by Brooklyn Feb 10,2025
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 more. TAKUMI's portion was conducted via video call, translated by Alan from NIS America, and transcribed/edited for brevity. The Nojima and Shimomura portions were conducted via email.
TouchArcade (TA): Tell us about yourself and your role at FuRyu.
TAKUMI: I'm a director and producer at FuRyu, creating new games and projects. For Reynatis, I conceived the core idea, produced, 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 positive reception, particularly from outside Japan, is incredibly rewarding. Twitter comments on trailers and news indicate a significant international fanbase. The feedback surpasses that of any previous FuRyu title.
TA: How has the Japanese response been?
TAKUMI: Fans of Tetsuya Nomura's work (Final Fantasy, Kingdom Hearts) seem to connect strongly with the game. They appreciate the story's progression and anticipate future developments. They also value the unique elements that characterize FuRyu games. Overall, the reaction has been positive.
TA: Many fans have drawn 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. I've spoken with Nomura-san, but Reynatis is entirely my own creation, inspired by the Versus XIII trailer, but ultimately a unique vision.
TA: FuRyu games often have strong elements but sometimes fall short technically or in gameplay. Are you satisfied with Reynatis' current state?
TAKUMI: We're addressing balance, enemy encounters, and quality-of-life features through updates. A September 1st update in Japan will address some issues. The Western release will be a refined version.
TA: How did you approach Yoko Shimomura and Kazushige Nojima?
TAKUMI: Mostly directly, via X/Twitter or LINE. It was informal, reaching out directly to discuss music and scenario. Prior collaborations with Shimomura-san at FuRyu helped facilitate that connection.
TA: What prior works inspired you to contact them?
TAKUMI: Shimomura-san's work on Kingdom Hearts deeply influenced me. Nojima-san's work on Final Fantasy VII and X also greatly resonated.
TA: What games inspired Reynatis?
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 memorable as a whole.
TA: How long was Reynatis in production? How did the pandemic affect development?
TAKUMI: Roughly three years. The pandemic's initial impact was minimal due to the development team's remote work capabilities and strong communication. Later, in-person meetings resumed.
TA: The NEO: The World Ends With You collaboration was highly anticipated. How did you approach Square Enix?
TAKUMI: Officially, as a company. It was a unique collaboration, requiring a formal approach. I directly contacted Square Enix, highlighting the shared Shibuya setting and expressing interest in a collaboration.
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.
TA: How will Reynatis run on the Switch?
TAKUMI: It pushes the Switch's limits. Balancing sales potential (multiple platforms) with the director's desire for optimal performance on a single platform was a challenge, but 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. A 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 platforms.
TA: Are there plans for more smartphone ports of premium games?
TAKUMI: FuRyu doesn't plan to develop specifically for smartphones. Console development is the focus. Smartphone ports are considered on a case-by-case basis, depending on suitability.
TA: Why haven't FuRyu games appeared on Xbox?
TAKUMI: Lack of consumer demand and the development team's lack of Xbox development experience are the primary reasons. While personally interested, it's currently a difficult undertaking.
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 prevent spoilers and encourage continued gameplay.
TA: Are there plans for an art book or soundtrack release?
TAKUMI: Currently, no plans, 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. Mostly on PS5.
TA: What's your favorite project?
TAKUMI: Reynatis. While Trinity Trigger was a valuable experience, Reynatis 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 carries a powerful message, resonating with those who feel stifled or pressured by societal expectations. While it may not compete graphically with some titles, its message is just as impactful.
(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 do you implement this?
Shimomura: A sudden attack from TAKUMI! (laughs). Experience becomes new power, but I compose mainly by feeling.
TA (to Shimomura): Favorite part of working on Reynatis?
Shimomura: The night before recording, despite exhaustion, compositions flowed freely.
TA (to Shimomura): How is your style recognizable? Were you inspired by other games?
Shimomura: I don't fully understand it myself. I wasn't influenced by any particular work.
TA (to Nojima): How do you approach games today compared to the 90s? How did you get involved in Reynatis? Is it influenced by Versus XIII? Favorite aspect of the scenario? What should fans pay attention to?
Nojima: Today's players want believable characters. Shimomura-san connected us. I don't know about Versus XIII influence. Marin's character development is well-depicted.
TA (to Nojima): What have you enjoyed playing this year?
Nojima: 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.
Alan Costa: Coffee with milk or soy milk; Americano with ice only.
Shimomura: Iced tea, strong.
Nojima: Black and strong.
The interview concludes with thanks to all participants and mentions of other TouchArcade interviews.
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