Home News Reynatis Interview: Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura discuss the game, coffee, and more

Reynatis Interview: Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura discuss the game, coffee, and more

Jan 24,2025 Author: Adam

This month, on September 27th, NIS America will release FuRyu's action RPG, Reynatis, for Nintendo Switch, Steam, PS5, and PS4 in the West. Prior to the launch, I had the opportunity to interview Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura. Our discussion covered game inspirations, collaborations, development, Final Fantasy Versus XIII, coffee preferences, potential Xbox release, and more. The interview was conducted in stages; TAKUMI's portion via video call (translated by Alan from NIS America), then transcribed and edited. Nojima and Shimomura's contributions were via email.

TouchArcade (TA): Briefly introduce yourself and your role at FuRyu.

TAKUMI: I'm a director and producer at FuRyu, creating new games and projects. For Reynatis, I conceived the core idea, produced, directed, and oversaw the entire process.

TA: Reynatis seems to generate more hype than any previous FuRyu game I've seen. How does that feel?

TAKUMI: I'm thrilled! The positive reception is incredibly gratifying, especially the significant international interest. Twitter feedback reveals substantial engagement from outside Japan, exceeding previous FuRyu titles.

TA: The game's already released in Japan. What's the player response been like there?

TAKUMI: Fans of Final Fantasy, Kingdom Hearts, and Tetsuya Nomura's work particularly appreciate it. They anticipate plot developments, sparking further discussion and excitement. The gameplay's unique aspects, characteristic of FuRyu titles, are also well-received.

TA: Many fans draw parallels between Reynatis and the Final Fantasy Versus XIII trailer. Can you comment on any influence?

TAKUMI: It's a sensitive topic. As a fan of Nomura-san's work and Versus XIII, I aimed to create my own interpretation of what that game could have been. While inspired by the original trailer, Reynatis is entirely my own creation, reflecting my creative vision. I've spoken with Nomura-san, but the inspiration remains the core connection.

TA: FuRyu games often excel in story and music but sometimes have technical shortcomings. Are you satisfied with the game's current state, given planned updates?

TAKUMI: The Japanese release was July 25th. We've since addressed feedback through updates (September 1st in Japan), focusing on boss balancing, enemy spawns, and quality-of-life improvements. Further updates will address bugs and technical issues leading up to the final DLC in May. The Western release will be a refined version.

TA: The NIS America translated Famitsu interview was excellent. How did you approach Shimomura and Nojima?

TAKUMI: Mostly direct contact, informal messaging (Twitter, LINE). Prior FuRyu collaborations with Shimomura-san provided a connection, but even then, initial contact was via Twitter.

TA: What prior works inspired you to contact them individually?

TAKUMI: Kingdom Hearts significantly influenced me, hence my desire to work with Shimomura-san. Nojima-san's work on Final Fantasy VII and X also deeply resonated with me.

TA: What games inspired Reynatis? Did you research other action games?

TAKUMI: I'm an action game fan, so inspiration comes from many sources. However, FuRyu's resources differ from larger studios like those behind Final Fantasy VII Remake. My focus was on creating a fun and complete gaming 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 the development team's centralized location and effective communication. Later, in-person meetings resumed.

TA: Pre-release, there was speculation about a connection to NEO: The World Ends With You. How did the collaboration with Square Enix come about?

TAKUMI: I'm a fan of the series. The collaboration involved a formal approach to Square Enix, highlighting the shared Shibuya setting. It was a unique situation, requiring a direct, official approach.

TA: What were the planned platforms, and which was the lead platform?

TAKUMI: All platforms were planned from the start, but the Switch was the lead platform.

TA: FuRyu games sometimes have technical issues on lead platforms. How does Reynatis run on the Switch?

TAKUMI: It pushes the Switch's limits. Balancing sales considerations (multiple platforms) with directorial vision (optimizing for one platform) was a challenge, but I'm satisfied with the outcome.

TA: FuRyu games often release on consoles in Japan and then PC in the West. Does FuRyu consider internal PC development in Japan?

TAKUMI: Yes, we've recently released a PC title internally. A partnership with NIS America handles Western console RPG releases due to their expertise in localization, marketing, and sales.

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: The Alliance Alive Remastered is on smartphones. Are there plans for more premium smartphone ports?

TAKUMI: We don't plan to develop specifically for smartphones. Our focus is console games. Smartphone ports are considered on a case-by-case basis, ensuring the experience remains high-quality.

TA: FuRyu games haven't seen much Xbox support. Are there plans for Xbox Series X versions?

TAKUMI: Personally, I'd like to, but the current lack of consumer demand and developer experience with the platform makes it challenging.

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

TAKUMI: I hope players enjoy the game long-term. The staggered DLC release (starting October 1st globally) helps avoid spoilers and encourages continued play.

TA: Are there plans for an art book or soundtrack release after the DLC?

TAKUMI: Currently, no plans, but I believe Shimomura-san's soundtrack deserves a release.

TA: What games have you enjoyed playing outside of work this year?

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

TA: What's your favorite project?

TAKUMI: While I cherish Trinity Trigger (my directorial debut), Reynatis holds a special place due to my involvement 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's message resonates with those who feel stifled or pressured by societal expectations. While it might not compete graphically with larger titles, its message is powerful and memorable.

(Email responses from Yoko Shimomura and Kazushige Nojima follow, covering their involvement, inspirations, favorite aspects of their contributions, and coffee preferences.)

(Concluding remarks thanking participants and mentioning other TouchArcade interviews.)

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