Later this month, on September 27th, NIS America is set to release FuRyu's action RPG, Reynatis, for Switch, Steam, PS5, and PS4 in the West. Ahead of the launch, I had the opportunity to engage in an insightful conversation with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura. We discussed the game's development, inspirations, collaborations, and much more. The interview was conducted in two parts: TAKUMI's segment via a video call with Alan from NIS America translating, while Nojima and Shimomura responded to questions via email.
TouchArcade (TA): Tell us about your role at FuRyu and your involvement with Reynatis.
TAKUMI: I serve as a director and producer at FuRyu, where I focus on creating new games and spearheading innovative projects. For Reynatis, I conceptualized the game's main idea, produced it, directed it, and oversaw its development from start to finish.
TA: Reynatis seems to be generating significant buzz compared to other FuRyu titles. How does this make you feel as a creative producer?
TAKUMI: I'm thrilled and take it as a positive sign that the game is receiving such attention, especially from international fans. The feedback and interaction from the West have been particularly encouraging and exceed what we've seen for other FuRyu games.
TA: How has the response been from players in Japan since the game's release there?
TAKUMI: Fans of Tetsuya Nomura's works, such as Final Fantasy and Kingdom Hearts, have shown great appreciation for Reynatis. They've engaged deeply with the game's story and eagerly anticipate future developments. The unique gameplay elements characteristic of FuRyu titles have also been well-received.
TA: There's been a lot of discussion about the influence of Final Fantasy Versus XIII on Reynatis. Can you comment on this?
TAKUMI: As a fan of Nomura's work, I drew inspiration from the initial trailer of Versus XIII, wondering what the game might have been like. Reynatis is my personal take on that concept, crafted for fans who shared the same curiosity. While inspired by Versus XIII, Reynatis is a unique creation, reflecting my vision as a creator.
TA: What are your thoughts on the current state of Reynatis, especially considering planned updates?
TAKUMI: Since its release in Japan, we've gathered feedback and plan to address minor issues through updates, such as boss balancing and quality-of-life improvements. The version coming to the West will be refined based on this feedback, ensuring players get the best experience.
TA: How did you approach collaborating with Yoko Shimomura and Kazushige Nojima for Reynatis?
TAKUMI: I reached out to them directly, often using social media or messaging apps. It was a more informal approach than typical business communications, but it worked well for our project.
TA: What inspired you to work with Shimomura and Nojima specifically?
TAKUMI: Growing up with Kingdom Hearts and Final Fantasy, I was deeply influenced by Shimomura's music and Nojima's scenarios. Their work resonated with me, and I wanted to bring their talents into Reynatis.
TA: What games inspired elements of Reynatis, and how did you approach game design?
TAKUMI: As an action game enthusiast, I've drawn inspiration from various titles. However, Reynatis focuses on delivering an engaging experience beyond just the action genre. We aimed to create a game that excels as a complete package, despite budget constraints.
TA: How long has Reynatis been in development, and how did the team manage during the pandemic?
TAKUMI: Reynatis has been in development for about three years. Despite the challenges of the pandemic, our direct communication with the development team ensured smooth progress, even when face-to-face meetings were limited.
TA: How did the collaboration with NEO: The World Ends with You come about?
TAKUMI: I approached Square Enix directly, expressing my admiration for The World Ends with You and proposing a collaboration due to the shared Shibuya setting. It was an unusual move, but it resulted in an exciting partnership.
TA: Which platforms was Reynatis planned for, and how will it perform on the Switch?
TAKUMI: Reynatis was planned for all announced platforms from the start, with the Switch as the lead platform. We pushed the Switch to its limits, balancing technical demands with the desire to reach a broad audience.
TA: Is FuRyu considering developing games for PC in Japan?
TAKUMI: We have started developing games for PC internally in Japan, reflecting the growing interest in PC gaming.
TA: What about smartphone ports of FuRyu's premium games?
TAKUMI: While we focus on console gaming, we might consider smartphone ports on a case-by-case basis if the game's experience remains intact.
TA: Are there plans for Xbox Series X versions of FuRyu games?
TAKUMI: Personally, I'd like to release on Xbox, but the demand and recognition for the platform in Japan are not sufficient to justify the development effort required.
TA: What are you most excited for Western players to experience with Reynatis?
TAKUMI: I hope players enjoy the game over the long term. With ongoing DLC and story content, Western players can experience the game's evolution alongside Japanese players, avoiding spoilers.
TA: Are there plans for a full art book or soundtrack release for Reynatis in Japan?
TAKUMI: Currently, there are no plans, but I'm eager to share Shimomura's fantastic soundtrack with fans.
TA: What games have you enjoyed playing outside of work this year?
TAKUMI: I've played Tears of the Kingdom and Final Fantasy VII Rebirth on PS5, and I've also been enjoying Jedi Survivor, reigniting my passion for Star Wars.
TA: What's your favorite project you've worked on, aside from Reynatis?
TAKUMI: Trinity Trigger was my first directorial project, and it holds a special place in my memory. However, Reynatis, where I took on multiple roles, is the game I feel most connected to.
TA: What would you say to people excited about Reynatis but new to FuRyu games?
TAKUMI: FuRyu games often carry a strong thematic message. Reynatis is particularly resonant for those feeling marginalized or pressured by societal norms. Its message is as powerful as any major RPG, and I believe it will leave a lasting impact on players.
This part of the interview with Yoko Shimomura and Kazushige Nojima was conducted over email.
TA: How did you get involved in the Reynatis project?
Yoko Shimomura: TAKUMI reached out to me directly, which I found quite surprising but exciting.
TA: How do you apply your years of experience to your compositions, particularly with Reynatis?
Yoko Shimomura: Experience enriches my work, but I primarily compose based on feeling, which is hard to articulate.
TA: What's your favorite part of working on the Reynatis soundtrack?
Yoko Shimomura: The night before recording, even when exhausted, I was inspired to create more, which was exhilarating.
TA: How do you feel your style remains recognizable despite technological changes?
Yoko Shimomura: I'm often told my style is recognizable, but I don't fully understand why. Perhaps my earlier works varied more, but now my style is more consistent.
TA: Were you inspired by any other games for the Reynatis soundtrack?
Yoko Shimomura: No specific game influenced the Reynatis soundtrack.
TA: How has your approach to game scenarios evolved since the 90s?
Kazushige Nojima: Today's players prefer characters with depth and presence, unlike the more avatar-like characters of the past. I still appreciate the fairytale-like narratives of older games and hope to work on one again.
TA: How did you get involved with Reynatis?
Kazushige Nojima: Yoko Shimomura, an old acquaintance, shared my contact information with TAKUMI, and that's how it started.
TA: Was Reynatis influenced by Versus XIII?
Kazushige Nojima: I didn't consciously think of Versus XIII while writing, but I can't rule out its influence entirely.
TA: What's your favorite aspect of Reynatis' scenario, and what should fans of your work pay attention to?
Kazushige Nojima: Marin's changing demeanor throughout the game is particularly well-done. Fans should watch for these character developments.
TA: What games have you enjoyed playing this year, and have you played Reynatis?
Kazushige Nojima: I've been playing ELDEN RING and Dragon's Dogma 2, though I'm not great at action games. Euro Truck Simulator is what I've played the most.
TA: How do you like your coffee?
TAKUMI: I don't actually like coffee; I prefer iced or black tea. If I do drink coffee, it's with a lot of cream, milk, or sugar.
Alan Costa: I like it with milk or soy milk, and iced Americano without sugar.
Yoko Shimomura: I enjoy strong iced tea, often doubling up on the tea bags.
Kazushige Nojima: I take it black and strong.
I’d like to thank TAKUMI, Alan Costa, Chihiro MacLeese, Mr Sonobe, Anna Lee, and Lottie Diao for their time and help with this interview.
Editor’s note: Unfortunately, I lost the recording of the other attendees' coffee preferences and could only include these responses.
You can keep up with all our interviews here, including recent ones with FuturLab, Shuhei Matsumoto from Capcom about Marvel Vs Capcom, Santa Ragione, Peter ‘Durante’ Thoman about PH3 and Falcom, M2 discussing shmups, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.