Insights from Reynatis: A Chat with TAKUMI, Nojima, and Shimomura
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, Final Fantasy Versus XIII's influence, and much more. The interview was conducted in stages: a video call with TAKUMI (translated by Alan from NIS America), followed by email exchanges with Nojima and Shimomura.
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 the entire process.
TA: Reynatis seems to have generated more buzz than any previous FuRyu game in the West. How does that feel?
TAKUMI: I'm thrilled! The excitement seems particularly strong internationally. Twitter comments on trailers and updates are largely from outside Japan, suggesting a significant Western fanbase. The positive reception surpasses that of any previous FuRyu title, which is incredibly rewarding.
TA: What's the Japanese player response been like?
TAKUMI: Fans of Final Fantasy, Kingdom Hearts, and Tetsuya Nomura's work particularly appreciate the game. They anticipate plot developments and engage in insightful discussions about future possibilities, which is inspiring. Longtime FuRyu fans also seem to enjoy the game's unique elements. Overall, the feedback has been positive.
TA: Many fans have drawn parallels between Reynatis and the Final Fantasy Versus XIII trailer. Can you comment on the connection?
TAKUMI: It's a sensitive topic. As a fan of Nomura-san's work and Versus XIII, I wanted to create my own interpretation of what that game could have been. I’ve spoken with Nomura-san, and the inspiration is clear, but Reynatis is wholly original, reflecting my own creative vision. It’s not a copy, but a response to the initial spark of inspiration from Versus XIII.
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 with updates. Boss balancing, enemy spawns, and quality-of-life improvements are planned. A Japanese update is coming September 1st, with further refinements before the Western release, which will be the most polished version.
TA: How did you approach Yoko Shimomura and Kazushige Nojima for the project?
TAKUMI: It was largely direct contact—X/Twitter messages, LINE chats—rather than formal company channels. My prior relationship with Shimomura-san through FuRyu facilitated that, but even then, it was informal.
TA: What inspired you to choose them specifically?
TAKUMI: I'm a lifelong Kingdom Hearts fan; Shimomura-san's music deeply impacted me. Nojima-san's work on Final Fantasy VII and X resonated strongly. I simply wanted to collaborate with them.
TA: What games inspired Reynatis' development?
TAKUMI: I'm an action game enthusiast, and I drew inspiration from many titles. However, I focused on creating a fun, holistic experience, not just an action game. Reynatis aims to be a complete package, excelling as a cohesive whole rather than competing with AAA titles in individual aspects.
TA: How long was Reynatis in production, and how did the pandemic affect development?
TAKUMI: Roughly three years. While the pandemic initially limited face-to-face meetings, the development team worked remotely effectively, and later we were able to resume in-person collaborations.
TA: The NEO: The World Ends With You collaboration was 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 console game collaborations. I directly pitched the idea, emphasizing the shared Shibuya setting.
TA: What were Reynatis' planned platforms, and what was the lead platform?
TAKUMI: All platforms were planned from the start, but the Switch was the lead platform. It pushes the Switch's limits, balancing sales maximization (multiple platforms) with directorial vision (potentially focusing on a single, more powerful platform).
TA: Does FuRyu consider internal PC development in Japan?
TAKUMI: Yes, we've recently released a PC title internally. However, the console and PC gaming markets in Japan remain largely separate.
TA: Many readers ask about potential Xbox releases. Are there any plans?
TAKUMI: Personally, I'd love to release on Xbox, but the current lack of consumer demand in Japan makes it difficult to justify the additional development time and resources.
TA: What are you most excited for Western players to experience?
TAKUMI: I hope players enjoy the game for a long time. The staggered DLC release avoids spoilers and allows for simultaneous enjoyment with Japanese players.
TA: Are there plans for a Japanese art book or soundtrack release after the DLC?
TAKUMI: Not currently, but I hope to release the soundtrack at some point. Shimomura-san's work is fantastic.
(Email Q&A with Yoko Shimomura and Kazushige Nojima)
TA (to Shimomura): How did you get involved?
Shimomura: A sudden request from TAKUMI! (laughs)
TA (to Shimomura): What's your favorite aspect of working on Reynatis?
Shimomura: The night before recording, the compositions just kept flowing! It was exhilarating.
TA (to Shimomura): Were you inspired by other games?
Shimomura: No particular influences.
TA (to Nojima): How did you approach Reynatis compared to past projects?
Nojima: It depends on the genre. Today's players expect realistic characters and a strong sense of world presence.
TA (to Nojima): What's your favorite aspect of Reynatis' scenario?
Nojima: Marin's character development.
TA (to Nojima): What have you been playing?
Nojima: Elden Ring, Dragon's Dogma 2, and surprisingly, Euro Truck Simulator!
TA (to all): How do you like your coffee?
(Answers varied, including preferences for iced tea, coffee with cream/sugar, americano, and strong black coffee.)
The interview concludes with thanks to all participants and mentions of other TouchArcade interviews.
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