This month, September 27th, NIS America brings FuRyu's action RPG, Reynatis, to Western Switch, Steam, PS5, and PS4 players. Before launch, I spoke with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura about the game's development, inspirations, collaborations, and more. The interview was conducted in stages; TAKUMI's portion via video call (translated by Alan from NIS America), and Nojima and Shimomura's contributions 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 spearheaded the concept, production, and direction, overseeing all aspects.
TA: Reynatis seems to generate more hype than any previous FuRyu game in the West. How does that feel?
TAKUMI: I'm thrilled! The excitement appears greater internationally than in Japan. Twitter feedback indicates a significant, and potentially growing, Western fanbase. This game has received more positive engagement than any prior FuRyu title.
TA: How has the Japanese reception been?
TAKUMI: Fans of Final Fantasy, Kingdom Hearts, and Tetsuya Nomura's work particularly appreciate it. They anticipate plot developments and theorize about future installments, which is incredibly rewarding. Existing FuRyu fans also seem to enjoy the game's unique gameplay elements.
TA: Many players compare Reynatis to Final Fantasy Versus XIII. What's the connection?
TAKUMI: 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. It's inspired by Versus XIII, but Reynatis is entirely original, reflecting my own creative vision. I've spoken with Nomura-san, but I can't disclose specifics beyond the inspiration. It's a fan's homage, not a copy.
TA: FuRyu games often excel in story and music but sometimes have technical shortcomings. Are you satisfied with Reynatis' current state?
TAKUMI: We're addressing feedback through updates. Boss balancing, enemy spawns, and quality-of-life improvements are planned. A Japanese update is coming September 1st, and further refinements will continue until the final DLC in May. The Western release will incorporate these improvements.
TA: How did you approach Yoko Shimomura and Kazushige Nojima for collaboration?
TAKUMI: Directly! Mostly via X/Twitter or LINE. It was informal, not the typical corporate approach. Prior FuRyu work with Shimomura-san facilitated that connection.
TA: What prior works inspired you to contact them?
TAKUMI: Shimomura-san's Kingdom Hearts deeply impacted me; Nojima-san's work on Final Fantasy VII and X is exceptional. I wanted their unique talents for Reynatis.
TA: What games inspired Reynatis' design?
TAKUMI: I'm an action game fan, so many games influenced it. However, FuRyu's resources differ from those of studios creating games like Final Fantasy VII Remake. Reynatis aims for a complete, enjoyable experience, focusing on the synergy of gameplay, story, and music.
TA: How long was Reynatis in production? How did the pandemic impact development?
TAKUMI: Approximately three years. The pandemic initially limited face-to-face meetings, but strong communication with the development team ensured smooth progress. Later, in-person collaboration resumed.
TA: The NEO: The World Ends With You collaboration is exciting. How did that come about?
TAKUMI: I'm a fan of the series. The collaboration was approached formally with Square Enix, given the rarity of such cross-company collaborations in the console gaming space.
TA: What were the planned platforms? What was the lead platform?
TAKUMI: All platforms were planned from the start, but the Switch was the lead platform. The game pushes the Switch's limits, balancing the desire for wider reach with the director's wish for optimal performance on a single, high-powered platform.
TA: Does FuRyu consider internal PC development in Japan?
TAKUMI: Yes, recent titles demonstrate internal PC development. A partnership with NIS America for console RPGs leverages their expertise in localization and marketing.
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: Are there plans for more smartphone ports of premium FuRyu games?
TAKUMI: Not a company-wide plan. Our focus is console development. Smartphone ports are considered on a case-by-case basis, only if the experience translates well without compromising quality.
TA: Why no Xbox releases?
TAKUMI: Lack of consumer demand and team experience with the platform currently makes Xbox releases difficult to justify. Personally, I'd like to see it happen.
TA: What are you most excited for Western players to experience?
TAKUMI: Long-term engagement! The staggered DLC release will avoid spoilers and provide ongoing content for players worldwide.
TA: Are there plans for an art book or soundtrack release?
TAKUMI: Not currently, but I hope to release the soundtrack eventually. Shimomura-san's work is exceptional.
TA: What games have you enjoyed recently?
TAKUMI: Tears of the Kingdom, Final Fantasy VII Rebirth, and Jedi Survivor. Mostly on PS5.
TA: What's your favorite project?
TAKUMI: Reynatis, due to my involvement as producer, director, and creative producer. Trinity Trigger was my first directing project and holds a special place, but Reynatis allowed a broader creative scope.
TA: What would you say to new players considering Reynatis?
TAKUMI: If you feel stifled or undervalued by society, this game is for you. Its powerful message resonates deeply, even if the graphics aren't on the same level as some AAA titles.
(Email Q&A with Yoko Shimomura and Kazushige Nojima)
TA (to Shimomura): How did you get involved?
Shimomura: A sudden invitation from TAKUMI!
TA (to Shimomura): What have you learned composing for games, and how does it influence your work?
Shimomura: Experience adds power, but my approach is intuitive, hard to articulate.
TA (to Shimomura): What's your favorite part of working on Reynatis?
Shimomura: The night before recording, when compositions poured out despite exhaustion.
TA (to Shimomura): How is your style recognizable across different technologies?
Shimomura: I'm not sure! My earlier work varied more; perhaps my style solidified later.
TA (to Shimomura): Were you inspired by other games?
Shimomura: No specific influences.
TA (to Nojima): How do you approach game scenarios today compared to the 90s?
Nojima: Players expect more realistic, well-developed characters. World-building is key.
TA (to Nojima): How did you get involved?
Nojima: Through Shimomura-san, who connected me with TAKUMI.
TA (to Nojima): Is it influenced by Versus XIII?
Nojima: I didn't consciously think so while writing, but I can't say for certain.
TA (to Nojima): What's your favorite aspect of the scenario?
Nojima: Marin's character development. (Avoiding spoilers)
TA (to Nojima): What have you played this year? Have you played Reynatis?
Nojima: Elden Ring, Dragon's Dogma 2, and surprisingly, Euro Truck Simulator. I'm playing Reynatis, but I'm not good at action games!
TA (to everyone): How do you like your coffee?
TAKUMI: I don't like coffee! Iced tea or heavily sweetened coffee for me.
Alan Costa: Coffee with milk or soy milk; black iced coffee if it's iced.
Shimomura: Iced tea, strong.
Nojima: Black, strong.
The interview concludes with thanks to all participants and a list of previous interviews.