On September 27th, NIS America will bring FuRyu's action RPG, Reynatis, to Switch, Steam, PS5, and PS4 in the West. Ahead of this much-anticipated launch, I had the privilege of speaking with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura. We discussed the game's inspirations, the collaborative process, the project's inception, Final Fantasy Versus XIII, coffee preferences, and even the possibility of an Xbox release. The interview was conducted in two parts: TAKUMI's segment was via video call with Alan from NIS America translating, and the segments with Kazushige Nojima and Yoko Shimomura were conducted over email.
TouchArcade (TA): Tell us a little bit about yourself and what you do at FuRyu right now.
TAKUMI: As a director and producer at FuRyu, my role involves creating new games and managing new projects. For Reynatis, I conceived the main idea, produced, directed, and oversaw the project from start to finish.
TA: I’ve been playing FuRyu’s games across various platforms since the 3DS era. Reynatis seems to be generating the most excitement among these titles. How does this feel as a creative producer?
TAKUMI: It's incredibly gratifying to see such positive feedback, especially from fans outside Japan. The buzz and interaction we're seeing for Reynatis surpass any previous FuRyu game, and it's thrilling to witness the growing international fanbase.
TA: How has the game been received by players in Japan since its console release there?
TAKUMI: Fans of Final Fantasy, Kingdom Hearts, and Tetsuya Nomura's work have deeply connected with Reynatis. They've engaged with the story and eagerly speculated about future developments, which is incredibly inspiring for me. Gameplay-wise, the unique elements that FuRyu games are known for have also been well-received.
TA: The game's announcement drew comparisons to Final Fantasy Versus XIII. Was that project an influence on Reynatis?
TAKUMI: As a fan of Nomura-san’s work, the trailer for Versus XIII sparked my imagination. While I can't delve too deeply into specifics, Reynatis is my homage to that vision, crafted from a fan's perspective for fellow fans. It's my unique creation, inspired by but distinct from Versus XIII.
TA: How do you feel about the current state of Reynatis, considering the planned updates?
TAKUMI: Since its July 25th release in Japan, we've been actively responding to player feedback. We're addressing issues like boss balancing and quality of life improvements in upcoming updates, starting with one on September 1st. The Western version will be further refined, ensuring players receive the best possible experience.
TA: How did you approach Yoko Shimomura and Kazushige Nojima for Reynatis?
TAKUMI: I reached out to them directly, often through social media or informal channels like LINE. It was a more casual approach than traditional business dealings, which allowed for a more personal collaboration.
TA: What inspired you to work with Shimomura and Nojima?
TAKUMI: Kingdom Hearts and Final Fantasy have been significant influences on me. Shimomura's music and Nojima's storytelling have shaped my creative vision, making them ideal collaborators for Reynatis.
TA: What games inspired aspects of Reynatis?
TAKUMI: As an action game enthusiast, I've drawn inspiration from a wide range of titles. However, Reynatis is designed to be an engaging experience beyond just its action elements, focusing on a holistic gaming experience that resonates with players.
TA: How long has Reynatis been in production?
TAKUMI: About three years.
TA: How did the team manage development during the pandemic?
TAKUMI: Despite the challenges, we maintained strong communication with our development team. As restrictions eased, we were able to meet in person, which helped keep the project on track.
TA: How did the collaboration with NEO: The World Ends with You come about?
TAKUMI: As a fan of the series, I approached Square Enix directly. It was a unique collaboration, given the rarity of such partnerships between console game companies, but my determination made it possible.
TA: What platforms was Reynatis planned for, and what was the lead platform?
TAKUMI: All platforms were planned from the start, with the Switch as the lead platform.
TA: How will Reynatis perform on the Switch?
TAKUMI: The game pushes the Switch to its limits. As a producer, I aim to maximize reach across platforms, while as a director, I strive for the best possible experience on each.
TA: Has FuRyu considered developing PC versions of games internally in Japan?
TAKUMI: We have recently developed a title internally for PC, showing our interest in expanding in this direction.
TA: Is there interest in PC versions among Japanese players?
TAKUMI: In Japan, console and PC gaming are seen as distinct worlds. While there's interest in PC gaming, it's not as intertwined with console gaming as it might be elsewhere.
TA: Does FuRyu plan to port more premium games to smartphones?
TAKUMI: Our focus remains on console games, but we'll consider smartphone ports if they maintain the game's core experience.
TA: Are there plans for Xbox versions of FuRyu games?
TAKUMI: While I'm interested in Xbox versions, the demand in Japan isn't sufficient to justify the development effort and resources required.
TA: What are you most excited for Western players to experience in Reynatis?
TAKUMI: I hope players enjoy the game long-term, with new story content and updates keeping the experience fresh and engaging.
TA: Are there plans for a full art book and soundtrack release for Reynatis?
TAKUMI: There are no current plans, but I'm eager to share Shimomura-san'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. As a Disney and Star Wars fan, I've also enjoyed Jedi Survivor.
TA: What's your favorite project you've worked on?
TAKUMI: While Trinity Trigger was my first directorial project, Reynatis is my favorite as it allowed me to fulfill both producer and director roles, overseeing every aspect of the game.
TA: What would you say to new players excited for Reynatis?
TAKUMI: FuRyu games are known for their strong themes and messages. Reynatis resonates with those who feel marginalized or pressured by society, offering a powerful narrative that can compete with even the most iconic games.
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 was quite unexpected but exciting.
TA: How do you apply your years of composing experience to new projects like Reynatis?
Yoko Shimomura: Experience becomes a new power, but my compositions are driven by feeling, which is hard to articulate.
TA: What's your favorite part of working on the Reynatis soundtrack?
Yoko Shimomura: The night before recording, despite being exhausted, I was inspired to create more, which was exhilarating.
TA: How do you maintain your distinct style across different technologies?
Yoko Shimomura: I'm often told my style is recognizable, but I don't fully understand it myself. My earlier works varied more, so perhaps my style has evolved over time.
TA: Were you inspired by any other games when working on the Reynatis soundtrack?
Yoko Shimomura: No specific game influenced me; my work on Reynatis was driven by the project itself.
TA: How has your approach to game scenarios changed since the 90s?
Kazushige Nojima: Today's players expect more realistic characters, which requires a stronger sense of world presence. I still appreciate the fairytale-like narratives of older games and hope to revisit that style.
TA: How did you get involved with Reynatis?
Kazushige Nojima: Yoko Shimomura, an old acquaintance, connected me with TAKUMI, and that's how it started.
TA: Was Reynatis influenced by Final Fantasy Versus XIII?
Kazushige Nojima: I didn't think so while writing, but I can't rule it out entirely.
TA: What's your favorite aspect of Reynatis' scenario?
Kazushige Nojima: Marin's character development is well-executed, though it's hard to discuss without spoilers.
TA: What games have you enjoyed playing this year?
Kazushige Nojima: I've been playing ELDEN RING and Dragon's Dogma 2, though I struggle with action games. Euro Truck Simulator has been my most-played game.
TA: How do you like your coffee?
TAKUMI: I don't like coffee; I prefer iced or black tea. If I drink coffee, it's with lots of cream, milk, or sugar.
Alan Costa: I enjoy coffee with milk or soy milk, and iced Americano without sugar.
Yoko Shimomura: I prefer strong iced tea, often doubling up on the tea bags.
Kazushige Nojima: I like my coffee 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: I unfortunately lost the recording I took myself where the other attendees from NIS America and FuRyu mentioned how they had their coffee and could only include these two.
You can keep up with all our interviews here including our recent ones with FuturLab here, Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.