Interview Reveals Creative Secrets of Reynatis

Author: Peyton Feb 04,2025

This month, on September 27th, NIS America will release FuRyu's action RPG, Reynatis, for 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. This interview was conducted in stages, with 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.

TA: Reynatis seems to have generated more hype than previous FuRyu titles. Your thoughts?

TAKUMI: I'm thrilled! The positive response, particularly from outside Japan, is incredibly rewarding. Twitter engagement shows significant international interest, exceeding that of any prior FuRyu game.

TA: How has the Japanese reception been?

TAKUMI: Fans of Tetsuya Nomura's work (Final Fantasy, Kingdom Hearts) seem to connect strongly with the game, appreciating its narrative progression and sparking discussions about future possibilities. Existing FuRyu fans also appreciate the unique gameplay elements. Overall, the reaction has been positive.

TA: Many fans draw 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 stems from that initial trailer, but Reynatis is entirely my own creation, reflecting my creative vision. I have spoken with Nomura-san, and he is aware of the project.

TA: FuRyu games often have excellent stories and music but sometimes fall short technically. Are you satisfied with Reynatis's current state?

TAKUMI: We're addressing feedback through updates. Boss balancing, enemy spawns, and quality-of-life improvements are planned. The Western release will incorporate refinements made since the Japanese launch, aiming for the best possible version.

TA: How did you approach Yoko Shimomura and Kazushige Nojima for the project?

TAKUMI: Mostly direct contact – X/Twitter messages and LINE. It was informal, reaching out directly rather than through companies. Prior collaboration with Shimomura-san at FuRyu helped, but even then, I contacted her via Twitter.

TA: What prior works inspired you to reach out to them?

TAKUMI: Shimomura-san's work on Kingdom Hearts deeply influenced me. Nojima-san's scenarios in Final Fantasy VII and X were also major inspirations. I wanted to combine Nojima-san's storytelling with Shimomura-san's music.

TA: What games inspired Reynatis's development?

TAKUMI: I'm an action game fan, and I drew inspiration from many titles. However, FuRyu's scale means we can't compete with games like Final Fantasy VII Remake. Instead, we focused on creating a complete and enjoyable experience across all aspects – gameplay, story, etc.

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 all-in-one setup and strong communication. Later, face-to-face meetings resumed, allowing for smoother collaboration.

TA: The NEO: The World Ends With You collaboration was a surprise. How did that come about?

TAKUMI: I'm a fan of the series. The collaboration was approached formally through Square Enix, recognizing the rarity of such cross-company console game collaborations. I directly proposed the idea, emphasizing the shared Shibuya setting.

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.

TA: How will Reynatis run on the Switch, given its visual fidelity?

TAKUMI: It pushes the Switch's limits. Balancing production needs (maximizing sales across multiple platforms) with directorial vision (optimizing for a single, more powerful platform) was challenging. The final decision aimed for a balance between both.

TA: Has FuRyu considered internal PC development in Japan?

TAKUMI: Yes, we've recently released a PC title developed internally.

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, with players tending to stick to their preferred platforms.

TA: Are there plans for more smartphone ports of premium FuRyu games?

TAKUMI: Our focus is on console games. Smartphone ports are considered on a case-by-case basis, only if the game's experience translates well to the platform without compromising its core appeal.

TA: There's limited FuRyu support for Xbox. Any plans for Xbox Series X versions?

TAKUMI: Personally, I'd like to, but the lack of consumer demand and developer experience in Japan makes it challenging.

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 schedule helps avoid spoilers and encourages continued gameplay.

TA: Plans for an art book or soundtrack release after the DLC?

TAKUMI: No current plans, but I'd love to see Shimomura-san's fantastic soundtrack released separately.

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 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 games?

TAKUMI: FuRyu games have strong themes. Reynatis particularly resonates with those who feel stifled or pressured by societal expectations. While it may not compete graphically with other 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? How is your style recognizable? Were you inspired by other games?

Shimomura: TAKUMI's sudden approach! (laughs) Experience becomes new power, but I compose intuitively. The night before recording, compositions flowed freely. I don't understand how my style is recognizable; it's varied across different works. No specific influences for Reynatis.

TA (to Nojima): How do you approach games today vs. the 90s? How did you get involved? Influenced by Versus XIII? Favorite aspect of Reynatis's scenario? What should fans pay attention to? What have you played this year?

Nojima: Today, convincing character portrayals are key. I was contacted by Shimomura-san, who connected me with TAKUMI. I'm not sure about Versus XIII influence. Marin's character development is a highlight. I've enjoyed ELDEN RING, Dragon's Dogma 2, and Euro Truck Simulator this year. I'm still playing Reynatis.

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: Coffee with milk or soy milk; Americano with ice only if iced.

Shimomura: Iced tea, strong.

Nojima: Black and strong.