปฏิบัติการจะสำเร็จหรือไม่
และผลลัพธ์ของปฏิบัติการ ก็คือวินาทีนี้ ของวันนี้ วันนี้ Mission Impossible ถูกเปลี่ยนเป็น Mission Possible ด้วยความสามารถ การวางแผน ความพยายาม และการร่วมมือร่วมใจกันของทุกคน/TAF
#พาทีมหมูป่ากลับบ้าน #ถ้ำหลวง #ThaiCaveRescue
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Rick Stanton เคยกล่าวกับ divernet.com ว่า กีฬาดำน้ำในถ้ำนั้นเป็นกีฬาที่ไม่ค่อยมีคนรู้จัก และนักดำน้ำในถ้ำก็มักเป็นคนที่ไม่ค่อยอยากเป็นจุดสนใจ ซึ่งรวมถึงตัวเขาด้วย
สำหรับนักดำน้ำท่านอื่นๆส่วนใหญ่ BBC กล่าวว่าพวกเขาไม่ค่อยอยากออกตัวนักเช่นกัน เลยหาข้อมูลค่อนข้างยาก แต่มีจำนวนหนึ่งที่ BBC รวบรวมมาได้ตามนี้ครับ
https://www.bbc.com/news/world-asia-44761821
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ภาพจากข่าวสด English, AP, และ The Australian ตามลำดับ
TAF เรียบร้องข้อมูลบางส่วนจาก
https://www.mamamia.com.au/thailand-cave-rescue-dr-richard…/
https://www.thetimes.co.uk/…/british-divers-richard-stanton…
https://www.theaustralian.com.au/…/ae49c3cfe024fc8f00188a5b…
https://today.line.me/…/%E0%B8%99%E0%B9%89%E0%B8%B3%E0%B9%8…
Remember these four names.
Vern Unsworth
John Volanthen
Rick Stanton
Dr. Richard Harris
Because these four are the people whose fate brings into this mission that taf will tell you about.
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Vern Unsworth
British cave explorer who has a wife and lived in Chiang Rai for 7 years. After hearing that the children were missing into tham luang, he came to offer help immediately because he went in and out of tham luang. He knows the corner very well in there
But the most important thing is a little paper note that I wrote to Thai officials.
Time is running out! (time is almost over! (sighs))
1. Rob Harper
2. Rick Stanton Mbe (MBE IS THE ROYAL MACHINE. The order of the British Empire)
3. John Volanthen
They are the world's best cave diver (they are the best cave divers in the world)
Please contact them through (please contact them via)
UK Embassy ASAP (UK Embassy as soon as possible)
Thanks to Thai officials listening to him and contacted the ministry of foreign affairs who contacted the UK Embassy who contacted British Cave Rescue Council, which three of them agreed to travel to Thailand. The Ministry of Thailand, so they issued a plane ticket of Thai Airways urgently.
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John Volanthen และ Rick Stanton
These two cave divers are the best cave divers in the world. The owner of the world record, the longest cave diving over 9 km in Spain in 2011
Rick Stanton is a fireman in the coventree, who inspired cave diving from watching underground eiger documentary about two divers who tried to make a cave diving world record at that time and made him decide that cave diving is what. That He wants to do.
John Volanthen, a computer engineer inspired by cave diving since he was a teenager with a determined and serious acrylic. He loved cave diving so much. Even on wedding day, he decided to dive in the cave for stress relief.
Although they don't like being interested and insisting that cave diving is just free time activity and volunteer work, they both created a brave thing that has saved many lives.
One of Rick Stanton's most famous missions is to dive into helping British soldiers who were stuck in a cave for 8 days in Mexico in 2004, where he went to meet and helped encourage and encourage and momentum for soldiers. One who is afraid of water to dive over 180 metres out of the cave successfully.
And when he met John Volanthen, both became the best buddy couple in the French government invited them to search for a cave diver in a cave 1 kilometres deep by the rescue association of England Royal. Humane Society says they are " a few cave divers in the world with skills and equipment and nearest where they spent 8 days to find the dead bodies, including in 2014 that Norwegian government asked them both help. Find the bodies of two cave divers who died in the cave.
They don't want to be famous, like to stay quiet and do activities they love. But when there is an incident, they are ready. They arrive in Thailand and start working immediately. The skills and experience of the owner of the cave diving in cave makes #thai seals easy to work. And safer
Despite all the caves from the rain on June 28th until the #BBC reporters tried to ask them both walked out of the cave because of the flood. Cuddle update with BBC But got the answer is grumpy and eyes that don't even look at that BBC journalist
When the weather is heart, they plan back in again and this time it's a "Mechanical Camp" that consists of navigation ropes and air buckets every 25 meters all the way
Both of them found the 13 children they said that the lead rope was gone, causing them to rise to the water and meet the 13 pairs of eyes looking down.
" how many of you?" in the video of Thai Navy Seal is John Volanthen's voice.
Even though they found the children, it leads to the next problem of how to bring children out. When the cave drilling choices are far from reality and the level of oxygen in the cave is reduced to part of sergeant ek's death. Saman kun cuddle, former Thai Navy Underwater Destroyer / attack assembled with #weather forecast that believes there will be more rain in the next few days, making them choose the risky way. It's a choice that everyone doesn't believe is possible and never. Who did this before in this world
Is to let the kids dive out the same way!
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Dr. Richard Harris
That's why both requested to Thai officials to invite dr. Richard Harris cuddle Australian Anesthesiologist, cave diver with 30 years experience, a record holder of cold water cave diving, held 194 and 221 meters deep, believed to be the deepest record in diving. In cold water caves to find the origins of the pearse river in New Zealand, where they need to plan to set up a rescue capsule in caves to adjust pressure and stop in the water at near zero degrees, which his diving this time when Year 2011 and 2012 have also been made by national geographic documentaries.
Dr. Dr. Richard Harris is who assess the health of the 13 children and decided to change the cave plan to bring out the most vulnerable and health problems before the fittest children Dr. Richard Harris, buddy and 6 Australian police are one of the dozens of the best cave diving teams around the world called to Chiang Rai for the hardest, most dangerous task and no one has ever done. Before in the history of humanity!
From meeting and analyzing information with Thai officials, composed to assessments of risk factors, everyone to choose July 8th as a historic operation that 50 best cave divers in the world will cooperate with southern destroyers. The Water / attack of Thai Navy. Another 40 people are on a mission to lead the #wild boar snorkeling cave full of rocks. The cuddle th of the cuddle th of the darkness with the light they hold is the only light. Bring young children to dive in caves, no experience diving out of the royal cave, where CNN reporters say is almost their casket to light and the outside world returns to the family home and make the greatest rescue history once a person is. Hundreds of billions around the world have to hold their breath to see if the operation will be successful.
And the outcome of the operation is this second of today. Mission impossible is changed to mission possible with the ability, planning, effort and collaboration of everyone / taf
#พาทีมหมูป่ากลับบ้าน #ถ้ำหลวง #ThaiCaveRescue
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Rick Stanton once said to divernet.com that cave snorkeling is a sport that doesn't know, and cave divers are often people who don't want to be interested, including him.
For most other divers, BBC says they don't want to start too. It's quite difficult to find information, but there are a number that BBC gathered as follows.
https://www.bbc.com/news/world-asia-44761821
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Photos from live news English, AP, and the Australian respectively.
Taf smooth some info from
https://www.mamamia.com.au/thailand-cave-rescue-dr-richard-harris-rick-stanton-john-volanthen/
https://www.thetimes.co.uk/article/british-divers-richard-stanton-and-john-volanthen-at-the-heart-of-the-thai-cave-rescue-nhtrm9shr
https://www.theaustralian.com.au/news/world/thai-cave-rescue-australian-doctor-richard-harris-joins-rescue-operation/news-story/ae49c3cfe024fc8f00188a5b9b7b24b5?nk=510674cab3915f6cc2f330bc8e0ec200-1531246390
https://today.line.me/th/pc/article/%E0%B8%99%E0%B9%89%E0%B8%B3%E0%B9%83%E0%B8%88%E0%B8%88%E0%B8%B2%E0%B8%81%E0%B8%95%E0%B9%88%E0%B8%B2%E0%B8%87%E0%B8%8A%E0%B8%B2%E0%B8%95%E0%B8%B4+%E0%B8%97%E0%B8%B5%E0%B9%88%E0%B9%80%E0%B8%82%E0%B9%89%E0%B8%B2%E0%B8%8A%E0%B9%88%E0%B8%A7%E0%B8%A2%E0%B9%80%E0%B8%AB%E0%B8%A5%E0%B8%B7%E0%B8%AD%E0%B8%97%E0%B8%B1%E0%B9%89%E0%B8%87+13+%E0%B8%8A%E0%B8%B5%E0%B8%A7%E0%B8%B4%E0%B8%95+%E0%B8%97%E0%B8%B5%E0%B9%88%E0%B8%95%E0%B8%B4%E0%B8%94%E0%B8%AD%E0%B8%A2%E0%B8%B9%E0%B9%88%E0%B9%83%E0%B8%99%E0%B8%96%E0%B9%89%E0%B8%B3%E0%B8%AB%E0%B8%A5%E0%B8%A7%E0%B8%87-Jk3Q1kTranslated
why english camp is important 在 Auman Facebook 的最佳解答
Just a quick update for those who might not have heard of our election result as of yesterday.
We've had the highest voting rate since 2004, with a turnout rate of 58% - reflecting how important it is given that it is the first one since the Umbrella Movement in 2014.
Pro-democracy camp has maintained its veto power in LegCo (at least in relation to members bills and constitutional reforms), winning 19 seats out of 35 in the Geographical Constituency, and 11 out of 35 in the Functional Constituency.
There are some new faces in the LegCo, with new generations now entering the council. Six candidates have set to advocate for Hong Kong's "self-determination" in the LegCo. Although localist parties did not do as well as I'd hope, overall the results still remain positive.
In case you've missed it, here's the video which is a continuation of my previous video explaining how Hong Kong is not China. This video will give you a better idea into Hong Kong's flawed institutional structure. It is to be seen whether call for Hong Kong's self-determination can really be brought up in the LegCo.
Lastly, for the next period of time, I will be returning to my usual Cantonese videos (travelling, vlogging etc). I know that many of you perhaps don't understand Cantonese so I will be putting on English subtitles in my future videos.
Thanks,
Auman
Hong Kong Independence?
…all you need to know about recent Hong Kong in 15 minutes
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↓↓Transcript (as requested)↓↓
我們之前提及香港與中國有截然不同的制度
So previously we talked about Hong Kong and China having vastly a different system
香港是一個仿民主社會,而中國即由中國共產黨統治
Hong Kong is a quasi-democratic society while China is dominated by the Chinese Communist Party
所以我們不希望人們混淆兩者
…so we don’t want people to get confused between the two
但故事還未講完
But the story doesn’t end here
明年是2017年,香港主權移交給中國的20週年
Next year 2017, it would be 20 years since Hong Kong’s turnover to China
你大概會以為這段時間香港和中國會越走越近
You would’ve thought that during this time, Hong Kong and China would’ve grown closer to one another
但事實卻非如此
But it has not been so.
香港人和中國人反而變得越來越有隔膜
If anything, we’ve grown to be more and more apart.
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沒錯 在過去20年
Yes it is true that during the last two decades
中國從一個發展中國家 發展成現時最大經濟體系之一
China has gone from being a developing country to what is now one of the largest, if not the largest economy in the world
人民收入增加 生活質素提升 有些中國人也躋身全球富豪榜
…which means rising income for Chinese citizens, better quality of life and China has some of the richest people in the world
香港人應該為中國人身份感到自豪吧
If anything, Hong Kong people should be a proud China man!
我還記得2008北京奧運 那個開幕典禮實在是精妙絕倫
I still remember seeing the Beijing Olympics in 2008; that opening ceremony was outrageously amazing
花了很多心機 很好看
…it was beautifully done and such a joy to watch
那是香港人少有地為國家感到自豪的一刻
It was one of those rare moments where Hong Kong people share the same sense of pride as the rest of China
不過 現實歸現實
But the Olympics is one thing, and reality is another
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事實上,自主權移交以來,香港和中國一直有許多矛盾和衝突
The truth is there have been a lot of conflicts between Hong Kong and China since the handover
香港向中國打開了大門,每天都有大量中國遊客到訪
Hong Kong has largely opened up to China where we get a huge number of Chinese tourists every day
旅客本身不應該是個問題,但我們目睹過不少中國旅客的不文明行為
並不是問題。重點在於中國遊客所製造出來的問題。
While tourism shouldn’t be a problem in itself, we have witnessed a lot of issues with these Chinese tourists
例如不懂得在迪士尼樂園排隊 和隨地小便
There had been reports of uncivilized behavior such as not knowing how to queue in Disneyland and… pissing on the street.
我必須強調 不是所有中國遊客都會這樣做 只有一部份會這樣做
And I can’t emphasize enough, not every Chinese tourists do it, it’s just some that does it
但由於香港每天都有大量的中國遊客 這成為了一個逼切的問題
…but because Hong Kong gets so many of them, that becomes a daily problem for people living in Hong Kong.
除此之外,我們可以看到名牌店和藥房的數量激增,以滿足中國遊客的需求
And it’s not just that, we see the rise in luxury shops and pharmacies in Hong Kong to tailor the need of Chinese tourists
如果你去上水(很接近中國邊境的地方)的街頭
If you go to a street in Sheung Shui, which is a place very close to the mainland border
我以前常常去的──你會看見到處都是藥房
I used to go there a lot - you see streets full of pharmacies
其實我完全不明白為何這些店舖會叫做藥房
…and I don’t even know why they are called pharmacies
因為他們主要不是售賣藥物,而是奶粉和尿片
…because mainly they don’t sell medicine, they sell baby milk formula and diapers.
事實上 大陸人不相信中國製的貨品
The thing is, mainland Chinese don’t trust their own stuff
因為在中國任何東西都有可能是假的 那裡沒有質量管制或食物安全
…because you can get fake everything in China; there’s no quality control or food safety
所以很多中國人都會來香港買日用品 如奶粉
So many Chinese come to Hong Kong to buy daily stuff and one product that has always been in high demand is baby milk formulas
香港部份地區甚至出現奶粉短缺的問題
It has got to a point where the supply became so tight that there is a shortage of milk formulas in some areas of Hong Kong
如果你住在歐洲或美國,這情況可能難以置信
If you are living in the Europe or the US, this might sound really hard to believe
嬰兒配方奶粉和尿片!但這是真的,這切切實實在香港發生
Milk formula and diapers, but it’s true, it is what’s happening in Hong Kong.
還有其他問題,例如中國孕婦來港產子等
I can go on about other stuff as well such as the number of Mainland pregnant women who come to Hong Kong
事實上,在2010年,37%新生嬰兒的父母均不是香港永久居民
In fact, in 2010, as much as 37% of all babies born in Hong Kong have neither parents being a permanent Hong Kong resident
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基於這些中港矛盾的問題 香港出現越來越嚴重的反中情緒
Basically because of all these things, this has led to an increasingly serious anti-Chinese hype in Hong Kong
很多香港人都不歡迎中國人 只想他們離開
Many local people are furious and just want them to go away
但對我來說 問題永遠出於制度
But to me, the real problem always lies in the system
我不想將整件事歸疚於中國人身上
Conceptually, I hate to put my frustration upon the Chinese people
因為要來港購物以保障自身安全並不是他們的錯
Because it’s not their fault that they have to buy things from Hong Kong to ensure that they are safe
但制度上出了甚麼問題?
But what about the system?
關於這個制度我簡述如下
There’s a lot I can say about this system, but for now I will just simplify it as follows
在制度頂端有中國共產黨,之後有香港政府和立法會中的建制派
At the top of the system we have the Chinese Communist Party, then we have the Hong Kong government and the pro-establishment camp in our Legislative council
簡單來說,這個制度一直想將香港變成中國的一個普通城市
In short, this system has been trying to turn Hong Kong into just another city of China
並且破壞一國兩制的原則
…and damaging the core principle of “One Country, Two Systems”
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很長時間以來,香港人一直在爭取民主
For a long time, Hong Kong people have been advocating for full democracy
即是普選,可以提名和投票給我們自己的領袖(行政長官)
That means universal suffrage with the right to nominate and elect our own leader, which in Hong Kong is called the Chief Executive
根據基本法,我們有普選的權利
According to the Basic Law, we have a legal right to universal suffrage.
在過去20年,中國政府曾多次承諾香港人會有普選
In the past 20 years, the Chinese government has assured Hong Kong several times that we are going to get universal suffrage
但他們一直拖延實施普選的日期
But they have been pushing back the date for it
又推托說香港人未準備好,所以2007年和2012年都沒有普選。
…and kept saying Hong Kong wasn’t ready, so we didn’t get it in 2007 and 2012
但北京承諾香港2017年可普選特首
But the Chinese has set a timeline for it, and they said Hong Kong would eventually get universal suffrage by 2017
結果,2014年8月31日,北京說
And guess what, on 31st August 2014, the Chinese said
好,你可以有你想要的普選,但我們需要增加幾個條件
Alright you are going to get your universal suffrage, but we are going to have to impose some conditions
首先,行政長官必需愛國
First the Chief Executive must be someone who is patriotic to China
第二,候選人需要先得到現有的行政長官選舉委員會的提名 (絕大部分都是親中代表)
Secondly candidates are going to be nominated by the current Election Committee, which consists (mostly) of 1200 pro-Beijing representatives
最後,無論誰勝出選舉,都要得到中國政府委任才可成為行政長官
Lastly, whoever wins the popular election must be appointed by the Chinese government
所以他們就是說,好,你們可以普選,但我們保留剔除任何人的權利
So basically they are saying, alright you can get your vote but we reserve the right to screen out anyone that we dislike
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北京公布831決定後,香港人當然很憤怒
After this was announced by the Chinese officials, we were bloody furious
所以我們展開了一連串抗議行動,要求真普選
So we began a series of protests demanding for “true universal suffrage”
我們一直以來都覺得普選就是
For years we have always thought universal suffrage means just that
一個民主及公開的選舉
The right to vote in a democratic and open election
但是中共卻憑空製造了完全相反的東西
But the CCP managed to create something that is completely contrary to that
結果,大學生開始罷課
As a result, university students like myself began boycotting classes
並參與在金鐘香港政府總部外舉行的集會
…and attended gathering outside the Hong Kong government headquarters in Admiralty to protest
這演變成持續79天的佔領金鐘、銅鑼灣和旺角的運動
This has then turned into a 79-days long widespread occupy movement in streets of Admiralty, Causeway Bay and Mongkok
期間警察使用催淚彈和胡椒噴霧來驅散我們,我們即用雨傘作盾
During this time, police has used tear gas and pepper spray to try to get rid of us and we used umbrellas as shield
解釋了為什麼這叫雨傘運動或雨傘革命
That’s why this is called the Umbrella Movement or Umbrella Revolution
我個人不喜歡稱之為革命,因為革命通常與激進的改變有關
Personally I don’t like to call it a revolution, because revolution is often associated with some sort of radical change
但對於我們來說,79天佔領街頭後,仍毫無成果
But for us, after 79-days of occupying the streets, nothing has changed.
到今天為止,一切維持原狀──沒有行政長官普選
So to this day, the status quo remains – there is no universal suffrage for our Chief Executive election
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但是為何我們這麼想要普選?
But why do we want universal suffrage so much?
你要明白,我們的制度一直都有缺陷
Well you have to understand that our governmental system has always been institutionally flawed
一般當我們提到三權分立時,有行政、立法和司法三個機關
Usually when we talk about the Separation of Powers, we have the Executive, the Legislative and the Judiciary
這三個機關本應互相制衡,沒有人能夠掌控一切的權力
They are meant to act as checks and balances of each other so no one gets too much power
因為正如英國的阿克頓男爵所言:
…because as Lord Acton famously said,
「權力導致腐敗,絕對權力導致絕對腐敗。」
“Power corrupts, and absolute power corrupts absolutely.”
我們不但行政長官是經由1200人的小圈子挑選 當中大部份為親中人士
Not only is our leader of the executive selected by a small-group of 1,200 voters – the majority of whom are pro-Beijing
我們連立法會也不能全部直選
We also don’t get to vote entirely for our Legislative Council
事實上,我們只能直選立法會的一半議員
In fact, only half of our legislators get directly elected by us
另外一半是由所謂的功能組別選出
The other half are elected through the so-called Functional Constituencies
香港一共有28個功能組別
There are 28 different functional constituencies, representing different seats in our Legislative council
原意是為了讓香港不同的界別和工種都能對政府政策有話語權
Originally this meant to provide different professions across Hong Kong to have a say in government politics
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但這個制度本質上存在缺陷
But there’s a huge problem – this system is fundamentally flawed
最為人爭議的是,這制度容許公司和專業團體登記為選民
Most controversially, it allows companies and professional bodies to register as voters
製造了一個漏洞讓大公司同時間可持有多張選票
So this creates a loophole where big business can hold multiple votes at the same time
以飲食業為例,大公司可以登記每間分店為一個選民
Consider the catering constituency, big restaurant companies can register each of their outlets as voters
像大家樂這種大型的連鎖餐廳
So big food chain like Café De Carol
不,這不是一間法國菜餐廳,這是港式快餐店
Nope, it is not a French restaurant – it’s a fast food Chinese restaurant
這些大公司可以登記上一百張選票
Something like that can register up to a hundred votes if they like
另外,不同功能組別之間也有很大差異
Also there is a huge discrepancy between different functional constituencies
例如,在衛生服務界,有37,000個登記選民,但在保險界卻只有130個
For example, in the Health Services sector, there are 37,000 registered voters, whereas in Insurance, there are only 130 registered voters
這個差異根本不合邏輯 為甚麼有些行業會得到更廣泛的代表?
There is really no logical explanation for it – why are some industry represented more fairly while others are not
事實上,近半功能組別都是自動當選的,大部份的席位都由建制派瓜分
In fact, almost half of the functional constituencies are uncontested and most of the seats are dominated by the pro-establishment camp.
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這有甚麼實際意義?
But what is the actual significance?
當立法會議員自行提出草案和議案時,我們有所謂的分組點票
You see, when individual legislators propose bills and motions, we have a split-voting system
意思是,在草案通過之前,
…meaning that to be able to pass the bill
需要得到地區直選和功能組別兩方面均過半數支持
It requires a majority vote in both the geographical constituency – those directly elected by us – and the functional constituency
所以就算一個草案得到總共過半數的支持
So we can have a bill that is supported by the majority of the legislators
但仍會因為在功能組別方面未過半數而流產
But fails nonetheless because it did not pass the functional constituency
理論上,只要控制了功能組別的半數就可以否決任何議員草案或議案
So in effect, you only need half of the votes within the Functional Constituency to reject all bills and motions put forward by individual legislators.
但政府提出的卻不一樣,
But the same does not apply to government bills
只需要取得過半數的支持就可以了
For government bills, you only need to get a majority from all the legislators as a whole
所以有時候會有一些政府議案原本被大部分直選議員反對
So sometimes we have bills that are opposed by the majority of those legislators directly elected by us
但基於功能界別大部份贊成而通過
…but nonetheless get through because of the functional constituency
這個制度的問題在於政府和大商家會有勾結的誘因
The major problem of this is that it creates an incentive for the Government and big business players to side with each other
一方面,有功能組別的支持,政府可以否決所有由議員提出的議案
On one hand with the help of functional constituency, the Government has an effective veto over all motions in the Legislative council
另一方面,商界自己也可以否決不符合他們商業利益的議案,如最低工資和標準工時
…while on the other hand businesses can reject motions that are contrary to their interests such as minimum wage and standard working hours
-\-\-
因此,行政機關在立法方面有很大的控制權
Because of this, the executive has a lot of control over our Legislative Council
他們很多時候也會做很多與市民意願相反的決定
And they often make decisions that are contrary to public opinions
由於選舉制度上的缺陷,我們也不能有效地向行政機關問責
And because of the fundamental flaws in our electoral systems, there is no way we could hold our executive accountable in any shape or form
你也必須明白 香港政府和和中國政府之間的關係
Conceptually you also have to understand the relationship between our executive and the Chinese government
你也許會認為,在一國兩制原則下,香港政府和中國政府是分開的
It’s easy to say, well the Hong Kong government is separate from the Chinese government because of the principle of one country two systems
我們可以實行自己的政策,這不是中國政府的問題,而是香港政府本身的問題
And we can implement our own policies so it’s not the fault of the Chinese government but of our own government
也許是吧,但我們的選舉制度確保香港行政長官是忠於北京的
That is partly true, but remember we have a system as such where our Chief Executive is guaranteed to be pro-Beijing
因此香港政府和中國政府密不可分
That’s why it has an incentive to side with the Chinese government
-\-\-
以現任行政長官梁振英為例 他自上任以來都在替北京擦鞋
For example, our current Chief Executive, CY Leung, he has been keen to please Beijing wherever possible
他重視中國的利益多於香港的利益
There are lots of policies where he appeared to have put Mainland’s interest above Hong Kong’s interest
如2012年,政府打算推行強制國民教育
For example, in 2012, the government tried to introduce mandatory National Education classes
想加強學生的國家認同感
…so that students can strengthen their national identity about China
但這被大眾反對,因為很多人都擔心這是偏向共產黨的洗腦教育
This was met with huge public protests as many fear that it would simply be a brainwashing curriculum biased towards the Chinese Communist Party
其他情況還包括否決香港電視的牌照申請,梁振英的5,000萬元賄款醜聞等等
There are also other instances such as the rejection of HKTV, CY Leung’s $50 million corrupt scandal – etc
我們極不滿意現在的政府
Basically, we are extremely unsatisfied with our current Government
制度本身容許我們的政府恣意妄為
The system itself allows for our government to potentially be arbitrary and self-serving
而我們沒有有效的方法向政府問責
And there’s no way we could hold our government accountable in any shape or forms
這就是我們想要普選的原因:我們想選擇自己的領袖
That’s why we want universal suffrage so much – so that we can choose our own leader
當然,這不會在一夕間解決所有問題,但會是一個通往更民主和平的制度的開端。
Yes it won’t solve everything but it will be a start to a more democratic and fair system
-\-\-
雨傘運動是前所未有的
The Umbrella Movement was a first of its kind
雨傘運動一開始十分和平
It started off extremely peacefully
強調非暴力、理性、愛與和平等等
With an emphasis on being non-violent, rational, love and peace and all that
但隨着時間經過,梁振英政府拒絕回應
But as it went on, the CY Leung’s government managed to remain unresponsive
過了兩個月,人們都不知道要怎麼辦
Two months into occupying the streets, people simply didn’t know what to do
而示威者和警察之間的關係則每況愈下
And the relationship between the protesters and the police got worse by days
有警察使用暴力對待示威者
There was alleged police violence
其中有七個警察將一個示威者拖到暗角施暴
Seven police officers took a protester to a dark corner and beat him up
無可避免地,雨傘運動最終演變成示威者和警察之間暴力的衝突──市民被打、被捕
Inevitably the movement turned into something more violent with protesters clashing with the police – people were beaten up and arrested.
-\-\-
自雨傘運動以來,社會處於嚴重撕裂的狀態
Since the Umbrella Movement, the society has been hugely divided
市民對警察的信任度跌至新低
Police confidence has gone to an all-time low
一方面,我們發現和平的示威遊行再沒有用
On one hand, we realize peaceful protest no longer does a damn thing,
另一方面,人們正在尋找抗衡警力的方法──亦即採取更激進的行動
…while on the other hand, people are finding ways to counter police force – essentially resorting to more radical actions
這也引致部份市民在意識形態上與傳統泛民主派分道揚鑣
It also led to an ideological separation within the pro-democracy camp
香港的傳統泛民主派視建設民主中國為己任
Traditionally pro-democracy activists in Hong Kong felt it was their duty to build a democratic China
他們其實比任何人都更愛中國
If anything they are more patriotic to China than anyone
他們是對六四天安門事件最大感觸的人
They are the people who felt most strongly about stuff like Tiananmen Square
但在過去20年,香港民主沒有寸進,也看不到中國民主化的希望
But for the last 20 years, democracy has not been advanced for Hong Kong nor does it look likely for China
所以有人開始說
That’s why new advocates are saying,
建設民主中國是不切實際的
Well there’s no real possibility of so-called building a democratic China
我們要先自救
We need to start rescuing ourselves first
因此本土和香港獨立的概念開始萌芽,因為人們對一國兩制開始失去信心
So, there emerges the idea of localism and Hong Kong independence because people are simply losing faith in the so-called One Country Two Systems.
-\-\-
這些社會不穩和躁動最終導致今年初在旺角發生的事件
All this social unrest has led to what happened earlier this year in Mongkok
那是農曆正月初一
It was the first day into Chinese Lunar New Year;
街上有小販在賣熟食
There were some street hawkers selling street food
這些小販雖是無牌經營,但他們一向都在農曆新年頭幾天擺賣,賺幾個快錢
They are unlicensed but that’s what they have always done in the first few days of Chinese New Year, just trying to make a few extra bucks
這就像香港的小傳統
It’s like a little local tradition in Hong Kong.
但今年警察突然執法,引發示威者與警察之間的衝突
But somehow this time the police decided to confront them – which has led to protesters confronting the police
突然間,小販擺賣演變成騷動,或暴亂,視乎你怎麼看
Suddenly it has turned into a huge unrest, or riot, depending which side you are on
街上有雜物起火,市民撿起磚和樽扔向警察
There were fire on the street, people picking up bricks and bottles throwing at the police
警察向天開了兩槍以鎮壓人群
Two shots were fired in the air for crowd control
這是香港二十年來都未見過的暴力
It was violence on a scale that has never been seen in Hong Kong for the last 20 years
的確 暴力的程度與本身的小販問題根本完全不相稱
In no way was the violence proportional to the whole street food and street hawker issue
但你必須明白背後的原因
But you have to be able to understand it in the light of the whole circumstances
那種自雨傘運動以來積累的憤怒和不滿
The sort of anger that has been accumulated since the Umbrella Movement
社會民怨達臨界點
Social unrest is now at its highest point
-\-\-
雨傘運動後,各種事情由壞變更壞,北京加重了對香港的控制
Things have gotten from bad to worse for Hong Kong since the Umbrella Movement. Beijing has tighten up control of Hong Kong
我們曾經享有的自由受到嚴峻挑戰
Our once enjoyed freedom has been put to some serious doubt
去年,五個在香港出售中國敏感話題的書籍的書商消失了
Five Hong Kong booksellers who sell sensitive stuff about the Chinese Communist Party went missing last year
他們沒有任何出境記錄,憑空消失了
There were no record of them going out of Hong Kong, and they just disappeared
有好一段時間,沒有人知道他們到哪裡去了,然後……
For a while no-one really knows where they went, and then…
好像魔法一樣,他們出現在中國的電視台,承認他們所謂的罪行
Like magic, there they are in Mainland China appearing on TV, confessing their guilt
其他事情還包括廉政公署(香港引以為傲的反貪污機構)大地震
Other stuff such as the ICAC, an anti-corruption body that we have always been proud of, has also been involved in some major shake-ups
更近期的有立法會選舉有六位候選人被取消資格
More recently, six candidates have been disqualified from running the Legislative Council election
他們被取消資格的原因是因為他們提倡香港獨立
They have been disqualified because they advocate for Hong Kong Independence
沒有法例授權行政機關以政治原因篩選候選人
There is nothing in the law that allows the administrative to screen out candidates running for the legislative council for political reason
這根本違反言論自由
That’s just simply grossly against freedom of speech
-\-\-
還記得四年前,港獨根本無人提及
And remember, four years ago, Hong Kong independence was not even an idea to start with
現在卻成長為一個熱議的社會話題,越來越多人支持香港獨立
Now it has turned into a whole serious social movement – more and more people are turning to Hong Kong independence
背後的原因?
And the reason behind that?
不久之前有一個網上比賽,讓人用六個字寫悲慘故事。有人寫:
A while back there was a post asking people to write sad stories in six words, and someone wrote this:
「一國,兩制,笑話。」
“One Country, Two Systems, Just kidding.”
這就是香港的現況
And that pretty much sums it up for Hong Kong.
主權移交時,曾經有人承諾我們會有
When Hong Kong got handed back over to China, we were guaranteed of all these things:
言論自由、新聞自由和法治
...the freedom of speech, the freedom of press and the rule of law
但這些都一直被破壞
But these things have been undermined hugely
北京的訊息很清晰:
The message from China is clear:
你想要高度自治嗎?
You want your high degree of autonomy and you want to feel special right?
可是你只能在我容許的限度裡享有自由
But you are only as free as we allow you to be
這些自由是我給你們的,我現在要取回你也不能作聲
We gave you that stuff so shut up if we want to take them back. Period.
但事實上中國沒有給予我們自由
But the truth is China didn’t give us freedom of speech\\
我們的人權都不是中國給予的
You didn’t give us any of our fundamental rights. Period.
-\-\-
我的理解?
The way I understand it?
香港獨立是被動而不是主動的
Well Hong Kong independence is reactive rather than proactive
這是對中國收緊香港的控制所走的一步
It’s a response to the Chinese government for increasingly tightening up control of Hong Kong
我們已經對一國兩制完全失去信心
We’ve completely lost faith in One Country Two systems
所以我們要求更多自主
As a counteractive response we are demanding for more autonomy
我們想要把握自己的命運
We want to be able to grasp hold of our own fate
所以這就是香港的現狀
So this is where things are right now in Hong Kong
這是一個死結
It’s in a complete deadlock
我們只能二擇其一:接受一國一制或更激進地抗爭
We either accept for one country one system or we have to fight in a more radical manner
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星期日是下屆立法會的選舉投票日,是雨傘運動以來的第一次選舉
On Sunday, it will be our next Legislative Council election – the first since the Umbrella Movement
天知道會發生甚麼事
God knows what’s going to happen
我希望你能去投票,好好考慮要投給誰
But I do urge you to vote, and to think about your vote
Because in a perfect world
你試想,在完美的世界裡
當立法會可以處理大多數事情的話,市民便不需要走上街頭暴力抗爭
…if things can get done in the Legislative Council, then people wouldn’t need to take to the street and to resort to any kind of violence
我們極需立法會抗衡行政機關的權力,而你的一票有莫大的幫助
We desperately need a balance of power right now – and your vote can contribute to that
我們需要議會內有更大的聲音──我們需要更多人去尋找不同的可能
We need more voice in our Legislative council – we need people to look for different possibility
呼。就是這樣。
Phew, so that’s it.
無論你來自香港或香港以外的地方
Whether you are from Hong Kong, or from outside of Hong Kong,
這段和上一段影片都對我以及很多香港人來說很重要。
This video and the last video is important to me, and to a lot of people in Hong Kong
霎時之間這可能難以消化
This is probably a lot to take in if you’re new to this, but don’t just take my words for it
但請繼續留意新聞,和其他人一起討論,做更多的資料搜集,這些東西都可在網上找到
Keep reading the news; keep talking to people about it; go research about this, it’s all over the internet
最後,謝謝收看
And lastly, thanks for watching.
天祐香港
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