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Interview: REYNATIS Devs Chat Game, Brew & Music

Jan 11,25(1 years ago)
Interview: REYNATIS Devs Chat Game, Brew & Music

Reynatis: An Interview with FuRyu's TAKUMI, Yoko Shimomura, and Kazushige Nojima

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 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, and much more. TAKUMI's portion was conducted via video call, translated by Alan from NIS America, and transcribed for brevity. The exchange with Nojima and Shimomura was conducted via email.

TouchArcade (TA): Could you 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 have generated more excitement than any previous FuRyu game in the West. What's your reaction?

TAKUMI: I'm thrilled! The positive response, especially from international fans, is truly gratifying. Social media feedback indicates significant anticipation outside Japan. This game has garnered more positive user interaction than any prior FuRyu title.

TA: How has the Japanese audience received the game?

TAKUMI: Fans of Final Fantasy, Kingdom Hearts, and Tetsuya Nomura's work seem to connect deeply with Reynatis. They appreciate the narrative progression and anticipate future developments. Players who appreciate FuRyu's unique gameplay style are also enjoying the game.

TA: Many fans have drawn parallels between Reynatis and the Final Fantasy Versus XIII trailer. Can you comment on the connection?

TAKUMI: It's a sensitive topic. As a fan of Nomura-san's work and Versus XIII, I wanted to create my own interpretation of what that game might have been. While it's an inspiration, Reynatis is entirely original, reflecting my creative vision. I have spoken with Nomura-san, but I cannot elaborate further. The inspiration stemmed from wondering "what if?" The rest is my own creation.

TA: FuRyu games often have strengths and weaknesses. Are you satisfied with Reynatis' current state?

TAKUMI: We're addressing feedback through updates. Boss balancing, enemy encounters, and quality-of-life improvements are planned. A Japanese update is coming September 1st, with further refinements before the Western release. The Western version will be a polished iteration.

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

TAKUMI: It was largely direct contact – Twitter DMs and LINE messages. It was less formal than typical business interactions. Prior collaborations with Shimomura-san at FuRyu helped facilitate that connection.

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

TAKUMI: Kingdom Hearts deeply influenced me, hence my desire to collaborate with Shimomura-san. Nojima-san's work on Final Fantasy VII and X also resonated with me.

TA: What games inspired Reynatis' development?

TAKUMI: I'm an action game enthusiast, drawing inspiration from various titles. However, Reynatis aims to be a complete package, not just an action game, offering a compelling story and music experience.

TA: How long was Reynatis in production? How did the pandemic affect development?

TAKUMI: Approximately three years. The pandemic's initial phase limited face-to-face meetings, but the development team's close collaboration and later easing of restrictions ensured smooth progress.

TA: The NEO: The World Ends With You collaboration generated much speculation. How did that come about?

TAKUMI: I'm a fan of the series. The collaboration involved an official approach to Square Enix. It was a unique undertaking, as console game collaborations are rare.

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

TAKUMI: All platforms were planned from the start, but the Switch served as the lead platform. Developing for the Switch pushed its limits.

TA: FuRyu often releases games on PC in the West. Does FuRyu consider internal PC development in Japan?

TAKUMI: Yes, FuRyu has 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 increasing demand for PC versions in Japan?

TAKUMI: In my opinion, the console and PC gaming markets in Japan remain largely distinct.

TA: FuRyu has smartphone ports. Are there plans for more premium game smartphone ports?

TAKUMI: FuRyu's focus remains on console games. Smartphone ports are considered on a case-by-case basis, depending on suitability.

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

TAKUMI: Personally, I'd like to release on Xbox, but the current lack of consumer demand in Japan makes it challenging. The development team's lack of experience with the platform also presents a hurdle.

TA: What are you most excited for Western players to experience in Reynatis?

TAKUMI: I hope players enjoy the game long-term. The staggered release of DLC will help prevent spoilers and encourage ongoing engagement.

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

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

TA: What games have you enjoyed recently?

TAKUMI: Tears of the Kingdom, Final Fantasy VII Rebirth, and Jedi Survivor. I played mostly on PS5.

TA: What's your favorite project?

TAKUMI: Reynatis, because it allowed me to fully utilize my skills as producer, creative producer, and director.

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

TAKUMI: FuRyu games have strong themes. Reynatis' message resonates with those who feel stifled by societal pressures. While it might not compete graphically with some titles, its message is powerful and memorable.

(Email Q&A with Yoko Shimomura and Kazushige Nojima)

TA (to Shimomura): How did you get involved?

Shimomura: A sudden request from TAKUMI!

(Further email Q&A with Shimomura and Nojima follows, covering their involvement, inspirations, favorite aspects of their work on Reynatis, and coffee preferences.)

The interview concludes with final thoughts from TAKUMI and details on upcoming interviews.

The image URLs remain unchanged.

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