Reynatis Interview: TAKUMI, Nojima, and Shimomura on Game and Coffee
Later this month on September 27th, NIS America will release FuRyu's action RPG Reynatis for Switch, Steam, PS5, and PS4 in the West. Ahead of the launch, I had the privilege of discussing the game with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura. Our conversation covered inspirations, collaborations, the project's origins, Final Fantasy Versus XIII, coffee preferences, potential Xbox releases, and more. This interview was conducted in parts; TAKUMI's portion was a video call with Alan from NIS America translating, transcribed and edited for brevity. The interviews with Kazushige Nojima and Yoko Shimomura were conducted via email and are featured towards the end of this article.
TouchArcade (TA): Could you tell us about yourself and your role at FuRyu?
TAKUMI: I'm a director and producer at FuRyu, primarily involved in creating new games and managing new projects. For Reynatis, I conceptualized the game, produced it, directed it, and oversaw its development from start to finish.
TA: I've played many FuRyu games across various platforms, but Reynatis seems to have generated the most excitement. How do you feel about this as a creative producer?
TAKUMI: I'm incredibly happy and take the positive feedback very seriously. The buzz around Reynatis seems to be particularly strong outside of Japan, especially on social media platforms like Twitter. It's gratifying to see such a strong and enthusiastic response from the Western gaming community.
TA: The game has already been released in Japan. How have players there responded?
TAKUMI: Fans of Tetsuya Nomura's works, such as Final Fantasy and Kingdom Hearts, have embraced Reynatis warmly. They've appreciated the narrative and gameplay elements that align with their expectations. The community has been actively engaging with the game's world, speculating on future developments, which is both exciting and inspiring for me as a creator. FuRyu's unique game elements have also been well-received, contributing to a positive overall response.
TA: Many fans have drawn parallels between Reynatis and Final Fantasy Versus XIII. Was there any influence from Versus XIII on this project?
TAKUMI: It's a sensitive topic, but I can say that as a fan of Nomura-san's work and the Versus XIII trailer, I wanted to create a game that could represent what fans might have imagined if Versus XIII had been released. The inspiration came from that initial spark of curiosity about what the game could have been like, but Reynatis is entirely my own creation, infused with my unique vision and style.
TA: FuRyu games often have strong points but also some areas that fall short. Are you satisfied with Reynatis's current state, considering planned updates?
TAKUMI: Reynatis was released in Japan on July 25th, and since then, we've been gathering player feedback. We plan to address minor issues like boss balancing and quality of life improvements in upcoming updates, starting with a September 1st update in Japan. The Western version will be a refined iteration, incorporating these enhancements for the best possible experience.
TA: How did you approach Yoko Shimomura and Kazushige Nojima for collaboration on Reynatis?
TAKUMI: I reached out to them directly, often via social media platforms like X / Twitter and LINE. It was less formal than you might expect, reflecting a more personal approach to collaboration.
TA: What inspired you to work with Shimomura-san and Nojima-san specifically?
TAKUMI: Kingdom Hearts, which was heavily influenced by Shimomura-san's music, shaped my values as a gamer. Similarly, Nojima-san's work on Final Fantasy VII and X resonated with me. I wanted to combine their talents to create a unique experience with Reynatis.
TA: What games inspired aspects of Reynatis?
TAKUMI: As an action game enthusiast, I've played a wide range of titles, but Reynatis is designed to be an engaging experience beyond just action. While we can't compete with the scale of games like Final Fantasy VII Remake, Reynatis aims to provide a compelling package through its story, gameplay, and overall experience.
TA: How long has Reynatis been in production?
TAKUMI: About three years.
TA: How was it working on the project during the pandemic?
TAKUMI: The project started during the peak of the pandemic, which made face-to-face meetings challenging. However, our development team was efficient, and we maintained strong communication throughout. As restrictions eased, we were able to meet in person, which helped keep the project on track.
TA: There was much speculation about a collaboration with NEO: The World Ends with You. How did this come about?
TAKUMI: I approached Square Enix directly, given the rarity of such collaborations in the console space. As a fan of the series, I expressed my interest in a potential collaboration set in Shibuya, which eventually led to our partnership.
TA: On which platforms was Reynatis always planned to be released, and what was the lead platform?
TAKUMI: All platforms were planned from the start, with the Switch as the lead platform. Despite its technical limitations, we pushed the Switch to its limits to ensure a great experience.
TA: Has FuRyu considered developing PC versions of games internally in Japan?
TAKUMI: We have been developing for PC internally, with a recent title released. However, our focus remains on console gaming, where we believe we can provide unique experiences.
TA: There's interest in Steam versions of games in Japan. Do you see a growing demand for PC versions there?
TAKUMI: In Japan, console and PC gaming are seen as separate worlds, with players often sticking to one or the other. While there's interest in PC gaming, it's not as intertwined with console gaming as you might see elsewhere.
TA: Does FuRyu have plans to port more premium games to smartphones?
TAKUMI: Our focus is on console games, but we might consider smartphone ports if the game's controls and experience remain intact. It's evaluated on a case-by-case basis.
TA: Why haven't FuRyu games been released on Xbox, and are there plans to do so?
TAKUMI: While I'd personally like to release on Xbox, the demand in Japan isn't sufficient, and adding another platform to our development cycle poses significant challenges due to the team's limited experience with Xbox development.
TA: What are you most excited for players to experience in the Western release of Reynatis?
TAKUMI: I hope players enjoy the game long-term, with our free DLC schedule designed to keep the experience fresh and engaging. The Western release will align with global updates, ensuring everyone experiences new content simultaneously.
TA: Will there be a Japanese release of the full art book and soundtrack after all the DLC is out?
TAKUMI: Currently, there are no specific plans for an art book or soundtrack release, though I'd love to share Shimomura-san's fantastic soundtrack with fans in the future.
TA: What games have you enjoyed playing outside of work in 2024?
TAKUMI: I've played Tears of the Kingdom and Final Fantasy VII Rebirth, mostly on PS5. As a Disney and Star Wars fan, I've also enjoyed Jedi Survivor.
TA: Which project you've worked on is your favorite?
TAKUMI: I've worked on Trinity Trigger and Reynatis. While Trinity Trigger was my first directorial project, Reynatis is my favorite as I was able to fulfill my vision as both producer and director.
TA: What would you say to people excited for Reynatis who haven't played a FuRyu game before?
TAKUMI: FuRyu games are known for their strong themes and messages. Reynatis is no exception, with a powerful message about overcoming societal pressures and finding your own path. It's a game that resonates deeply and competes with the best in terms of its emotional impact.
This part of the interview with Yoko Shimomura and Kazushige Nojima was conducted over email.
TA: How did you get involved in the Reynatis project?
Yoko Shimomura: TAKUMI approached me directly, which was quite a surprise! (laughs)
TA: How has your experience composing for games influenced your work on Reynatis?
Yoko Shimomura: It's hard to put into words, but experience does enhance my abilities. I compose based on feeling, which makes it challenging to articulate.
TA: What's your favorite part of working on the Reynatis soundtrack?
Yoko Shimomura: The night before recording, even though I was exhausted, I found myself inspired to finish more compositions, which was exhilarating.
TA: Your style is very recognizable. How do you maintain this through different technologies?
Yoko Shimomura: People often recognize my style, but I'm not sure how I do it. I used to think my compositions varied by project, but perhaps my style has become more distinct over time.
TA: Were you influenced by any other games while working on the Reynatis soundtrack?
Yoko Shimomura: No specific work influenced me directly.
TA: How has your approach to game scenarios evolved since the 90s?
Kazushige Nojima: It varies by genre. Today's players want more realistic characters rather than avatars. However, I still appreciate the fairytale-like narratives of older games and would like to work on one again.
TA: How did you become involved with Reynatis?
Kazushige Nojima: Yoko Shimomura, an old acquaintance, connected me with TAKUMI, and that's how it started.
TA: Was Reynatis influenced by Versus XIII in any way?
Kazushige Nojima: I didn't think so while writing, but I can't say for certain.
TA: What's your favorite aspect of Reynatis's scenario, and what should fans of your other work pay attention to?
Kazushige Nojima: It's hard to discuss without spoilers, but Marin's development throughout the game is particularly well-done.
TA: What games have you enjoyed playing this year, and have you played Reynatis?
Kazushige Nojima: I've been playing ELDEN RING and Dragon's Dogma 2, though I've struggled with them. I've also spent a lot of time with Euro Truck Simulator. I'm only partway through Reynatis, as action games aren't my forte, but I enjoy the game's atmosphere.
TA: How do you like your coffee?
TAKUMI: I'm not a coffee fan, preferring iced or black tea. If I drink coffee, it's heavily sweetened or with lots of cream.
Alan Costa: I enjoy coffee with milk or soy milk, and iced Americano without sugar.
The two responses below were via email.
Yoko Shimomura: I drink iced tea constantly, often doubling up on the tea bags for a strong flavor.
Kazushige Nojima: I prefer my coffee black and strong.
I'd like to thank TAKUMI, Alan Costa, Chihiro MacLeese, Mr. Sonobe, Anna Lee, and Lottie Diao for their time and assistance with this interview.
Editor's note: Unfortunately, I lost the recording where other attendees from NIS America and FuRyu mentioned their coffee preferences, so only these responses are included.
You can keep up with all our interviews here, including recent ones with FuturLab, Shuhei Matsumoto from Capcom about Marvel Vs Capcom, Santa Ragione, Peter 'Durante' Thoman about PH3 and Falcom, M2 discussing shmups, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.
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