"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about the game's creation, music, and design philosophies and we are taking this opportunity to combine both until-now unpublished interviews together.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6部Youtube影片,追蹤數超過10萬的網紅Zukiのスマガジェ!/スマホ&ガジェットチャンネル,也在其Youtube影片中提到,Bixbyボタンに他のアプリを割り当てる方法は 05:55 頃からです。 昨年、GalaxyNote8発売時に「余計なボタン」と揶揄されていた「Bixbyボタン」に他のアプリを割り当てる方法を確認しました。 その際利用したアプリ「bxActions」は、note9のBixbyボタンに未対応のため、ほ...
「mobile touch pen」的推薦目錄:
mobile touch pen 在 Gibson 吉神 Facebook 的最佳貼文
只須分享此貼,即可於5月5日至7日到Gurney Paragon的台灣旅游展【樂活台灣Lohas Taiwan】服務櫃台,免費索取來自台灣的《幸福奇雞》 LED環保紙雕小提燈一個,但要記得帶手機出示你分享的證據才能索取哦!數量有限,先到先得。
You just need to share this post to redeem a “Happy Chicken” DIY lantern from Taiwan at the Taiwan Travel Expo【樂活台湾Lohas Taiwan】, which will be held from 5th – 7th of May at Gurney Paragon Mall. Remember to bring along your mobile phone to show proof of your shared post! Limited stock, first come first served.
旅展好康 Great deal to grab
>>民眾除了買配套獲得行程贈品外,現場還可以獲得一張刮刮卡,獎項包括中華航空公司與國泰港龍航空各送出的檳城台北/台中/高雄來回機票、麗星郵輪配套、飯店住宿券、7天wifi router租用券、新台幣2000元悠游卡和主題樂園門票。
>>Besides the freebies tied with the purchased packages, consumers can also redeem a “Scratch and Win” card whereby they stand a chance to win exciting prizes which include Penang-Taipei/Taichung/Kaohsiung flight tickets from China Airlines and Cathay Dragon, Star Cruises Packages, hotel stay vouchers, 7-day wifi router rental coupons, EasyCard (Taiwan touch-n-go Card) worth NT$2000 and theme park entrance tickets.
>>免費索取集點卡,於各展區完成集點,即可換取小禮物一份,有機會再抽中民宿住宿券。
>> an exclusive loyalty card can be redeemed at the information desk, where one stand a chance to win homestay vouchers after collecting all the stamps available throughout the EXPO area.
>>每個小時都有非常精彩好看的表演,觀光局還特別邀請了台灣文化表演團體參與,每天都可以看到電音三太子、布袋戲、氣球人的表演。
>> The hourly performances during the EXPO will feature authentic Taiwan cultural shows such as the famous Techno Dancing Third Prince (Techno dance of Nezha deity), glove puppetry show, balloon man show and etc.
>>現場還可品嘗到宜蘭出名的三星蔥油餅、紅豆牛奶挫冰、茶香茶葉蛋及有機玫瑰鬆餅。
>> Foodies must not miss the opportunity to try out the famous YiLan Scallion Pancake, Shaved Ice with Red Bean and Condensed Milk, Herbal Tea Eggs and Organic Rose Waffles.
>>小朋友可參與手工制作彩繪水果明信片,動物造型毛巾DIY與制作奇異果筆。
>> child friendly activities include DIY Wooden Fruits Postcards, DIY towel animal folding and handcrafted Kiwi Pen.
2017 Taiwan Travel Expo 台湾旅展
#traveltaiwan #LohasTaiwan #乐活台湾 #taiwantravelexpo #twtravelinpenang #timefortaiwan #ttbkl
mobile touch pen 在 恶魔婷婷 哈拉日记 Facebook 的精選貼文
The accelerating pace of digital transformation has raised consumer expectations to unprecedented levels, and is causing every organization to rethink how they engage with their customers. According to a recent survey by IDC¹, 72 percent of businesses reported that improving document processes would increase customer satisfaction, yet 80 percent of those processes still rely on paper. Companies focused on great experiences can no longer afford to be mired in document processes that are slow and inefficient. Their customers need and want a better way.
Adobe (Nasdaq:ADBE) today unveiled the first integration between Adobe Sign and Adobe Marketing Cloud, eliminating the cost and frustration of manual, paper-based process for enrollment, onboarding and servicing across the customer journey. Adobe Sign (formerly Document Cloud eSign services) features an upgraded and modernized mobile app experience, and works seamlessly with Adobe Experience Manager (AEM) Forms - a key part of Adobe Marketing Cloud - helping organizations to go completely digital with anything from credit card applications to government benefit forms or medical forms. And building on widespread adoption in Europe, Adobe is rolling out new data centers and meeting the most stringent legal requirements in the EU, part of a global expansion that will continue through 2016.
Adobe also announced new Document Cloud storage integrations with Box and Microsoft OneDrive, which make it easier to access and work on PDF files from anywhere, as well as new features for Adobe Acrobat DC subscribers, delivering on the promise of ongoing innovation and value through Document Cloud.
“Every company and organization should be laser-focused on delivering the best customer experience possible, and the best experience does not involve paper,” said Bryan Lamkin, executive vice president and general manager, Digital Media at Adobe. “Today we further strengthen the value that Adobe Document Cloud and Adobe Sign bring to our global customers as the only complete solution that transforms paper-based transactions into 100 percent digital workflows.”
“Talking to businesses and partners around Asia Pacific, I see a real sense of urgency around transforming customer experience by making it seamless, pain-free, and accessible across all devices and touchpoints,” said Michael Stoddart, Director of Digital Media, Adobe Asia Pacific. “In its annual predictions for 2016, IDC believes that by the end of the year, 60 percent of the top 1000 enterprises in APAC will have digital transformation (DX) at the center of their corporate strategy, with a majority even creating an independent position to oversee the DX strategy implementation. Adobe is working with businesses across the region to help them create points of differentiation by making their core processes more customer-centric.”
At the heart of Document Cloud is Acrobat DC, the world’s best PDF solution; Adobe Sign, the leading e-signature solution that allows anyone to electronically sign and send documents from any device; and powerful companion mobile apps. More than six billion digital and electronic signature transactions are processed through Document Cloud each year, including global businesses like AmerisourceBergen, The Royal Bank of Scotland and Verizon and businesses in Asia Pacific like Stratton, one of Australia’s largest car and asset finance brokers, which rely on Document Cloud and Adobe Sign for fast, secure and mobile e-signatures.
“At Royal Bank of Scotland, we put our customers’ experience first when rolling out new services to make their lives a little easier,” said Ankit Chhajer, Digital Lead – Customer Experience and Sales Innovation, Royal Bank of Scotland. “Building on our broad adoption of Adobe Marketing Cloud, we are now turning to Adobe Document Cloud and Adobe Sign to create an elegant, hassle free customer experience that rivals none other.”
“Electronic signatures have reduced paperwork turnaround time from days to minutes, helping sales consultants finalize financing quickly,” said Andrew Lawrence, Software Development Manager, stratton. “Technology has always been a way for us to set ourselves apart, and we expect the new integrations in Adobe Sign will offer critical business services that we can use to close deals faster.”
Introducing Powerful New Capabilities with Adobe Sign
Adobe Sign is the fast, easy, secure way to bring trusted e-signatures to every organization and department including HR, sales, IT, legal and procurement, to name a few. New functionality includes:
· Transforming digital experiences – The integration between Adobe Sign and Experience Manager Forms turns complex, form-based processes into simple, engaging, mobile-optimized digital experiences across the entire customer journey. This includes how a person discovers the right form that they need, fills it out easily and successfully on any device, electronically signs it, and gets status updates once it is submitted. Using the integration between Adobe Sign and Adobe Marketing Cloud, organizations can provide responsive, adaptive experiences, enable personalization to continually improve the user experience with Adobe Target, and analyze and optimize performance with Adobe Analytics. Government, financial services and healthcare are just a few of the industries that will benefit from this service.
· Furthering global e-signature and digital signature adoption – Building on widespread adoption in Europe, and as part of a global rollout, new data centers are now live in the EU. With a secure, standards-based approach, Adobe Sign meets the most stringent legal requirements so European organizations can go digital in compliance with eIDAS, the new EU signature regulation set to take effect in July 2016.
· Delivering enhanced mobile signing – Sending, tracking and managing documents on tablets and smartphones is now easier than ever with the Adobe Sign app for iOS and Android (formerly Adobe eSign Manager DC). An updated dashboard and improved send for signature workflow enable users to be even more productive on any device.
Rapidly Expanding Document Cloud Partner Ecosystem
Adobe is focused on enabling people to use Document Cloud with solutions they already use as part of their day-to-day work. Document Cloud already offers integrations with industry leaders like Apttus, Dropbox, Salesforce, Workday, and more. Adobe today is unveiling integrations with best-in-class cloud storage providers Box and Microsoft, along with new and expanded Adobe Sign integrations that span key business solutions and workflows.
· Box – New offerings integrate Acrobat DC, Acrobat Reader and Adobe Sign with Box to simplify document workflows, as well as e-signature processes for enterprises. Whether users start from Box or Adobe, with just a few clicks they will be able to view and edit PDFs without any downloading, and ensure that the latest version is automatically secured in Box. Additionally, users can open Box files directly in Adobe Sign to provide an electronic signature on important contracts and paperwork, centralizing all updates in Box and streamlining the approval process.
· Microsoft OneDrive – New integration with Acrobat DC, Acrobat Reader and Microsoft OneDrive allows organizations to access and work on PDF files stored in OneDrive directly from within the Adobe apps. With a few clicks in Acrobat on the desktop, users can view and work on PDF files stored in OneDrive while ensuring documents always remain synced. In addition, iOS users can access PDFs in OneDrive from the Acrobat Reader mobile app via the universal document picker, enabling them to work with PDF files anywhere.
· Salesforce – The latest release of Adobe Sign significantly improves a user’s experience. Expected to be available in beta in May 2016, the update features the enhanced Salesforce Lightning user experience across any device, plus support for customizing the app with the drag-and-drop interface of Salesforce Lightning Components—while also providing compelling new features like signing groups and hybrid signing order. SteelBrick, recently acquired by Salesforce, also has an existing integration with Adobe Sign for helping speed the Configure Price Quote (CPQ) process.
· Adobe Sign Ecosystem Momentum – Many new and updated integrations significantly expand the Adobe Sign ecosystem across common enterprise solutions—such as business process automation, contract lifecycle management and enterprise resource planning—and include Advanced Software Concepts (ASC), Buildium, McKesson Contract Manager, Namely, Oracle, SciQuest, SpringCM, and ThinkSmart.
Ongoing Innovation with Subscription to Acrobat DC
At the heart of Document Cloud, a subscription to Acrobat DC delivers instant access to new features and enhancements as soon as they’re available. Today, Adobe introduced:
· Updated tools for everyday use – Modernized commenting and annotation tools are now fully updated with an intuitive, touch-friendly interface that makes it easier than ever to give and get fast, clear feedback; a highlighter pen can now mark up scanned documents without the need for optical character recognition (OCR); and paper-to-digital workflows like scanning are now optimized to deliver the best results.
· Unrivaled accessibility – Adobe is adding critical menu and dialog updates to enhance the experience for users with visual impairments who rely on Acrobat DC to work with PDFs. The Home view and Save As options can now be read aloud by screen readers for greater accessibility.
· Streamlined deployment – Adobe team and enterprise customers can now deploy and update Acrobat DC with Creative Cloud apps using the Adobe Creative Cloud packager.
Pricing and Availability
· The new Adobe Sign capabilities are expected to be available to customers in May 2016. Find out more.
· The new Acrobat features will be automatically available to subscribers of Acrobat DC in May 2016. Find out more.
· The ability to add a Box account to Acrobat DC and Acrobat Reader on desktop is expected by the end of May 2016. The ability for Acrobat Reader mobile users on iPhone and iPad to select Box as their preferred cloud service from the iOS document picker is expected by the end of June 2016. Initial access to Acrobat DC and Adobe Sign from the Box website is expected by the end of May 2016, with deeper integration expected by Fall 2016.
· The ability to add a OneDrive account to Acrobat DC and Acrobat Reader on desktop, and the ability for Acrobat Reader mobile users on iPhone and iPad to select OneDrive as their preferred cloud storage provider from the iOS universal document picker, is expected by the end of June 2016.
¹IDC InfoBrief, sponsored by Adobe, Business Transformation Through Smarter Document Workflows, April 2016.
Helpful Links:
· Learn more about Adobe Sign
· Learn more about Adobe Sign and Experience Manager Forms for paperless onboarding
· Hear from Adobe EVP and GM Bryan Lamkin on meeting customer needs with Document Cloud
· Learn more about advancements in Document Cloud from Adobe VP of product management, Jon Perera
· Read the blog on e-signature advancements in Europe by Dan Puterbaugh, director and associate general counsel, Adobe
· Read the guest blog from Box
· Follow us on Adobe SEA Facebook page
About Adobe
Adobe is changing the world through digital experiences. For more information, visit www.adobe.com/sea.
mobile touch pen 在 Zukiのスマガジェ!/スマホ&ガジェットチャンネル Youtube 的最佳解答
Bixbyボタンに他のアプリを割り当てる方法は 05:55 頃からです。
昨年、GalaxyNote8発売時に「余計なボタン」と揶揄されていた「Bixbyボタン」に他のアプリを割り当てる方法を確認しました。
その際利用したアプリ「bxActions」は、note9のBixbyボタンに未対応のため、ほかのアプリで出来るか確認してみました。
撮影日:2018年11月3日
※動画内では4日としていますが、3日の誤りです。
動画番号:zuki333
ブログ:http://www.hyzuki.com/
Twitter:https://twitter.com/GadgetMajin
サブチャンネル(Zukiの物置小屋)
https://www.youtube.com/channel/UCSeavxe2QKKU7D8ZcoV6LTw
▽関連商品リンク(Amazonアソシエイトのリンクを使用しています)
↓今回開封
Icheckey Galaxy Note9 用 ガラスフィルム 3D曲面加工 ギャラクシーNote9適応 全面保護 強化ガラス液晶保護フィルム 日本製素材旭硝子製 硬度9H/高透明/3D Touch対応/高感度
https://www.amazon.co.jp/exec/obidos/ASIN/B07J4ZPM55/sas01-22/
↓今回開封
Galaxy Note9 CLEAR VIEW STANDING COVER ブルー【Galaxy純正 国内正規品】 EF-ZN960CLEGJP
https://www.amazon.co.jp/exec/obidos/ASIN/B07J328JVZ/sas01-22/
Galaxy Note9 LED View Cover ブルー【Galaxy純正 国内正規品】 EF-NN960PLEGJP
https://www.amazon.co.jp/exec/obidos/ASIN/B07J2T9BGS/sas01-22/
Galaxy Note 9 フィルム 【最新改良版】 NISHEN 3D全面保護【日本製造した板ガラス】 3D Touch対応/硬度9H/飛散防止/高透過率/使い方簡単/指紋防止/気泡ゼロ
https://www.amazon.co.jp/exec/obidos/ASIN/B07GV7LK2N/sas01-22/
Samsung Galaxy Note 9用強化ガラスフィルム 「ケースに干渉せず・透過率99%」 タッチ感度良好 S-PENに対応 (ガラス液晶面1枚+カーボン繊維背面1枚+貼付け易い道具1枚)
https://www.amazon.co.jp/exec/obidos/ASIN/B07GXQB6S7/sas01-22/
Samsung Galaxy Note 9 用 液晶保護フィルム 強化ガラス galaxy note9 ガラスフィルム 吉川優品 【ケースに干渉せず タッチ反応が良い】全面 高透過率 硬度9H 気泡無し 指紋防止 3D曲面加工 (Samsung Galaxy Note 9)
https://www.amazon.co.jp/exec/obidos/ASIN/B07H7CGQCF/sas01-22/
docomo Galaxy Note8 SC-01K Midnight Black
https://www.amazon.co.jp/exec/obidos/ASIN/B07729YBLV/sas01-22/
※※技適認証の有無等は販売店にご確認頂けますよう、お願い致します。
※商品へのリンクはAmazonアソシエイトのリンクを使用しています。
<関連動画>
【開封】シャッターもきれる!専用ペンが超絶進化!Galaxy Note 9 は冷却性能強化でハイスコアを更新する!? Note 8 から乗り換える必要はあるのかを検証!?
https://youtu.be/yXUDVnLQrhs
発表!Galaxy Note9 Zuki的気になる3つのポイント!
https://youtu.be/KAVG5hPoeJg
【Sペン】Galaxy Note 8 のSペンは、Galaxy Note 9 でも使えるのか?その逆は?
https://youtu.be/Ntf47p08eJM
書き心地抜群!!Galaxy Note 8 で絵を描くならこのペン!STAEDTLER Noris digital Designed
https://youtu.be/c_aAz3F_95M
15,000人突破感謝キャンペーン出品開始ライブ!
https://youtu.be/hTWZOzfVHLA
スマホ19端末anntutuベンチマーク一斉テスト!
https://youtu.be/Vl56uJ8Si9A
スマホ19端末一斉バッテリーテスト!
https://youtu.be/dFGxOKrz03g
※動画内で取り扱っているスマートフォンについては、国内発売されている(技適認証済み)スマートフォンになります。
※なんでそんなにスマホが買えるの?買うの?というご質問を
頂くことが多いので、ブログにまとめています。気になる方は以下のリンクからどうぞ。
http://www.hyzuki.com/entry/2018/05/29/%E3%81%93%E3%82%8C%E3%81%8B%E3%82%89YouTube%E3%82%92%E3%81%AF%E3%81%98%E3%82%81%E3%82%88%E3%81%86%E3%81%A8%E6%80%9D%E3%81%A3%E3%81%A6%E3%81%84%E3%82%8B%E6%96%B9%E3%81%B8%E3%81%AE%E3%81%A1%E3%82%87%E3%81%A3
フリーBGM・音楽素材は主に以下のサイトを利用させて頂いております。
「MusMus」 http://musmus.main.jp/
「甘茶の音楽工房」 http://amachamusic.chagasi.com/index.html
「魔王魂」https://maoudamashii.jokersounds.com/music_rule.html
「YouTube Audio Libraly」
▽コメントポリシー▽
ご視聴ありがとうございます!
皆様のご要望やご提案、ご意見を参考にさせて頂きます!
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尚、以下のようなコメントについては削除及びブロックする場合がございますので、ご了承ください。
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また面白いコメントは、Twitterやブログなどでご紹介させて頂く場合がございます。
今後とも当チャンネルをよろしくお願い致します!
mobile touch pen 在 Channel RL Youtube 的精選貼文
กด Subscribe ติดตามทาง YouTube ช่วยแชร์ด้วยบอกเล่าต่อเล่า เขียน comment มาคุยกันบ้าง
Galaxy J6
SM-J600GZPGTHL
สีสัน สด สมจริง
หน้าจอ Super AMOLED
กล้องหน้าปรับได้แสง 3 ระดับ
3 สี
Super AMOLED
Samsung Galaxy J6 หน้าจอสีสดใส ให้ภาพสมจริง หน้าจอไร้ขอบขนาด HD+ 5.6 นิ้ว Super AMOLED อัตราส่วนหน้าจอ 18.5:9 แสดงภาพที่คมชัดสีสันสดใสและเต็มอิ่มกับภาพดื่มด่ำกับทุกความบันเทิง แล้วคุณจะพบกับประสบการณ์ความสนุกแบบไร้ขีดจำกัด
สีสัน สด สมจริง สดใส กับหน้าจอ Supper AMOLED
สไตล์ลงตัว
สะดวกสบายทันสมัยกับ Galaxy J6 รูปทรงน่าสัมผัสจับถนัดมือ สีสรรที่แสดงความเป็นตัวตนของคุณ
สไตล์ลงตัว
*ภาพจำลองเพื่อใช้ในการโฆษณา
จัดการหลายอย่างพร้อมกันได้ในทีเดียว
Galaxy J6 หน้าจอชิดขอบ ขนาด 5.6 นิ้ว ทำไมต้องเลือก ในเมื่อคุณสามารถทำหลายอย่างพร้อมกันได้อย่างง่ายๆ และรวดเร็ว
Galaxy J6 มีฟีเจอร์ App Pair ให้คุณจับคู่แอปที่ใช้งานบ่อยๆ แสดงผลพร้อมกันได้ 2 หน้าจอ เช่น เปิดวีดีโอ และแชทพร้อมกัน
จัดการหลายอย่างพร้อมกันได้ในทีเดียว
Processor
CPU Speed
1.6GHz
CPU Type
Octa-Core
Display
Size (Main_Display)
142.5mm (5.6")
Resolution (Main Display)
1480 x 720 (HD+)
Technology (Main Display)
Super AMOLED
Color Depth (Main Display)
16M
S Pen Support
ไม่รองรับ
Camera
Main Camera - Resolution
13.0 MP
Main Camera - F Number
F1.9
Main Camera - Auto Focus
มี
Rear Camera - OIS
No
Front Camera - Resolution
8.0 MP
Front Camera - F Number
F1.9
Front Camera - Auto Focus
No
Front Camera - OIS
No
Main Camera - Flash
มี
Front Camera - Flash
Yes
Video Recording Resolution
FHD (1920 x 1080) @30fps (เฟรมต่อวินาที)
Memory
RAM_Size (GB)
3
ROM Size (GB)
32
Available Memory* (GB)
22.6
External Memory Support
MicroSD (Up to 256GB)
Network/Bearer
Number of SIM
Dual-SIM
SIM size
นาโนซิมการ์ด
SIM Slot Type
SIM 1 + SIM 2 + MicroSD
Infra
2G GSM, 3G WCDMA, 4G LTE FDD, 4G LTE TDD
2G GSM
GSM850, GSM900, DCS1800, PCS1900
3G UMTS
B1(2100), B2(1900), B4(AWS), B5(850), B8(900)
4G FDD LTE
B1(2100), B2(1900), B3(1800), B4(AWS), B5(850), B7(2600), B8(900), B12(700), B13(700), B17(700), B20(800), B28(700), B66(AWS-3)
4G TDD LTE
B38(2600), B40(2300), B41(2500)
Connectivity
ANT+
ไม่รองรับ
USB Interface
Micro USB
USB Version
USB 2.0
Location Technology
GPS, Glonass, Beidou
Earjack
ช่องเสียบชุดหูฟังขนาด 3.5 มม.
MHL
No
Wi-Fi
802.11 b/g/n 2.4GHz
Wi-Fi Direct
รองรับ
Bluetooth Version
Bluetooth v4.2
NFC
ไม่มี
PC Sync.
Smart Switch (PC version)
OS
Android
General Information
Form Factor
Touch Bar
Sensors
Accelerometer, Fingerprint Sensor, Hall Sensor, Proximity Sensor
Physical specification
Dimension (HxWxD, mm)
149.3 x 70.2 x 8.2
Weight (g)
154
Battery
Internet Usage Time(3G) (Hours)
ได้สูงสุด 11
Internet Usage Time(LTE) (Hours)
ได้สูงสุด 12
Internet Usage Time(Wi-Fi) (Hours)
ได้สูงสุด 13
Video Playback Time (Hours)
ได้สูงสุด 17
Standard Battery Capacity (mAh)
3000
Removable
ไม่รองรับ
Audio Playback Time (Hours)
ได้สูงสุด 76
Talk Time (3G WCDMA) (Hours)
ได้สูงสุด 21
Audio and Video
Video Playing Format
MP4, M4V, 3GP, 3G2, WMV, ASF, AVI, FLV, MKV, WEBM
Video Playing Resolution
FHD (1920 x 1080) @60 (เฟรมต่อวินาที)
Audio Playing Format
MP3, M4A, 3GA, AAC, OGG, OGA, WAV, WMA, AMR, AWB, FLAC, MID, MIDI, XMF, MXMF, IMY, RTTTL, RTX, OTA
Services and Applications
Gear Support
Gear Circle (Manager Support), Gear Fit, Gear Fit2, Gear Fit2 Pro, Gear Sport, Gear1, Gear2, Gear2 Neo, Gear S, Gear S2, Gear S3, Gear IconX
S-Voice
ไม่รองรับ
Mobile TV
ไม่รองรับ
mobile touch pen 在 Appleが大好きなんだよ Youtube 的精選貼文
「Zhiyun」(ジウン/ジユン)のジンバルSmooth-Q第二回目。今日は過去に持っていたジンバル2種類との動画映像比較です。
3種類を比較するといろんなことが見えてきます。
猫がたくさんでてきますよ。
※全て1080p60fpsにて撮影
<ご紹介した製品>
アマゾンジャパンZHIYUN正規品販売店:
http://amzn.to/2iwX14G
【日本語説明書付属&電波法認証取得&一年間保証&正規品】Zhiyun Goproクリップ付きsmooth-q:
http://amzn.to/2vpIutt
【日本語説明書付属&電波法認証取得&一年間保証&正規品】Zhiyun Smooth-Q
http://amzn.to/2wwWqpf
PGYTECH Gopro 5 4 3+ アダプタ スイッチ 取付板
http://amzn.to/2wGtVGb
Karma Grip
http://amzn.to/2wGEERa
GoPro ウェアラブルカメラ HERO5 Black
http://amzn.to/2wxgesS
DJI OSMO Mobile
http://amzn.to/2wx4mqN
<関連動画>
発表直前?!iPhone8の噂をまとめてみました
https://youtu.be/7N4_ZwQQKec
AirPods使用8ヶ月:「耳からうどん」形状は成功?失敗?/新型は出るんでしょうかね
https://youtu.be/1cq-6S3Salg
撮影機材
<カメラ&モバイル>
・Canon Power Shot G7X Mark II
http://amzn.to/2iqAAtU
・GoPro Hero5 Black
http://amzn.to/2pbI2Lm
GoPro Remo
http://amzn.to/2p2NpS4
・iPhone7Plus(Simフリー)
・iPadPro 10.5”(Simフリー)
<iPhone関連>
【Spigen】 iPhone 7 Plus ケース, リキッド・アーマー
http://amzn.to/2iEewPZ
Manfrotto スマートフォン用三脚アダプター MCLAMP
http://amzn.to/2iE75br
JOYSOCKETS
http://amzn.to/2idS7Wm
Beats by Dr.Dre BeatsX
http://amzn.to/2qFXukV
<iPadPro関連アクセサリー>
iPad Pro 10.5 ガラスフィルム【2枚入り】 UCMDA 2.5D ラウンドエッジ加工 耐指紋 液晶保護 フィルム【3D Touch対応 / 硬度9H / 気泡防止 / 防爆裂 】iPad Pro 10.5インチ(2017年新型)用 強化フィルム
http://amzn.to/2uP1NQ4
【2枚セット】 TXDUE iPad Pro 10.5インチ用 ガラスフィルム 強化液晶保護フィルム(AGC旭硝子使用 超薄0.3mm 硬度9H 気泡防止 防指紋)
http://amzn.to/2t4RN3b
iPad Pro 10.5 フィルム, JEDirect 高品質 液晶保護ガラスパネル
http://amzn.to/2sAulrh
Nimaso iPad Pro 10.5 専用 ガラスフィルム
http://amzn.to/2sY7Rnt
iPad Pro 10.5 ケース - ATiC iPad Pro 10.5用 公式キーボードコンパチ 半透明PC製ケース
http://amzn.to/2teAEoh
ESR iPad 10.5インチ 2017 ケース
http://amzn.to/2tw8beH
BUBM 全3色 iPad pro 10.5 / iPad 9.7 2017 / iPad Pro 9.7 用 ハンドバッグ 収納カバン 防塵 生活防水 防湿設計 耐久性・耐衝撃性・ストラップ付 男女兼用 (ブルー)
http://amzn.to/2vDMdDn
<電源関連>
Anker PowerPort+ 5 USB-C Power Delivery
http://amzn.to/2ie33U2
Anker PowerPort4
http://amzn.to/2pbw4By
Anker PowerCore+ 20100 USB-C
http://amzn.to/2peWJOG
サンワサプライ 電源コード
http://amzn.to/2peXhEe
Anker PowerPort Speed 1 PD30 (Power Delivery対応 30W USB-C急速充電器)
http://amzn.to/2hp8JxV
AUKEY スマホUSB充電器 ACアダプター 5ポート 50W/10A PA-U33
http://amzn.to/2pISk6A
<MacBookPro Late2016関連>
エレコム USBケーブル USB3.1 C-Cタイプ PD対応
http://amzn.to/2p2RllT
Transcend USB-C OTG メモリ 64GB
http://amzn.to/2pbv28U
MacBook Pro 13インチ 2016 Touch Bar非搭載モデルA1708 キーボードカバー
http://amzn.to/2hsO6Pg
トラックパッド用保護フィルム MacBook Pro 13インチ(Late 2016) OverLay Protector
http://amzn.to/2iEckaO
Inateck Surface Pro3/Pro4/iPad pro 12.9インチ用保護ケース
http://amzn.to/2idTu7q
Samsung 外付けSSD 250GB T3シリーズ
http://amzn.to/2hsUu98
PQI JAPAN Air Pen
http://amzn.to/2pbH4Px
<カメラ関連>
【Ventlax】 GoPro 対応 3Way 自撮り棒
http://amzn.to/2qG48YL
GoPro Conversion adapter 変換アダプター
http://amzn.to/2qKiyGv
<動画編集>
iMovie
Final Cut Pro X
Adobe Illustrator(スライド)
Adobe Photoshop(スライド)