This month, September 27th, NIS America releases FuRyu's action RPG Reynatis for Switch, Steam, PS5, and PS4 in the West. I spoke with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura about the game's development, inspirations, collaborations, and much more. TAKUMI's portion was a video call (translated by Alan from NIS America), while Nojima and Shimomura participated 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 core idea, produced, directed, and oversaw its development from start to finish.
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. Twitter feedback suggests a significant, growing fanbase outside Japan. It’s receiving more positive user interaction than any prior FuRyu title.
TA: How has the Japanese reception been?
TAKUMI: Fans of Final Fantasy, Kingdom Hearts, and Tetsuya Nomura's work seem to connect deeply with the game. They anticipate story developments and speculate on future directions, which is incredibly rewarding. Existing FuRyu fans appreciate the game's unique elements, too.
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 and Versus XIII, I aimed to create my own interpretation of what that game could have been. I've spoken with Nomura-san, and the inspiration comes from that initial "what if?" However, Reynatis is entirely my own creation, distinct from any previous work.
TA: FuRyu games often have strong elements but sometimes fall short technically. Are you satisfied with Reynatis' current state?
TAKUMI: We're addressing balancing, enemy spawns, and quality-of-life features via updates. A September 1st update in Japan addresses some issues. The Western release will be a refined version. Further updates will address bugs and technical flaws leading up to the final DLC in May.
TA: How did you approach Yoko Shimomura and Kazushige Nojima for the project?
TAKUMI: Mostly directly, via X/Twitter or LINE. It was informal, reaching out directly rather than through companies. Prior collaborations with Shimomura-san at FuRyu helped.
TA: What prior works inspired you to contact them?
TAKUMI: Shimomura-san's work on Kingdom Hearts deeply influenced me, as did Nojima-san's scenarios in 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 I drew inspiration from many titles. However, Reynatis aims to be a complete package, focusing on fun and a cohesive experience, rather than competing with larger-budget titles on a purely graphical level.
TA: How long was Reynatis in production?
TAKUMI: Approximately three years.
TA: How did the pandemic affect development?
TAKUMI: Initial development was remote, but communication remained strong. Later, face-to-face meetings resumed, and the pandemic didn't significantly hinder progress.
TA: The NEO: The World Ends With You collaboration generated much speculation. How did you approach Square Enix?
TAKUMI: I'm a fan of the series. The collaboration was approached formally through Square Enix, as such cross-company collaborations are rare in console gaming.
TA: What platforms were always planned for Reynatis?
TAKUMI: All platforms were planned from the start, with the Switch as the lead platform.
TA: Given FuRyu's history with technical issues on lead platforms, how does Reynatis run on Switch?
TAKUMI: It pushes the Switch's limits. Balancing production needs (unit sales, multiple platforms) with directorial vision (optimal performance) was challenging. I'm happy with the result.
TA: Has FuRyu considered internal PC development in Japan?
TAKUMI: Yes, we've recently released a PC title developed internally.
TA: Do you see increased demand for PC versions in Japan?
TAKUMI: In my opinion, the console and PC gaming markets in Japan remain largely separate. Consumers tend to stick to their preferred platform.
TA: Are there plans for more smartphone ports of premium FuRyu games?
TAKUMI: We're focused on console development. Smartphone ports are considered on a case-by-case basis, only if the experience translates well.
TA: Why haven't FuRyu games appeared on Xbox?
TAKUMI: Consumer demand and developer experience on the platform are currently insufficient to justify Xbox releases in Japan. I'd personally like to release on Xbox, but it's a significant hurdle.
TA: What are you most excited for Western players to experience?
TAKUMI: I hope players enjoy the game long-term. The staggered DLC release schedule helps avoid spoilers and provides ongoing content.
TA: Are there 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: 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 those excited for Reynatis but unfamiliar with FuRyu?
TAKUMI: FuRyu games have strong themes. Reynatis addresses feelings of societal pressure and being stifled. If you feel unheard or pressured to conform, this game resonates strongly. While the graphics might not compete with AAA titles, the message is just as powerful, if not more so.
(Email responses from Yoko Shimomura and Kazushige Nojima):
TA (to Shimomura): How did you get involved?
Shimomura: TAKUMI's sudden approach! (laughs)
TA (to Shimomura): What's your favorite aspect of working on Reynatis?
Shimomura: The night before recording, when compositions flowed effortlessly.
TA (to Shimomura): How is your style recognizable across different technologies?
Shimomura: I'm not sure! My style may not have been consistent in earlier works.
TA (to Shimomura): Were you inspired by other games?
Shimomura: Not particularly.
TA (to Nojima): How did you approach games in the 90s versus today?
Nojima: Today, believable characters and immersive worlds are crucial. I still appreciate the fairytale-like quality of older games.
TA (to Nojima): How did you get involved?
Nojima: Through Shimomura-san and 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): What's your favorite aspect of the scenario?
Nojima: Marin's character development.
TA (to Nojima): What have you been playing?
Nojima: ELDEN RING, Dragon's Dogma 2, and Euro Truck Simulator.
TA (to everyone): How do you like your coffee?
(TAKUMI): I don't like coffee! Iced tea or heavily sweetened coffee.
(Alan Costa): Coffee with milk or soy milk; iced americano.
(Shimomura): Iced tea, strong.
(Nojima): Black and strong.