Later this month on September 27th, NIS America will release FuRyu's action RPG Reynatis for Switch, Steam, PS5, and PS4 in the West. Ahead of the launch, I had the opportunity to discuss the game with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura. We delved into the game's inspirations, collaborations, development process, and much more. The interview was conducted in parts, with TAKUMI's segment via a video call translated by Alan from NIS America, and the segments with Nojima and Shimomura conducted over email.
TouchArcade (TA): Tell us a little bit about yourself and your role at FuRyu.
TAKUMI: I serve as a director and producer at FuRyu, where my primary focus is on creating new games and managing brand new projects. For Reynatis, I was the creative force behind the main concept, handling everything from production to direction, ensuring every detail was meticulously crafted from start to finish.
TA: FuRyu's games have been popular in the West across various platforms, and Reynatis seems to be generating the most excitement. How does this make you feel as a creative producer?
TAKUMI: I am thrilled and deeply appreciative of the positive reception. It's heartening to see the enthusiasm, particularly from international fans. Social media platforms like Twitter show a significant interest from abroad, suggesting a strong potential fanbase outside Japan. This level of engagement is unprecedented for FuRyu games, and it's incredibly gratifying.
TA: How has the response been from players in Japan since the game's release there?
TAKUMI: Fans of Tetsuya Nomura's works, such as Final Fantasy and Kingdom Hearts, have embraced Reynatis warmly. They've connected deeply with the game's narrative and progression, often anticipating plot developments and engaging with the story at a detailed level. Their enthusiasm has sparked further creativity in me, and their appreciation for FuRyu's unique gameplay elements has been overwhelmingly positive.
TA: There's been much speculation about the connection between Reynatis and Final Fantasy Versus XIII. Could you comment on any influence from Versus XIII on the project?
TAKUMI: It's a sensitive topic, but I can say that as a fan of Nomura's work, the initial trailer for Versus XIII sparked my curiosity and inspired me to create something that resonated with that feeling. While Reynatis stands on its own, the initial spark of inspiration came from that trailer. I've had discussions with Nomura, but the essence of Reynatis is entirely my own creation, dyed in my unique style.
TA: FuRyu games often have strong elements but some areas that could be improved. Are you happy with the current state of Reynatis, considering planned updates?
TAKUMI: Since its release in Japan on July 25th, we've been actively addressing player feedback. While fundamental changes aren't possible, we're focusing on quality-of-life improvements, such as boss balancing and enemy spawn rates, which will be included in upcoming updates. The Western release will be a refined version, incorporating these enhancements for the best possible experience.
TA: How did you approach Yoko Shimomura and Kazushige Nojima for collaboration on Reynatis?
TAKUMI: My approach was direct and informal. I reached out to Shimomura via X / Twitter, leveraging FuRyu's previous collaborations with her. For Nojima, I used LINE for communication, keeping things casual even as the project progressed. It's a more personal approach than typical corporate interactions, which I find refreshing.
TA: What prior works of Shimomura and Nojima inspired you to collaborate with them?
TAKUMI: Kingdom Hearts and Final Fantasy VII have been significant influences on me. Shimomura's music in Kingdom Hearts shaped my values and personality, while Nojima's scenarios in Final Fantasy VII and X left a lasting impact. I wanted to combine Nojima's storytelling with Shimomura's music to create something special.
TA: What games inspired aspects of Reynatis during its development?
TAKUMI: As an action game enthusiast, I've played numerous titles that have influenced Reynatis. However, our goal was to create a unique experience tailored to FuRyu's style and budget. We focused on what would be fun for players, ensuring every element, from gameplay to narrative, contributed to a cohesive and enjoyable whole.
TA: How long has Reynatis been in production, and how did the team manage during the pandemic?
TAKUMI: Reynatis has been in development for about three years. Despite the challenges of the pandemic, we managed well. Initially, remote communication was the norm, but as restrictions eased, we resumed face-to-face meetings, which helped maintain smooth development.
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 suggesting a collaboration given the shared setting of Shibuya. It was a challenging endeavor, as such collaborations are rare in the console space, but my persistence paid off.
TA: What platforms was Reynatis planned for, and what was the lead platform?
TAKUMI: Reynatis was planned for Switch, Steam, PS5, and PS4 from the start, with the Switch as the lead platform. While the Switch version pushes the hardware to its limits, we aimed to balance the game's quality across all platforms.
TA: Has FuRyu considered developing PC versions of its games internally in Japan?
TAKUMI: We have started developing PC versions internally, with a recent title as an example. Our partnership with NIS America allows us to focus on console RPGs, leveraging their expertise in translation and sales.
TA: Do you see more demand for PC versions of games in Japan?
TAKUMI: In Japan, console and PC gaming communities are quite distinct. Most players prefer to stay within their preferred platform ecosystem, whether it's consoles, PCs, or smartphones. The demand for PC versions, particularly for Steam Deck, is not as pronounced here.
TA: Does FuRyu plan to port more premium games to smartphones?
TAKUMI: Our focus remains on console games, which we believe offer unique experiences. Smartphone ports are considered on a case-by-case basis, ensuring the game retains its core fun and playability on mobile devices.
TA: Are there plans for Xbox Series X versions of FuRyu games?
TAKUMI: Personally, I'd like to see our games on Xbox, but the demand in Japan isn't sufficient to justify it. Additionally, adding another platform to our development cycle presents significant challenges, especially given our team's limited experience with Xbox development.
TA: What are you most excited for players to experience in the Western release of Reynatis?
TAKUMI: I hope players enjoy the game for a long time. We've planned a series of free DLC releases to keep the experience fresh and prevent spoilers. Players in the West will catch up with the Japanese player base, experiencing new content in real-time.
TA: Are there plans for a Japanese release of the full art book and soundtrack for Reynatis?
TAKUMI: Currently, there are no plans for an art book or soundtrack release. However, I believe Shimomura's soundtrack is exceptional and hope to find a way to share it with fans in the future.
TA: What games have you enjoyed playing outside of work in 2024?
TAKUMI: This year, I've enjoyed playing Tears of the Kingdom and Final Fantasy VII Rebirth on the PS5. As a huge Disney and Star Wars fan, I've also been thrilled with the new Star Wars content, particularly Jedi Survivor.
TA: Which of your projects is your favorite, and why?
TAKUMI: I've worked on Trinity Trigger and Reynatis. Trinity Trigger was my first directorial project, but with Reynatis, I took on the roles of Producer, Creative Producer, and Director, allowing me to oversee every aspect of the game. Reynatis holds a special place in my heart due to this comprehensive involvement.
TA: What would you say to new players excited about Reynatis?
TAKUMI: FuRyu games are known for their strong themes and messages. Reynatis is no exception, resonating with those who feel marginalized by society. The game's message is powerful and can compete with even the most iconic titles in terms of emotional impact. I hope it leaves a lasting, positive impression on 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 suddenly, which was quite the surprise! (laughs)
TA: What have you learned from composing for games, and how did you implement these learnings in Reynatis?
Yoko Shimomura: It's hard to articulate, but experience does become a new power. I mainly compose based on feeling, which makes it challenging to put into words.
TA: Which of your soundtracks are your favorites, and what was your favorite part of working on the Reynatis soundtrack?
Yoko Shimomura: Thank you for mentioning LIVE A LIVE, Radiant Historia, and Street Fighter II. For Reynatis, the night before recording was incredibly inspiring. Even though I was exhausted, I kept composing, driven by the excitement of finishing the project.
TA: How do you feel your style remains recognizable through different technological iterations?
Yoko Shimomura: It's interesting that people recognize my style, though I don't fully understand it myself. In the past, my compositions varied significantly between projects, so perhaps my distinct style has developed over time.
TA: Were you inspired by any other games when working on the Reynatis soundtrack?
Yoko Shimomura: I wasn't influenced by any particular work while composing for Reynatis.
TA: How do you approach writing scenarios for games today compared to the 90s?
Kazushige Nojima: It varies by genre. Today, players expect more realistic characters rather than avatars. Giving the game world a strong sense of presence is crucial. I do miss the fairytale-like quality of older games and hope to work on one again.
TA: How did you get involved with Reynatis?
Kazushige Nojima: Yoko Shimomura, an old acquaintance, shared my contact information with TAKUMI, and that's how things started.
TA: Was Reynatis influenced by Versus XIII in any way?
Kazushige Nojima: I didn't think so while writing, but I can't say for certain.
TA: What's your favorite aspect of Reynatis' scenario, and what should fans of your other work pay attention to?
Kazushige Nojima: It's hard to say without spoiling, but Marin's character development is well-executed. Fans should look out for that.
TA: What have you enjoyed playing this year, and have you played Reynatis?
Kazushige Nojima: I've been playing ELDEN RING and Dragon's Dogma 2, though I'm struggling with them. I've also spent a lot of time with Euro Truck Simulator. I'm only partway through Reynatis, as action games aren't my forte, but I enjoy the atmosphere of the game's world.
TA: How do you like your coffee?
TAKUMI: I'm not a fan of coffee; it's too bitter for me. I prefer iced tea or black tea, and if I drink coffee, it's loaded with cream, milk, or sugar. Ironically, I worked at Starbucks during university and had to learn a lot about coffee.
Alan Costa: I enjoy coffee with milk or soy milk. For iced coffee, I prefer an Americano with just ice and no sugar.
The two responses below were via email.
Yoko Shimomura: I'm always drinking iced tea, and I like it strong, so I often double up on the tea bags.
Kazushige Nojima: I take my coffee 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: Unfortunately, I lost the recording where other attendees from NIS America and FuRyu mentioned their coffee preferences, so only these responses are included.
You can keep up with all our interviews here, including recent ones with FuturLab, Shuhei Matsumoto from Capcom about Marvel Vs Capcom, Santa Ragione, Peter 'Durante' Thoman about PH3 and Falcom, M2 discussing shmups, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As always, thank you for reading.