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, and transcribed/edited. Nojima and Shimomura's responses were via email.
TouchArcade (TA): Tell us about your role at FuRyu.
TAKUMI: I'm a director and producer, creating new games and projects. For Reynatis, I conceived the idea, produced, directed, and oversaw everything.
TA: Reynatis seems to have more hype than any previous FuRyu game in the West. How does that feel?
TAKUMI: I'm very happy! The buzz seems larger internationally than in Japan. The positive feedback surpasses that of any previous FuRyu title.
TA: What's the Japanese player response?
TAKUMI: Fans of Tetsuya Nomura's work ( Final Fantasy, Kingdom Hearts) seem to connect with it deeply. They anticipate story developments and engage actively with the game's world. The gameplay, while unique to FuRyu, also receives positive feedback.
TA: Many compare Reynatis to Final Fantasy Versus XIII. Was that an 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. I've spoken with Nomura-san, but the inspiration is the key takeaway.
TA: FuRyu games often have strong elements but sometimes fall short technically. Are you happy with Reynatis's current state?
TAKUMI: We're addressing balance, enemy spawns, and quality-of-life features in upcoming updates (starting September 1st in Japan). The Western release will be a refined version. Bug fixes and improvements will continue until the final DLC in May.
TA: How did you approach Yoko Shimomura and Kazushige Nojima?
TAKUMI: Directly! Mostly via X/Twitter or LINE. It was informal, reaching out as needed. Prior collaborations with Shimomura-san through FuRyu helped.
TA: What prior works inspired you to contact them?
TAKUMI: Kingdom Hearts heavily influenced me, so Shimomura-san was a natural choice. Nojima-san's work on Final Fantasy VII and X also resonated deeply.
TA: What games inspired Reynatis?
TAKUMI: I'm an action game fan, and I drew inspiration from many titles. However, FuRyu's scale necessitates a different approach. The goal was a complete package – story, music, gameplay – rather than competing with AAA titles on a single aspect.
TA: How long was Reynatis in production? How did the pandemic affect development?
TAKUMI: About three years. The pandemic's early stages limited face-to-face meetings, but strong communication with the development team mitigated issues. Later, in-person meetings resumed.
TA: How did the NEO: The World Ends With You collaboration happen?
TAKUMI: I approached Square Enix directly. Console game collaborations are rare, so a formal approach was necessary. My persistence paid off.
TA: What were the planned platforms? 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, but balancing sales goals with directorial vision was crucial.
TA: Does FuRyu consider internal PC development in Japan?
TAKUMI: Yes, FuRyu has recently released a PC title developed internally. The partnership with NIS America for console RPGs leverages their expertise in localization and sales.
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 platform.
TA: Are there plans for more smartphone ports of premium FuRyu games?
TAKUMI: Not a company-wide plan. Our focus is console development. Smartphone ports will be considered on a case-by-case basis if the experience remains strong.
TA: Why no Xbox releases?
TAKUMI: Lack of consumer demand in Japan and the development team's lack of Xbox experience are significant hurdles. Personally, I'd like to see Xbox releases, but it's currently not feasible.
TA: What are you most excited for Western players to experience?
TAKUMI: I want players to enjoy the game long-term. The staggered DLC release helps avoid spoilers and provides ongoing content.
TA: Are there plans for an art book or soundtrack release?
TAKUMI: No current plans, but I'd love to release Shimomura-san's fantastic soundtrack.
TA: What have you played recently?
TAKUMI: Tears of the Kingdom, Final Fantasy VII Rebirth, and Jedi: Survivor. Mostly on PS5.
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. Reynatis particularly speaks to those who feel stifled by societal pressures. 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? What have you learned composing for games? Favorite part of working on Reynatis? Is your style recognizable? Were you inspired by other games?
Shimomura: TAKUMI's sudden request! (laughs) Experience becomes new power, but I compose intuitively. The night before recording, compositions flowed freely. I don't fully understand the recognizability of my style. No specific influences.
TA (to Nojima): How do you approach games today vs. the 90s? How did you get involved? Versus XIII influence? Favorite aspect of Reynatis's scenario? What should fans pay attention to? What have you played this year?
Nojima: Today's players want believable characters and immersive worlds. Shimomura-san connected us. I didn't consciously think about Versus XIII. Marin's character development. I've been playing 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 for me. Alan Costa: Milk/soy milk in coffee; Americano with ice only for iced coffee. Shimomura: Iced tea, strong. Nojima: Black and strong.
The interview concludes with thanks to all participants. A note mentions the loss of some coffee preference recordings. The article ends with links to other TouchArcade interviews.