On September 27th, NIS America is set to release FuRyu's much-anticipated action RPG, Reynatis, for Switch, Steam, PS5, and PS4 in the West. In anticipation of this launch, I had the privilege of interviewing Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura. We delved into the game's inspirations, the creative process, collaborations, and even discussed topics like Final Fantasy Versus XIII and potential Xbox releases. The interview with TAKUMI was conducted via video call, with Alan from NIS America translating, while Nojima and Shimomura shared their insights over email.
TouchArcade (TA): Could you introduce yourself and tell us about your role at FuRyu?
TAKUMI: I'm a director and producer at FuRyu, where my primary focus is on developing new games and spearheading innovative projects. For Reynatis, I conceived the main concept, produced, directed, and oversaw the project from start to finish.
TA: Reynatis seems to have generated significant excitement, more so than any other FuRyu game. How does this make you feel as the creative producer?
TAKUMI: I'm thrilled and gratified by the positive reception. It's especially heartwarming to see the enthusiasm coming from international fans. Social media interactions and feedback indicate a strong and growing fan base outside Japan, which is incredibly encouraging.
TA: What has been the response from players in Japan since the game's release there?
TAKUMI: Fans of Tetsuya Nomura's works, like Final Fantasy and Kingdom Hearts, have warmly embraced Reynatis. They appreciate the narrative and are actively engaging with the game's world, even speculating on future developments. The unique elements that define FuRyu games have also been well-received, contributing to an overall positive reaction.
TA: Given the frequent comparisons to Final Fantasy Versus XIII, how did that game influence Reynatis?
TAKUMI: Final Fantasy Versus XIII's trailer was a significant inspiration. As a fan of Nomura's work, I wanted to explore what such a game might have been like and create a tribute to that vision. While Reynatis is a unique project, it was sparked by the initial curiosity and admiration for Versus XIII.
TA: How satisfied are you with Reynatis' current state, given that updates are planned?
TAKUMI: Since its July 25th release in Japan, we've been actively addressing feedback through updates. We're refining gameplay elements and fixing technical issues. The Western release will be an improved version, incorporating these enhancements.
TA: How did you manage to collaborate with talents like Yoko Shimomura and Kazushige Nojima?
TAKUMI: I approached them directly through social media and messaging apps. For Shimomura, our prior collaborations helped, but even then, I reached out personally. The process was less formal than one might expect, relying heavily on direct communication.
TA: What inspired you to work with Shimomura and Nojima specifically?
TAKUMI: Growing up with Kingdom Hearts and Final Fantasy, Shimomura's music and Nojima's scenarios have deeply influenced me. I wanted to bring their talents into Reynatis to enrich its narrative and sound.
TA: What games inspired aspects of Reynatis, and how did you approach game design?
TAKUMI: As an action game enthusiast, I've drawn inspiration from various titles. However, our focus was on creating a fun, complete experience that resonates with players, rather than competing directly with larger-budget games.
TA: How long has Reynatis been in development, and how did the team manage during the pandemic?
TAKUMI: Reynatis took about three years to develop. Despite the challenges of the pandemic, we maintained strong communication with our development team, which allowed us to proceed smoothly.
TA: How did the collaboration with Square Enix for 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 given our game's Shibuya setting. It was an unconventional move, but it paid off.
TA: What platforms was Reynatis planned for, and how does it perform on the Switch?
TAKUMI: The game was designed for multiple platforms from the start, with the Switch as the lead. While it pushes the Switch to its limits, we've balanced the need for broad accessibility with delivering a strong gaming experience.
TA: Is FuRyu considering PC development in Japan?
TAKUMI: We have recently released a title internally on PC, showing our interest in expanding in this direction.
TA: Is there a growing interest in PC versions among Japanese gamers?
TAKUMI: In Japan, console and PC gaming are seen as distinct experiences. While there's interest in PC gaming, it remains separate from console gaming.
TA: Does FuRyu plan to port more premium games to smartphones?
TAKUMI: Our focus remains on console gaming, where we believe unique experiences can be offered. Smartphone ports are considered on a case-by-case basis, ensuring the game retains its fun and playability.
TA: Are there plans for Xbox versions of FuRyu games?
TAKUMI: While I'm personally interested in Xbox versions, the low demand in Japan and the additional development hurdles make it challenging to justify.
TA: What are you most excited for players to experience in the West?
TAKUMI: I hope Western players enjoy the game for a long time. We're rolling out free DLC to keep the experience fresh and prevent spoilers, ensuring everyone can explore the game's secrets together.
TA: Are there plans for a full art book or soundtrack release after the DLC is out?
TAKUMI: While there are no specific plans yet, I'd love to release Shimomura's fantastic soundtrack in some form.
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. My love for Disney and Star Wars has also led me to enjoy Jedi Survivor.
TA: Which of your projects is your favorite?
TAKUMI: While Trinity Trigger was my first directorial project, Reynatis is my favorite as I was able to fulfill all creative roles and oversee every aspect of its development.
TA: What message would you like to convey to new players excited about Reynatis?
TAKUMI: FuRyu games carry strong themes and messages. Reynatis speaks to those feeling marginalized or pressured by society. Its compelling narrative can resonate deeply, much like Final Fantasy VII.
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 approached me directly, and it was quite a surprise! (laughs)
TA: How has your experience composing for games influenced your work on Reynatis?
Yoko Shimomura: My experience has become a new power, but my compositions are mainly driven by feeling, which makes it 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 keep composing, which was exhilarating. (laughs)
TA: How do you feel about your recognizable style across different technologies?
Yoko Shimomura: I'm often told my style is recognizable, but I'm not sure why. In the past, my compositions varied greatly by project, so I think my style has evolved over time.
TA: Were you inspired by any other games for the Reynatis soundtrack?
Yoko Shimomura: I wasn't particularly influenced by other games.
TA: How has your approach to writing scenarios changed over the years?
Kazushige Nojima: It varies by genre. Today's players expect more realistic characters, so I focus on creating a tangible world. However, I still cherish the fairytale-like narratives of older games.
TA: How did you get involved with this project?
Kazushige Nojima: Yoko Shimomura, an old acquaintance, connected me with TAKUMI, and that's how it began.
TA: Was Reynatis influenced by 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: It's hard to say without spoilers, but Marin's evolving mannerisms are well-portrayed.
TA: What games have you enjoyed 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. I've also spent a lot of time with Euro Truck Simulator, and I'm still working through Reynatis.
TA: How do you like your coffee?
TAKUMI: I don't actually like coffee. laughs I prefer iced or black tea, but if I must have coffee, it's loaded with cream, milk, or sugar.
Alan Costa: I enjoy coffee with milk or soy milk, and for iced coffee, I like an Americano with ice and no sugar.
The two responses below were via email.
Yoko Shimomura: I'm a fan of strong iced tea, often doubling up on the tea bags.
Kazushige Nojima: I prefer 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: 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.
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