This month, on September 27th, NIS America will bring FuRyu's action RPG, Reynatis, to Western audiences on Switch, Steam, PS5, and PS4. Prior to launch, I spoke with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura about the game's development, inspirations, collaborations, and much more. The interview was conducted in stages: a video call with TAKUMI (translated by Alan from NIS America), followed by email correspondence with Nojima and Shimomura.
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 process.
TA: Reynatis seems to have generated more excitement than any previous FuRyu game in the West. How does that feel?
TAKUMI: I'm thrilled! The positive response, particularly from international fans, is incredibly rewarding. Social media engagement has been significantly higher than with past FuRyu titles.
TA: What's the Japanese player response been like?
TAKUMI: Fans of Final Fantasy, Kingdom Hearts, and Tetsuya Nomura's work particularly seem to connect with it. They anticipate plot developments and actively speculate on future story arcs, which is incredibly gratifying. The unique aspects of FuRyu gameplay also resonate with long-time fans.
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. As a fan of Nomura-san's work, seeing the Versus XIII trailer sparked a desire to create my own interpretation of what that game could have been. While it served as inspiration, Reynatis is entirely original and reflects my own creative vision. I've spoken with Nomura-san, and he's aware of the project.
TA: FuRyu games often have strong points but sometimes fall short in areas like technical aspects or gameplay. Are you satisfied with Reynatis' current state?
TAKUMI: We're addressing feedback through updates. The Western release will be a refined version compared to the Japanese release. Updates focusing on balance, quality-of-life improvements, and bug fixes will continue until the final DLC in May.
TA: How did you approach collaborating with Yoko Shimomura and Kazushige Nojima?
TAKUMI: It was largely direct communication—Twitter DMs, LINE messages—a less formal approach than typical company collaborations. Existing connections with Shimomura-san from previous FuRyu projects helped, but even then, it was informal.
TA: What prior works of theirs inspired you to reach out?
TAKUMI: My childhood love for Kingdom Hearts (Shimomura-san's music) and my appreciation for Final Fantasy VII and X (Nojima-san's scenarios) were major factors.
TA: What games inspired Reynatis' development?
TAKUMI: I'm an action game fan, and while I drew inspiration from various titles, Reynatis aims to be a complete package, not just an action game. It prioritizes a fun experience across all aspects: gameplay, story, etc.
TA: How long was Reynatis in production? How did the pandemic affect development?
TAKUMI: Approximately three years. The pandemic initially limited face-to-face meetings, but strong communication with the development team ensured smooth progress. As restrictions eased, in-person collaboration resumed.
TA: The NEO: The World Ends With You collaboration generated much speculation. How did you approach Square Enix?
TAKUMI: I approached Square Enix directly, explaining my game's setting in Shibuya and expressing my admiration for The World Ends With You. It was an unconventional approach, but it worked.
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. Developing for the Switch pushed the system's limits.
TA: Considering past FuRyu games' technical issues on lead platforms, how will Reynatis perform on Switch?
TAKUMI: It pushes the Switch's limits. Balancing production constraints with creative vision was challenging, but I'm satisfied with the result.
TA: Has FuRyu considered 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 Western localization and marketing.
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: Regarding smartphone ports, are there plans to bring more premium games to mobile?
TAKUMI: FuRyu primarily focuses on console development. Smartphone ports are considered on a case-by-case basis, only if the experience translates well to the mobile platform.
TA: Why hasn't FuRyu released games on Xbox?
TAKUMI: The lack of consumer demand and market recognition in Japan makes it difficult to justify the development costs and resources required for an Xbox version. While personally interested, the current market realities present significant challenges.
TA: What are you most excited for Western players to experience?
TAKUMI: I hope players enjoy the game long-term. The staggered DLC release will provide ongoing content and prevent spoilers.
TA: Are there plans for an art book or soundtrack release after the DLC?
TAKUMI: Currently, no concrete plans, but I'd love to release Shimomura-san's fantastic soundtrack.
TA: What games have you enjoyed playing recently?
TAKUMI: Tears of the Kingdom, Final Fantasy VII Rebirth, and Jedi Survivor.
TA: What's your favorite project?
TAKUMI: Reynatis, because it allowed me to fully utilize my skills as both producer and director.
TA: What would you say to those excited for Reynatis who haven't played a FuRyu game before?
TAKUMI: FuRyu games have strong themes. Reynatis' message of overcoming societal pressures and self-doubt will resonate with players who feel stifled or marginalized.
(Email responses from Yoko Shimomura and Kazushige Nojima):
TA (to Shimomura): How did you get involved? What have you learned composing for games? What's your favorite aspect of the Reynatis soundtrack? What inspires your recognizable style? Were you inspired by other games?
Shimomura: TAKUMI's sudden request! Experience becomes new power, but composition is mainly intuitive. The late-night flurry of composition before recording was fun. I don't understand my recognizable style. No specific influences.
TA (to Nojima): How do you approach games today compared to the 90s? How did you get involved? Is it influenced by Versus XIII? What's your favorite aspect? What should fans pay attention to? What have you been playing?
Nojima: Today's players want believable characters. Shimomura-san connected us. I don't think so. Marin's character development. Elden Ring, Dragon's Dogma 2, and Euro Truck Simulator.
TA (to all): How do you like your coffee?
TAKUMI: I don't like coffee! Iced tea or black tea.
Alan Costa: Milk or soy milk; Americano with ice.
Shimomura: Iced tea, strong.
Nojima: Black and strong.
The interview concludes with thanks to the participants and a mention of other TouchArcade interviews.