This month, September 27th, NIS America releases FuRyu's action RPG Reynatis for Switch, Steam, PS5, and PS4 in the West. I interviewed Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura about the game's development, inspirations, collaborations, and more. TAKUMI's portion was a video call, translated by Alan from NIS America, while Nojima and Shimomura's responses were 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 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. How does that feel?
TAKUMI: I'm thrilled! The excitement appears greater internationally than in Japan. Social media comments, particularly on trailers, are largely from outside Japan, suggesting a significant Western fanbase. The positive response surpasses that of any previous FuRyu title.
TA: How has the Japanese reception been?
TAKUMI: Fans of Tetsuya Nomura's works (like Final Fantasy and Kingdom Hearts) seem to connect strongly with the game. They appreciate the story's progression and anticipate future developments. They also recognize and enjoy the unique elements characteristic of FuRyu games.
TA: Many fans draw parallels between Reynatis and the Final Fantasy Versus XIII trailer. Can you comment on its influence?
TAKUMI: It's a sensitive topic. As a fan of Nomura-san's work, I wanted to create my own interpretation of what Versus XIII might have been. The initial trailer served as inspiration, but Reynatis is entirely my own creation, reflecting my vision and artistic expression. I've spoken with Nomura-san, and he's aware of my intentions.
TA: FuRyu games often have strong stories and music but sometimes fall short technically. Are you satisfied with Reynatis' current state?
TAKUMI: We're addressing feedback through updates. The Japanese version has already received updates focusing on boss balancing, enemy spawns, and quality-of-life improvements. Further updates will address bugs and technical issues leading up to the final DLC release in May. The Western release will be a refined version.
TA: How did you approach Yoko Shimomura and Kazushige Nojima for the project?
TAKUMI: Mostly directly, via X/Twitter or LINE. It was informal and direct communication, leveraging existing connections with Shimomura-san.
TA: What prior works inspired you to reach out to them?
TAKUMI: Shimomura-san's work on Kingdom Hearts deeply influenced me, and Nojima-san's work on Final Fantasy VII and X. I wanted to combine their talents.
TA: What games inspired Reynatis' development?
TAKUMI: I'm an action game fan and drew inspiration from many titles. However, FuRyu's resources don't allow for a game on the scale of Final Fantasy VII Remake. Reynatis aims to excel as a complete package, combining strong narrative, music, and gameplay.
TA: How long was Reynatis in production? How did the pandemic affect development?
TAKUMI: Roughly 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 generated much speculation. How did you approach Square Enix?
TAKUMI: I contacted Square Enix directly, emphasizing the shared Shibuya setting and the potential for synergy between our games.
TA: What were the planned platforms, and which 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.
TA: Has FuRyu considered internal PC development in Japan?
TAKUMI: Yes, FuRyu has recently released a PC title developed internally. A partnership with NIS America handles Western console releases due to their expertise in localization and marketing.
TA: Is there increasing 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: FuRyu focuses on console development. Smartphone ports are considered on a case-by-case basis, ensuring the experience remains high-quality.
TA: Why haven't FuRyu games appeared on Xbox?
TAKUMI: Lack of consumer demand in Japan and the development team's lack of experience with the Xbox platform are significant hurdles.
TA: What are you most excited for Western players to experience?
TAKUMI: I want players to enjoy the game long-term. The staggered release of DLC will prevent spoilers and encourage ongoing engagement.
TA: Are there plans for an art book or soundtrack release?
TAKUMI: Currently, no plans exist, but a soundtrack release is a possibility given Shimomura-san's excellent work.
TA: What games have you enjoyed playing recently?
TAKUMI: Tears of the Kingdom, Final Fantasy VII Rebirth, and Jedi Survivor. I mostly played on PS5.
TA: What's your favorite project?
TAKUMI: Reynatis, as it allowed me to fulfill both producer and director roles, overseeing all aspects.
TA: What would you say to those excited for Reynatis who haven't played a FuRyu game before?
TAKUMI: FuRyu games have strong themes. Reynatis' message resonates with those who feel stifled by societal pressures. While it may not compete graphically with larger titles, its message is equally powerful.
(Email responses from Yoko Shimomura and Kazushige Nojima)
TA (to Shimomura): How did you get involved? What have you learned composing for games, and how is that reflected in Reynatis?
Shimomura: TAKUMI's sudden approach! (laughs) Experience becomes a new power, but I compose intuitively.
TA (to Shimomura): What's your favorite aspect of working on Reynatis? How is your style recognizable across different technologies? Were you inspired by other games?
Shimomura: The night before recording, when compositions flowed effortlessly. I'm unsure how my style is recognizable; I've been told it varies depending on the project. I wasn't influenced by any specific work.
TA (to Nojima): How do you approach games today versus the 90s? How did you get involved? Is it influenced by Versus XIII? What's your favorite aspect of Reynatis' scenario? What should fans of your other work pay attention to? What have you enjoyed playing this year?
Nojima: Modern games require more fully-realized characters. I was contacted by Shimomura-san, who connected me with TAKUMI. I'm not sure about Versus XIII influence. Marin's character development is well-depicted. I've enjoyed Elden Ring, Dragon's Dogma 2, and Euro Truck Simulator.
TA (to all): How do you like your coffee?
TAKUMI: I don't like coffee, preferring tea. Alan Costa: Milk or soy milk in coffee, or black iced coffee. Shimomura: Iced tea, strong. Nojima: Black, strong.
The interview concludes with thanks to all participants and mentions of other TouchArcade interviews.