Reynatis Interview: Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura discuss the game, coffee, and more
This month, September 27th, NIS America brings FuRyu's action RPG Reynatis to Western Switch, Steam, PS5, and PS4 players. Ahead of launch, I spoke with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura about the game's development, inspirations, collaborations, and more. TAKUMI's portion was a video call (translated by NIS America's Alan), transcribed and edited for brevity. Nojima and Shimomura's responses came 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, produced, directed, and oversaw the entire process.
TA: Reynatis seems to have generated more buzz than previous FuRyu titles. How does that feel?
TAKUMI: I'm thrilled! The excitement seems greater internationally than in Japan. Twitter feedback indicates significant Western interest, exceeding that of any prior FuRyu game.
TA: How has the Japanese reception been?
TAKUMI: Fans of Tetsuya Nomura's work (like Final Fantasy and Kingdom Hearts) seem to connect strongly with the game, appreciating its narrative progression and anticipating future developments. Existing FuRyu fans also appear to enjoy its unique gameplay elements.
TA: Many players draw parallels between Reynatis and the Final Fantasy Versus XIII trailer. Can you comment on its influence?
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. The initial trailer served as inspiration, but Reynatis is entirely my own creation. I've spoken with Nomura-san, but I can't reveal specifics beyond that. It's a fan's homage, not a direct adaptation.
TA: FuRyu games often have strong points and areas for improvement. Are you satisfied with Reynatis' current state?
TAKUMI: We're addressing feedback through updates. Boss balancing, enemy spawn rates, and quality-of-life features are being improved. The Western release will incorporate refinements based on Japanese player feedback.
TA: How did you approach collaborating with Yoko Shimomura and Kazushige Nojima?
TAKUMI: Directly! Mostly through informal channels like Twitter and LINE. Previous FuRyu collaborations with Shimomura-san made that easier, but it was generally a casual, direct approach.
TA: What prior works inspired you to reach out to them?
TAKUMI: Shimomura-san's work on Kingdom Hearts deeply influenced me. Nojima-san's Final Fantasy VII and X scenarios were also major inspirations. I wanted their combined talents for Reynatis.
TA: What games inspired Reynatis' development?
TAKUMI: I'm an action game fan and drew 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 a technically superior action game.
TA: How long was Reynatis in production?
TAKUMI: Approximately three years.
TA: How did the pandemic affect development?
TAKUMI: Initial communication was primarily remote, but the core development team was in one location, maintaining good communication. As restrictions eased, we could meet in person.
TA: The NEO: The World Ends With You collaboration generated significant pre-release hype. How did that come about?
TAKUMI: I'm a fan of the series. The collaboration involved an official approach to Square Enix, highlighting the shared Shibuya setting. It was an unconventional approach, but successful.
TA: What were the planned platforms, and which was the lead platform?
TAKUMI: All platforms were planned from the start, but the Switch served as the lead platform.
TA: How does Reynatis perform on the Switch?
TAKUMI: It pushes the Switch's limits. Balancing sales potential (multiple platforms) with directorial vision (optimizing for a single, more powerful platform) was a key challenge.
TA: Has FuRyu considered internal PC development in Japan?
TAKUMI: Yes, we've recently released a PC title developed internally. A partnership with NIS America for console RPGs leverages their expertise in Western localization and marketing.
TA: Is there increasing 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: Are there plans for more smartphone ports of FuRyu's premium games?
TAKUMI: We primarily focus on consoles. Smartphone ports are considered on a case-by-case basis, only if the experience remains high-quality and doesn't compromise the console version's core gameplay.
TA: There's limited Xbox support for FuRyu games. Are there plans to change that?
TAKUMI: I'd personally 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 Western players to experience?
TAKUMI: I hope they enjoy the game long-term. The staggered DLC release helps prevent spoilers and encourages continued gameplay.
TA: Are there plans for an art book or soundtrack release after the DLC?
TAKUMI: No current plans, but I'd love to see Shimomura-san's fantastic soundtrack released separately.
TA: What have you been playing outside of work?
TAKUMI: Tears of the Kingdom, Final Fantasy VII Rebirth, and Jedi: Survivor. Mostly on PS5.
TA: What's your favorite project?
TAKUMI: Reynatis, because it allowed me to fulfill both producer and director roles, overseeing every aspect.
TA: What would you say to new players considering Reynatis?
TAKUMI: If you feel stifled or overlooked by society, this game's strong message of self-discovery will resonate with you. While not competing graphically with AAA titles, its emotional impact is just as powerful.
(Email Q&A with Yoko Shimomura and Kazushige Nojima):
TA: How did you get involved?
Shimomura: TAKUMI's sudden invitation! (laughs)
TA: What have you learned composing for games?
Shimomura: Hard to put into words; experience becomes a new creative power.
TA: Favorite aspect of composing for Reynatis?
Shimomura: The creative surge the night before recording!
TA: How is your style recognizable across different technologies?
Shimomura: I don't understand it myself! My style has evolved over time.
TA: Were you inspired by other games?
Shimomura: No particular influence.
TA: How does your approach to game scenarios differ now compared to the 90s?
Nojima: Today's players want believable characters, not just player avatars. World-building is crucial.
TA: How did you get involved?
Nojima: Through Shimomura-san.
TA: Versus XIII influence?
Nojima: I didn't consciously think so while writing, but I can't say for certain.
TA: Favorite aspect of Reynatis' scenario?
Nojima: Marin's character development.
TA: What have you been playing?
Nojima: ELDEN RING, Dragon's Dogma 2, and surprisingly, Euro Truck Simulator. I'm still playing Reynatis but I'm not good at action games!
TA: Coffee preferences?
TAKUMI: I don't like coffee! Iced tea or heavily sweetened coffee.
Alan Costa: Americano with ice, or coffee with milk/soy milk.
Shimomura: Iced tea, strong.
Nojima: Black, strong.
(Closing remarks and thanks omitted for brevity.)
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