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Takumi, Nojima, and Shimomura Talk 'REYNATIS'

By JonathanJan 23,2025

Reynatis: A Deep Dive Interview with FuRyu's TAKUMI, Yoko Shimomura, and Kazushige Nojima

Later this month, on September 27th, NIS America will launch FuRyu's action RPG, Reynatis, on Switch, Steam, PS5, and PS4 in the West. Prior to the release, I had the opportunity to speak with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura. Our conversation covered the game's development, inspirations, collaborations, Final Fantasy Versus XIII, coffee preferences, potential Xbox release, and much more. TAKUMI's portion was conducted via video call (translated by Alan from NIS America), transcribed, and edited for conciseness. The discussion with Nojima and Shimomura took place via email and appears later in the interview.

TouchArcade (TA): Could you tell us about your role at Furyu?

TAKUMI: I'm a director and producer, focusing on new game creation and projects. For Reynatis, I conceived the core idea, directed, produced, and oversaw the entire process from start to finish.

TA: Reynatis seems to generate more excitement than any previous FuRyu game I've seen. What's your reaction to that as a creative producer?

TAKUMI: I'm thrilled! The positive response is overwhelmingly gratifying, especially the international enthusiasm. Twitter feedback shows significant interest from outside Japan, exceeding expectations for any previous FuRyu title.

TA: The game's been available in Japan. How has it been received there?

TAKUMI: Fans of Final Fantasy, Kingdom Hearts, and Tetsuya Nomura's work seem particularly drawn to it. They appreciate the narrative progression and are already speculating on future developments. The gameplay, with its unique FuRyu elements, also receives positive feedback.

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. I can say that as a fan of Nomura-san's work and having seen the Versus XIII trailer, I wanted to create my own interpretation of what that game could have been. It's inspired by that initial concept, but Reynatis is entirely my own creation, reflecting my personal creative vision. I have spoken with Nomura-san, and he is aware of the project.

TA: FuRyu games often have strengths and weaknesses. Are you satisfied with Reynatis' current state, knowing updates are planned?

TAKUMI: The Japanese release was on July 25th. We've since gathered player feedback, and while fundamental changes are impossible, we're addressing balance, enemy encounters, and quality-of-life features in upcoming updates (one on September 1st in Japan). Bug fixes and technical improvements will continue until the final DLC in May. The Western release will be a refined version.

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

TAKUMI: It was mostly direct contact—Twitter DMs, LINE messages, etc. It was less formal than typical business interactions. Prior collaborations with Shimomura-san at FuRyu helped, but even then, I reached out directly.

TA: What prior works inspired you to contact them?

TAKUMI: Kingdom Hearts deeply influenced me, so Shimomura-san's music was a must. Nojima-san's work on Final Fantasy VII and X resonated strongly. I wanted their talents specifically for this project.

TA: What games inspired Reynatis' development?

TAKUMI: I'm an action game fan and drew inspiration from many titles. However, Reynatis aims to be a complete experience, not just an action game. It's a carefully balanced package, not competing with larger-scale productions like Final Fantasy VII Remake, but aiming for a unique overall impact.

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 structure and direct communication. Later, face-to-face meetings became possible, and development proceeded smoothly.

TA: The NEO: The World Ends With You collaboration was exciting. How did you approach Square Enix?

TAKUMI: I contacted Square Enix directly, officially proposing a collaboration given the shared Shibuya setting. It was a less common approach, but I pursued it directly.

TA: What were Reynatis' planned platforms? What was the lead platform?

TAKUMI: All platforms were planned from the start, but the Switch was the lead platform.

TA: Given past technical issues in FuRyu games on lead platforms, how will Reynatis perform on Switch?

TAKUMI: Reynatis pushes the Switch's limits. Balancing production concerns (sales) with the director's vision (optimal experience) was challenging. The result is a compromise, 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. 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 distinct. Players tend to stay within their preferred platform.

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

TAKUMI: We don't plan to develop primarily for smartphones. Our focus is console games, offering unique experiences. Smartphone ports will be considered on a case-by-case basis, if the game translates well without losing its core appeal.

TA: There's little Xbox support for FuRyu games. Are there plans for Xbox Series X versions?

TAKUMI: Personally, I'd love to, but the current lack of consumer demand in Japan and the development team's lack of Xbox experience make it challenging.

TA: What are you most excited for regarding the Western release?

TAKUMI: I hope players enjoy the game long-term. The simultaneous release of global updates and DLC will help avoid spoilers and encourage continued gameplay.

TA: Are there plans for an art book or soundtrack release after the DLC?

TAKUMI: Currently, no, but I'd love to see Shimomura-san's fantastic soundtrack released separately.

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, due to my involvement in all aspects (producer, creative producer, and director). Trinity Trigger was my first directing experience.

TA: What would you say to those excited for Reynatis but unfamiliar with FuRyu?

TAKUMI: FuRyu games have strong themes. Reynatis' message resonates with those who feel stifled by societal pressures, offering a powerful and memorable experience.

(Email responses from Yoko Shimomura and Kazushige Nojima)

TA (to Shimomura): How did you get involved? What have you learned composing for games over the years? Favorite part of working on Reynatis? Is your style recognizable through different technologies? Were you inspired by other games?

Shimomura: TAKUMI's sudden approach! (laughs) Experience becomes new power, but composition is intuitive. The night before recording, ideas flowed freely. I don't understand why my style is recognizable; perhaps it wasn't consistent in the past. No specific influences for Reynatis.

TA (to Nojima): How do you approach games today compared to 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 been playing?

Nojima: Today's players want realistic characters. Shimomura-san connected us. I don't know if it's influenced by Versus XIII. Marin's character development is well-done. I've enjoyed Elden Ring, Dragon's Dogma 2, and Euro Truck Simulator. I'm still playing Reynatis (I'm not good at action games!).

TA (to all): How do you like your coffee?

TAKUMI: I don't like coffee unless it's heavily sweetened. I prefer iced or black tea.

Alan Costa: Milk or soy milk in coffee; Americano with ice only for iced coffee.

Shimomura: Iced tea, strong.

Nojima: Black, strong.

The interview concludes with acknowledgements and a list of previous TouchArcade interviews.

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