This month, on September 27th, NIS America will release FuRyu's action RPG, Reynatis, for Nintendo 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 much more. This 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 conceived the core idea, directed, and oversaw the entire production 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 reception, particularly from international audiences, is incredibly rewarding. Twitter feedback suggests a significant Western fanbase. This game has received more positive interaction than any previous 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. They anticipate plot points and engage with the world beyond what was explicitly presented, which is incredibly gratifying. Long-time FuRyu fans also appreciate the unique elements present in the gameplay.
TA: Many have drawn parallels between Reynatis and the Final Fantasy Versus XIII trailer. Your comment?
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 inspiration stemmed from that initial trailer, but Reynatis is entirely my own creation, reflecting my vision as a creator. I have spoken with Nomura-san, and he is aware of the project.
TA: FuRyu games often have strong elements but occasional 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. The Western release will be a refined version compared to the Japanese release.
TA: How did you approach Yoko Shimomura and Kazushige Nojima for collaboration?
TAKUMI: Directly, mostly via X/Twitter or LINE. It was informal, focusing on the creative aspects rather than formal business communication. Prior collaborations with Shimomura-san at FuRyu facilitated that connection.
TA: What prior works inspired you to contact them?
TAKUMI: Shimomura-san's work on Kingdom Hearts deeply influenced me, and Nojima-san's contributions to 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 while I drew inspiration from various titles, Reynatis aims to be a complete package, not just an action game. It's designed to be fun and engaging across all aspects—story, gameplay, etc.
TA: How long was Reynatis in production? How did the pandemic affect development?
TAKUMI: Approximately three years. The pandemic initially limited face-to-face meetings, but the development team's efficient communication minimized disruption. Later, in-person meetings resumed.
TA: The NEO: The World Ends With You collaboration—how did that happen?
TAKUMI: I approached Square Enix directly, highlighting the shared Shibuya setting and mutual appreciation for both franchises. It was an unconventional approach, but it worked.
TA: What were the planned platforms? What was the lead platform?
TAKUMI: All platforms were decided from the start, with the Switch as the lead platform. The Switch version pushes the system's limits.
TA: How will Reynatis perform on the Switch?
TAKUMI: It pushes the Switch to its limits. Balancing production needs with creative vision was a challenge.
TA: Has FuRyu considered internal PC development in Japan?
TAKUMI: Yes, we've recently released a PC title developed internally. We're exploring PC development further. (Mr. Sonobe adds that FuRyu partners with NIS America for console RPGs due to their expertise.)
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 platforms.
TA: Future smartphone ports of premium games?
TAKUMI: We don't plan to prioritize smartphone development. Our focus is on consoles. Smartphone ports are considered on a case-by-case basis, only if the console experience translates well.
TA: Xbox releases?
TAKUMI: Personally, I'd like to release on Xbox, but the current lack of consumer demand in Japan makes it difficult to justify the development costs and time constraints.
TA: What are you most excited for Western players to experience?
TAKUMI: I hope players enjoy the game long-term. The staggered release of DLC will help avoid spoilers and encourage continued play.
TA: Plans for an art book or soundtrack release?
TAKUMI: Currently no plans, but I'd love to release Shimomura-san's fantastic soundtrack.
TA: What have you been playing recently?
TAKUMI: Tears of the Kingdom, Final Fantasy VII Rebirth, and Jedi Survivor. Mostly on PS5.
TA: Favorite project?
TAKUMI: Reynatis. While I enjoyed directing Trinity Trigger, Reynatis allowed me to fulfill both producer and director roles, overseeing all aspects.
TA: Message to players new to FuRyu games?
TAKUMI: FuRyu games have strong themes. If you feel stifled by societal pressures, Reynatis' message of self-expression will resonate with you. While it may not compete graphically with AAA titles, its message is powerful and memorable.
(Email responses from Yoko Shimomura and Kazushige Nojima):
TA (to Shimomura): How did you get involved? Favorite part of composing for Reynatis? How is your style recognizable across different technologies? Inspirations for the soundtrack?
Shimomura: TAKUMI's sudden approach! The night before recording, when compositions flowed freely. I don't understand how my style is recognizable. No particular inspirations.
TA (to Nojima): Approach to writing scenarios today vs. the 90s? Involvement in Reynatis? Versus XIII influence? Favorite aspect of Reynatis' scenario? What have you been playing?
Nojima: Today's players want realistic characters. Shimomura-san connected us. I'm not sure about Versus XIII influence. Marin's character development. 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! Iced tea or black tea are my preference.
Alan Costa: Americano with ice, no sugar.
Shimomura: Iced tea, strong.
Nojima: Black, strong.
The interview concludes with thanks to all participants and a list of previous TouchArcade interviews.