"Reynatis Team Discusses Game and Coffee in New Interview"

May 14,25

On September 27th, NIS America will bring FuRyu’s action RPG, Reynatis, to the West on Switch, Steam, PS5, and PS4. Ahead of its release, I had the privilege of speaking with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura. We discussed the game's inspirations, collaborations, its development journey, the influence of Final Fantasy Versus XIII, potential Xbox releases, and more. This interview was conducted in parts; TAKUMI's section was a video call with Alan from NIS America translating, while Nojima and Shimomura's responses were gathered via email.

TouchArcade (TA): Tell us about yourself and your role at FuRyu.

TAKUMI: I'm a director and producer at FuRyu, focusing on new game development. For Reynatis, I conceived the main idea, produced, and directed the project from start to finish.

TA: Reynatis seems to be generating more buzz than any other FuRyu game. How does that feel as a creative producer?

TAKUMI: It's incredibly gratifying to see the positive reception, especially from the international community. The game's trailers and updates have sparked a lot of interest abroad, which is more than we've seen with previous FuRyu titles.

TA: How has Reynatis been received by players in Japan?

TAKUMI: Fans of Tetsuya Nomura's works, like Final Fantasy and Kingdom Hearts, have really connected with Reynatis. They've engaged deeply with the story and are excited about its direction. On the gameplay front, players appreciate the unique elements typical of FuRyu games.

TA: Many fans have drawn parallels between Reynatis and Final Fantasy Versus XIII. Was that game an influence?

TAKUMI: As a fan of Nomura-san's work, the Versus XIII trailer sparked my imagination about what such a game could be. Reynatis is my homage to that initial inspiration, though it's a completely original work, colored by my own creative vision.

TA: What are your thoughts on the current state of the game, considering the planned updates?

TAKUMI: We've been addressing feedback since the Japanese release. The Western version will be refined based on what we've learned. We'll continue to improve the game with updates and DLCs through May next year.

TA: How did you approach Yoko Shimomura and Kazushige Nojima for this project?

TAKUMI: I reached out to them directly, often through social media or messaging apps like X (formerly Twitter) and LINE. It was more informal than you might expect, but it worked well for our collaboration.

TA: What prior works of theirs inspired you to work with them?

TAKUMI: Kingdom Hearts shaped my values and made me eager to work with Shimomura-san. Nojima-san's scenarios in Final Fantasy VII and X were influential, and I wanted to bring their talents together for Reynatis.

TA: What games inspired aspects of Reynatis?

TAKUMI: As an action game enthusiast, I drew inspiration from various titles. However, FuRyu's scale means we can't compete with games like Final Fantasy VII Remake in terms of budget. Our focus is on delivering a fun, complete experience across all elements of the game.

TA: How long has Reynatis been in production, and how did the team handle development during the pandemic?

TAKUMI: Reynatis took about three years to develop. The project started during the peak of the pandemic, but thanks to good communication with our development team, we managed to progress smoothly.

TA: How did the collaboration with Square Enix for NEO: The World Ends with You come about?

TAKUMI: As a fan, I played all the games in the series. For the collaboration, I approached Square Enix directly, proposing a partnership due to our shared setting in Shibuya.

TA: What platforms was Reynatis planned for, and how will it perform on the Switch?

TAKUMI: We planned for all platforms from the start, with Switch as the lead. It pushes the Switch to its limits, but we've balanced the need for broad platform availability with the desire to deliver a high-quality experience.

TA: Has FuRyu considered developing PC versions of games in Japan?

TAKUMI: We have recently developed a title internally for PC in Japan. However, console, PC, and smartphone gaming communities in Japan tend to remain separate.

TA: Does FuRyu plan to port more premium games to smartphones?

TAKUMI: Our focus remains on console games, which offer unique experiences. Smartphone ports are considered on a case-by-case basis, ensuring the gameplay remains enjoyable.

TA: Will FuRyu consider Xbox versions of their games?

TAKUMI: Personally, I'm interested in Xbox versions, but the demand in Japan isn't strong enough to justify the development effort and added complexity.

TA: What are you most excited for Western players to experience with Reynatis?

TAKUMI: I hope players enjoy the game over the long term. We've planned free DLC to keep the experience fresh and prevent spoilers, with global releases starting October 1.

TA: Will there be a full art book and soundtrack release for Reynatis in Japan?

TAKUMI: There are no specific plans yet, but I'd love 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 been enjoying Jedi Survivor.

TA: What project you've worked on is your favorite?

TAKUMI: I've worked on Trinity Trigger and Reynatis. While Trinity Trigger was my first directorial project, Reynatis is the game I'm most passionate about, as it allowed me to take on multiple roles and oversee every aspect.

TA: What would you say to those excited for Reynatis but new to FuRyu games?

TAKUMI: FuRyu games are known for their strong themes and messages. Reynatis is particularly relevant for those who feel marginalized or pressured by societal norms. Its message is as powerful as any major RPG and will resonate deeply with 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. It was a sudden but exciting invitation.

TA: How have your years of composing for games influenced your work on Reynatis?

Yoko Shimomura: Experience is a new power, but my compositions are driven by feeling, which is hard to put into words.

TA: What's your favorite part of working on the Reynatis soundtrack?

Yoko Shimomura: The night before recording, I was exhausted but still full of ideas. It was a fun and intense experience.

TA: How do you feel your distinct style remains recognizable across different technologies?

Yoko Shimomura: Many people tell me my style is recognizable, but I'm not sure why. My style may have evolved over time.

TA: Were you inspired by other games when working on Reynatis?

Yoko Shimomura: No specific game influenced me for Reynatis.

TA: How has your approach to game scenarios changed since the 90s?

Kazushige Nojima: Today's narrative-driven games need characters that feel like real people, not just player avatars. I miss the fairytale-like feel of older games and would love to work on one again.

TA: How did you get involved with Reynatis?

Kazushige Nojima: Yoko Shimomura, an old acquaintance, connected me with TAKUMI, and things progressed from there.

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's scenario?

Kazushige Nojima: Marin's change in mannerisms throughout the game is well-depicted, but it's hard to discuss without spoilers.

TA: What games have you enjoyed playing this year?

Kazushige Nojima: I've been playing and enjoying ELDEN RING and Dragon's Dogma 2, though I'm still working through Reynatis. Euro Truck Simulator has been my most-played game this year.

TA: How do you like your coffee?

TAKUMI: I don't actually like coffee; I prefer iced or black tea. If I drink coffee, it's with lots of cream, milk, or sugar.

Alan Costa: I like coffee with milk or soy milk, and iced Americanos without sugar.

Yoko Shimomura: I drink iced tea all the time, often doubling up on the bags to make it strong.

Kazushige Nojima: 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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