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Interview: Reynatis Team Discusses Coffee and Creative Process

Author : Victoria Feb 08,2025

This month, on September 27th, NIS America will release FuRyu's action RPG, Reynatis, for Switch, Steam, PS5, and PS4 in the West. Prior to the launch, I spoke with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura about the game's development, inspirations, collaborations, and more. This interview was conducted in stages; TAKUMI's portion via video call (translated by Alan from NIS America), and the Nojima/Shimomura segment via email.

TouchArcade (TA): Tell us about your role at FuRyu.

TAKUMI: I'm a director and producer, focusing on new game creation. For Reynatis, I conceived the core idea, directed, and oversaw the entire process.

TA: Reynatis seems to have generated more hype than previous FuRyu titles. Your thoughts?

TAKUMI: I'm thrilled! The excitement appears greater internationally than in Japan. Social media feedback suggests a substantial Western fanbase. It's received more positive engagement than any prior FuRyu game.

TA: How has the Japanese reception been?

TAKUMI: Fans of Tetsuya Nomura's work (Final Fantasy, Kingdom Hearts) seem to connect strongly with the game. They anticipate plot developments and engage in fan theories, which is incredibly rewarding. Long-time FuRyu fans also appreciate the unique gameplay elements.

TA: Many fans draw parallels between Reynatis and the Final Fantasy Versus XIII trailer. Your comment?

TAKUMI: It's a sensitive topic. As a fan of Nomura-san's work, I wanted to create my own interpretation of what Versus XIII might have been. It's inspired by that initial vision, but Reynatis is entirely original, reflecting my creative vision. I've discussed this with Nomura-san, but the inspiration is the key connection.

TA: FuRyu games often excel in story and music but sometimes have technical shortcomings. Are you satisfied with Reynatis' current state?

TAKUMI: We're addressing feedback through updates. Boss balancing, enemy spawns, and quality-of-life improvements are planned. The Western release will be a refined version compared to the Japanese launch.

TA: How did you approach Yoko Shimomura and Kazushige Nojima for the project?

TAKUMI: Directly! Mostly via X/Twitter or LINE. It was informal, reaching out directly to them. Prior collaborations with Shimomura-san at FuRyu helped.

TA: What prior works inspired you to contact them?

TAKUMI: Shimomura-san's work on Kingdom Hearts deeply influenced me. Nojima-san's scenarios in Final Fantasy VII and X were also major inspirations.

TA: What games inspired Reynatis' development?

TAKUMI: I'm an action game fan, drawing inspiration from many titles. However, FuRyu's resources are limited compared to larger studios. The focus was on creating a fun and complete experience, not just an action game.

TA: How long was Reynatis in production? How did the pandemic affect development?

TAKUMI: Roughly three years. The pandemic's initial impact was limited due to strong communication with the development team. Later, in-person meetings resumed.

TA: The NEO: The World Ends With You collaboration generated much speculation. How did that come about?

TAKUMI: I'm a fan of the series. The collaboration was approached formally with Square Enix. It's rare for such console game collaborations, requiring a more official approach.

TA: What were the planned platforms? What was the lead platform?

TAKUMI: All platforms were planned from the start, with the Switch as the lead platform. It pushes the Switch's limits, balancing sales maximization with directorial vision.

TA: FuRyu often releases PC ports for Western releases. Does FuRyu consider internal PC development in Japan?

TAKUMI: Yes, recent titles have seen internal PC development. A partnership with NIS America handles Western console releases due to their expertise in localization and marketing.

TA: Is there increased demand for PC versions in Japan?

TAKUMI: In my opinion, the console and PC gaming markets in Japan remain largely separate. Players tend to stick to their preferred platform.

TA: FuRyu has released smartphone ports. Are there plans for more premium game ports?

TAKUMI: Not a company-wide plan. Console development is the priority. Smartphone ports are considered on a case-by-case basis, ensuring the experience remains high-quality.

TA: There's limited Xbox support for FuRyu games. Any plans for Xbox Series X versions?

TAKUMI: Personally, I'd love to, but the Japanese consumer demand isn't currently sufficient to justify the development effort and resource allocation.

TA: What are you most excited for Western players to experience?

TAKUMI: Long-term engagement! The staggered DLC release avoids spoilers and allows for simultaneous enjoyment with the Japanese player base.

TA: Plans for an art book or soundtrack release after the DLC?

TAKUMI: No current plans, but a soundtrack release is highly desirable given Shimomura-san's fantastic work.

TA: What games have you enjoyed playing this year?

TAKUMI: Tears of the Kingdom, Final Fantasy VII Rebirth, and Jedi Survivor. Mostly on PS5.

TA: What's your favorite project?

TAKUMI: Reynatis. While Trinity Trigger was my first directing experience, Reynatis allowed me to fully utilize my skills as producer, creative producer, and director.

TA: What would you say to those excited for Reynatis who haven't played a FuRyu game before?

TAKUMI: FuRyu games have strong themes. Reynatis addresses feelings of societal pressure and being stifled. If you feel marginalized, this game's message will resonate deeply. While graphics might not compete with AAA titles, the message is just as powerful.

(Email responses from Yoko Shimomura and Kazushige Nojima):

TA: How did you get involved? What have you learned composing for games?

Yoko Shimomura: TAKUMI's sudden approach! (laughs) Experience becomes new power, but I compose intuitively.

TA: Favorite part of working on Reynatis?

Yoko Shimomura: The night before recording; compositions flowed effortlessly despite exhaustion.

TA: How is your style recognizable through technology changes?

Yoko Shimomura: I don't fully understand it myself. My style may not have been fully formed in earlier works.

TA: Inspired by other games?

Yoko Shimomura: No specific influences.

TA: How do you approach games today compared to the 90s?

Kazushige Nojima: Today's players want believable characters and immersive worlds. I still enjoy the fairytale-like narratives of older games.

TA: How did you get involved? Influenced by Versus XIII?

Kazushige Nojima: Via Shimomura-san. I'm unsure about Versus XIII influence.

TA: Favorite aspect of Reynatis' scenario?

Kazushige Nojima: Marin's character development.

TA: What have you played this year?

Kazushige Nojima: ELDEN RING, Dragon's Dogma 2, and Euro Truck Simulator. I'm still playing Reynatis but am not good at action games.

TA: How do you like your coffee?

TAKUMI: I don't like coffee! Iced tea or black tea are my preference.

Alan Costa: Americano with ice and no sugar (iced). Milk or soy milk in regular coffee.

Yoko Shimomura: Iced tea, strong.

Kazushige Nojima: Black and strong.

(Concluding remarks and thanks omitted for brevity.)