FFXIV Interview: Creative Team Shares Insights
FuRyu's Reynatis: A Deep Dive Interview with the Creators
This month, on September 27th, NIS America brings FuRyu's action RPG, Reynatis, to Western audiences on Switch, Steam, PS5, and PS4. Ahead of the release, we spoke with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura. This interview, conducted in stages (TAKUMI via video call with NIS America's Alan translating, Nojima and Shimomura via email), covers the game's development, inspirations, collaborations, and much more.

TouchArcade (TA): Tell us about your role at FuRyu.
TAKUMI: I'm a director and producer, focusing on new game creation. For Reynatis, I spearheaded the concept, production, and direction, overseeing the entire process.
TA: Reynatis seems to generate more excitement than previous FuRyu titles. Your thoughts?
TAKUMI: I'm thrilled! The positive response, especially from outside Japan, is incredibly rewarding. Twitter engagement shows significant international interest, exceeding that of any past FuRyu game.

TA: What's the Japanese player response been like?
TAKUMI: Fans of Final Fantasy and Kingdom Hearts, particularly Tetsuya Nomura's works, strongly connect with the game. Their insightful comments and anticipation for future developments are incredibly encouraging. The gameplay, too, has resonated with long-time FuRyu fans.
TA: Many draw parallels between Reynatis and Final Fantasy Versus XIII. Your comments?
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. While inspired by Versus XIII's initial trailer, Reynatis is entirely original, reflecting my own creative vision. I have spoken with Nomura-san, but I can't elaborate further. The inspiration is the key takeaway, not a direct connection.

TA: FuRyu games often have strengths and weaknesses. Are you satisfied with Reynatis' current state?
TAKUMI: We're addressing balance, enemy encounters, and quality-of-life features through updates. A Japanese update is coming September 1st, with further refinements planned before the May DLC release. The Western version will be the most polished iteration.

TA: How did you approach collaborating with Yoko Shimomura and Kazushige Nojima?
TAKUMI: It was mostly direct contact, informal messaging (Twitter, LINE). Prior FuRyu collaborations with Shimomura-san helped, but even then, it was primarily through direct communication.

TA: What prior works inspired you to seek out Shimomura and Nojima?
TAKUMI: Kingdom Hearts deeply influenced me; Shimomura-san's music is synonymous with it for me. Nojima-san's work on Final Fantasy VII and X also heavily inspired me. I wanted to combine their talents.

TA: What games inspired Reynatis' development?
TAKUMI: I'm an action game enthusiast. While I drew inspiration from many titles, Reynatis aims to be a complete package, exceeding expectations in the overall experience rather than solely focusing on action game mechanics.

TA: How long was Reynatis in production? How did the pandemic impact development?
TAKUMI: Roughly three years. The pandemic initially limited face-to-face meetings, but strong communication with the development team ensured smooth progress. Later, in-person meetings resumed.
TA: The NEO: The World Ends With You collaboration is exciting. How did that happen?
TAKUMI: I'm a fan of the series. The collaboration was a formal approach to Square Enix, highlighting the shared Shibuya setting. It was a unique undertaking, requiring a direct, official approach.

TA: What were Reynatis' planned platforms, and which was the lead platform?
TAKUMI: All platforms were planned from the start, but the Switch served as the lead platform.
TA: Considering the Switch's limitations, how does Reynatis perform?
TAKUMI: Reynatis pushes the Switch to its limits. Balancing the desire for broad platform reach (maximizing sales) with the director's ambition for optimal visual fidelity was a challenge, but I'm satisfied with the outcome.

TA: Does FuRyu consider internal PC development in Japan?
TAKUMI: Yes, we've recently released a PC title developed internally. Our partnership with NIS America for console RPGs leverages their expertise in localization and marketing.
TA: Is there growing demand for PC versions in Japan?
TAKUMI: In my opinion, the console and PC gaming markets in Japan remain largely distinct. Players tend to stick to their preferred platform.
TA: Are there plans for more smartphone ports of premium FuRyu games?
TAKUMI: We primarily focus on console games. Smartphone ports are considered on a case-by-case basis, only if the experience remains intact.

TA: Why no Xbox releases?
TAKUMI: Consumer demand and market recognition for Xbox in Japan are currently insufficient to justify development. The lack of in-house Xbox development experience also presents 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 avoids spoilers and offers a shared experience with the Japanese player base.
TA: Plans for an art book or soundtrack release?
TAKUMI: Currently no plans, but a soundtrack release is something I'd personally love to see happen.

TA: What games have you enjoyed recently?
TAKUMI: Tears of the Kingdom, Final Fantasy VII Rebirth, and Jedi: Survivor. Mostly played on PS5.

TA: What's your favorite project?
TAKUMI: Reynatis, as it allowed me to fulfill both producer and director roles, overseeing all aspects. Trinity Trigger, my first directing project, holds a special place, too.

TA: What would you say to those excited for Reynatis who haven't played FuRyu games before?
TAKUMI: FuRyu games have strong themes. Reynatis' message of overcoming societal pressure and self-expression will resonate with those who feel stifled. While not competing graphically with AAA titles, its powerful message is its strength.

(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 across different technologies? Were you inspired by other games?
Shimomura: TAKUMI's sudden approach! (laughs) Experience becomes a new power, but composition is mainly intuitive. The night before recording was exhilarating, with compositions flowing effortlessly. I don't understand why my style is recognizable; perhaps it wasn't consistent before. No specific influences for Reynatis.

TA (to Nojima): How do you approach games today vs. the 90s? How did you get involved? Is Reynatis influenced by Versus XIII? Favorite aspect of Reynatis' scenario? What should fans pay attention to? What have you played this year?
Nojima: Modern games require believable characters and immersive worlds. I was contacted by Shimomura-san, who connected me with TAKUMI. I can't confirm Versus XIII influence. Marin's character development is a highlight. I've enjoyed Elden Ring, Dragon's Dogma 2, and Euro Truck Simulator. I'm still playing Reynatis!

TA (to all): How do you like your coffee?
TAKUMI: I don't like coffee! Iced tea or heavily sweetened coffee. Alan Costa: Milk or soy milk in coffee; iced americano. Shimomura: Iced tea, strong. Nojima: Black, strong.

This concludes the interview. Thanks to TAKUMI, Alan Costa, and the teams at NIS America and FuRyu.
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