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Reynatis Interview: Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura discuss the game, coffee, and more

Authore: BenjaminUpdate:Jan 24,2025

This month, on September 27th, NIS America will release FuRyu's action RPG, Reynatis, for Switch, Steam, PS5, and PS4 in the West. Prior to the launch, I spoke with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura about the game's development, inspirations, collaborations, and more. This 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 conceived the core idea, directed, and oversaw the entire process.

TA: Reynatis seems to have generated more hype than any previous FuRyu game in the West. Your thoughts?

TAKUMI: I'm thrilled! The positive response, particularly from outside Japan, is incredibly rewarding. Twitter engagement shows significant international interest. It appears to be exceeding the reception of any prior FuRyu title.

TA: How has the Japanese audience reacted?

TAKUMI: Fans of Tetsuya Nomura's work (Final Fantasy, Kingdom Hearts) seem to connect strongly with the game, appreciating its narrative progression and anticipating future developments. They also value the unique elements characteristic of FuRyu titles.

TA: Many fans draw parallels between Reynatis and the Final Fantasy Versus XIII trailer. Your comments?

TAKUMI: It's a sensitive topic. As a fan of Nomura-san's work, I aimed to create my own interpretation of what Versus XIII might have been. The inspiration stemmed from that initial trailer, but Reynatis is entirely original, reflecting my creative vision. I've spoken with Nomura-san, and he's aware of the project.

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. The Western release will be a refined version compared to the Japanese launch, with improvements to boss balancing, enemy spawns, and quality-of-life features. Bug fixes and technical improvements will continue until the final DLC release in May.

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

TAKUMI: Mostly direct contact—X/Twitter DMs and LINE messages. It was informal and efficient. Prior collaborations with Shimomura-san at FuRyu helped facilitate that connection.

TA: What prior works inspired you to reach out to them?

TAKUMI: Shimomura-san's work on Kingdom Hearts profoundly influenced me, and Nojima-san's contributions to Final Fantasy VII and X resonated deeply.

TA: What games inspired Reynatis?

TAKUMI: I'm an action game fan, and many titles influenced me. However, Reynatis aims to be a complete package—story, music, and gameplay—rather than solely focusing on action game mechanics.

TA: How long was Reynatis in production? How did the pandemic affect development?

TAKUMI: Approximately three years. The pandemic's initial impact was limited due to the development team's efficient remote work capabilities. Later, in-person meetings resumed.

TA: The NEO: The World Ends With You collaboration is exciting. How did it come about?

TAKUMI: I'm a fan of the series. The collaboration was approached formally through Square Enix, recognizing the rarity of such cross-company collaborations in the console gaming space.

TA: What were the planned platforms, and what was the lead platform?

TAKUMI: All platforms were planned from the start, but the Switch was the lead platform.

TA: How will Reynatis perform on the Switch, given its visual complexity?

TAKUMI: It pushes the Switch to its limits. Balancing sales considerations (multiple platforms) with directorial vision (optimizing for one platform) was challenging, but I'm content with the result.

TA: Does FuRyu consider internal PC development in Japan?

TAKUMI: Yes, we've recently released a PC title developed internally.

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.

TA: Are there plans for more smartphone ports of premium FuRyu games?

TAKUMI: We don't prioritize smartphone development. Our focus is on consoles. Smartphone ports are considered on a case-by-case basis if the console experience translates well.

TA: There's limited FuRyu support for Xbox. Any plans for Xbox Series X versions?

TAKUMI: Personally, I'd love to, but the current lack of consumer demand in Japan makes it challenging to justify the development costs and resources.

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

TAKUMI: I hope they enjoy the game for a long time, experiencing the story unfold with the simultaneous global DLC releases, avoiding spoilers.

TA: Plans for an art book or soundtrack release?

TAKUMI: Currently no plans, but I'd love to see Shimomura-san's fantastic soundtrack released separately.

TA: What games have you enjoyed playing recently?

TAKUMI: Tears of the Kingdom, Final Fantasy VII Rebirth, and Jedi Survivor.

TA: What's your favorite project?

TAKUMI: Reynatis. While I enjoyed directing Trinity Trigger, Reynatis allowed me to fulfill both producer and director roles, overseeing all aspects.

TA: What would you say to newcomers to FuRyu games?

TAKUMI: FuRyu games have strong themes. If you feel stifled or overlooked by society, Reynatis' message will resonate with you. While it may not compete graphically with AAA titles, its message is powerful and memorable.

(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 is it reflected in Reynatis?

Shimomura: It's hard to articulate. Experience becomes a new strength, but composition is primarily intuitive.

TA (to Shimomura): Favorite part of working on Reynatis?

Shimomura: The night before recording, despite exhaustion, I had a burst of creative energy.

TA (to Shimomura): How is your style recognizable across different technologies?

Shimomura: I'm not sure! My style wasn't always consistent in the past.

TA (to Shimomura): Were you inspired by other games for the soundtrack?

Shimomura: No specific influences.

TA (to Nojima): How do you approach game writing today versus the 90s?

Nojima: Today's players want believable characters, not just player avatars. World-building is crucial.

TA (to Nojima): How did you get involved?

Nojima: Through Shimomura-san, connecting 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): Favorite aspect of the scenario?

Nojima: Marin's character development.

TA (to Nojima): What have you played recently, and have you played Reynatis?

Nojima: ELDEN RING, Dragon's Dogma 2, and Euro Truck Simulator. I'm playing Reynatis, but I'm not good at action games!

TA (to all): How do you like your coffee?

TAKUMI: I don't like coffee! Iced tea or black tea for me.

Alan Costa: Milk or soy milk in coffee; Americano with ice only for iced coffee.

Shimomura: Iced tea, strong.

Nojima: Black, strong.

The interview concludes with thanks to all participants and links to other TouchArcade interviews.