Reynatis Interview: Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura discuss the game, coffee, and more
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 discuss the game with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura. We covered topics such as inspirations, collaborations, the project's origins, Final Fantasy Versus XIII, coffee preferences, potential Xbox releases, and more. TAKUMI's portion of the interview was conducted via video call with Alan from NIS America translating, and the responses from Nojima and Shimomura were obtained through email correspondence.
TouchArcade (TA): Can you tell us a bit about yourself and your role at FuRyu?
TAKUMI: I serve as a director and producer at FuRyu. My work primarily involves 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 enjoyed FuRyu's games on various platforms over the years, and Reynatis seems to be generating the most excitement. How does this feel as a creative producer?
TAKUMI: I'm incredibly pleased and grateful for the positive reception. It's particularly exciting to see the buzz coming more from abroad than within Japan. The feedback and engagement from Western audiences have surpassed that of any previous FuRyu title, which is truly encouraging.
TA: How has the response been from players in Japan since the game's release there?
TAKUMI: Fans of Final Fantasy, Kingdom Hearts, and Tetsuya Nomura's works have really embraced Reynatis. They appreciate the narrative and are deeply engaged with the game's world, often speculating about future developments. This enthusiasm not only pleases me but also fuels my creativity for future projects. On the gameplay front, players have also enjoyed the unique elements typical of FuRyu games.
TA: There's been a lot of talk about parallels between Reynatis and Final Fantasy Versus XIII. Was that game an influence on Reynatis?
TAKUMI: It's a sensitive topic, but as a fan of Nomura-san's work, the initial trailer for Versus XIII inspired me. I wanted to create a game that could fulfill the expectations of fans like myself. While Reynatis is inspired by Versus XIII, it is an entirely original creation, reflecting my own vision and creativity.
TA: FuRyu's games often have strong aspects but sometimes fall short in certain areas. Are you satisfied with Reynatis' current state, and what updates are planned?
TAKUMI: We released the game in Japan on July 25th and have been actively addressing feedback. While fundamental changes are impossible, we're planning updates to improve boss balancing, enemy spawn rates, and other quality-of-life features. The first update is scheduled for September 1st in Japan. The Western version will be refined and improved based on feedback from the Japanese release.
TA: How did you approach Yoko Shimomura and Kazushige Nojima for this project?
TAKUMI: I reached out to them directly, often via social media or messaging apps. For Shimomura-san, I used X / Twitter, leveraging FuRyu's previous collaborations with her. For Nojima-san, communication was mostly via LINE. The process was quite informal and direct, rather than going through formal company channels.
TA: What about their prior works inspired you to work with them?
TAKUMI: Kingdom Hearts had a significant impact on my values and personality, making Shimomura-san's music very special to me. Nojima-san's work on Final Fantasy VII and X resonated deeply with me. I wanted to bring their talents together for Reynatis.
TA: What games influenced the development of Reynatis?
TAKUMI: As an action game enthusiast, I drew inspiration from many titles. However, FuRyu's focus is on creating a holistic gaming experience rather than competing with larger-budget games like Final Fantasy VII Remake in terms of graphics or scale. We aim to provide a complete package that players will enjoy.
TA: How long has Reynatis been in development?
TAKUMI: About three years.
TA: How did the team manage during the pandemic?
TAKUMI: The project began during the peak of the pandemic, which initially limited face-to-face interactions. However, our development team was cohesive, and we maintained good communication. As restrictions eased, we were able to meet in person, which helped the project progress smoothly.
TA: There was speculation about a connection between Reynatis and NEO: The World Ends with You. Can you talk about your involvement with that series and the collaboration with Square Enix?
TAKUMI: I've played all the games in the series and approached Square Enix directly for the collaboration. It's rare for console game companies to collaborate, but my determination led to a successful partnership, given that both games are set in Shibuya.
TA: What platforms was Reynatis planned for, and which was the lead platform?
TAKUMI: We planned for all platforms from the start, with the Switch as the lead. While the Switch version pushes the console to its limits, we aimed to maximize unit sales across all platforms.
TA: Have you considered developing PC versions internally in Japan?
TAKUMI: We have recently developed a title internally for PC in Japan. FuRyu has also partnered with NIS America for selling full-priced console RPGs in the West due to their expertise in translation and marketing.
TA: Is there interest in PC versions in Japan, especially with the Steam Deck?
TAKUMI: In Japan, console and PC gaming are seen as separate worlds. While some might be interested in PC versions, the majority of players prefer to stay within their chosen gaming platform.
TA: What about smartphone ports of premium games?
TAKUMI: Our focus is on console games, but we may consider smartphone ports on a case-by-case basis if the game suits the platform without compromising the experience.
TA: Are there plans for Xbox versions of FuRyu games?
TAKUMI: Personally, I'd like to release on Xbox, but the demand in Japan is insufficient, and adding another platform to the development cycle presents challenges due to our team's lack of experience with the platform.
TA: What are you most excited for Western players to experience in Reynatis?
TAKUMI: I want players to enjoy the game for a long time. We're releasing free DLC that will introduce new story content, and Western players will experience these updates in real-time with the Japanese audience, helping to keep the game fresh and engaging.
TA: Are there plans for a full art book and soundtrack release?
TAKUMI: There are no current plans for an art book or soundtrack release, but I believe Shimomura-san's soundtrack is exceptional and hope to share it with fans in the future.
TA: What games have you enjoyed playing outside of work this year?
TAKUMI: I've played Tears of the Kingdom and Final Fantasy VII Rebirth on PS5. I'm also a big Disney and Star Wars fan, so I've been enjoying Jedi Survivor.
TA: Which of your projects is your favorite?
TAKUMI: I've worked on Trinity Trigger and Reynatis. While Trinity Trigger was my first directorial project, Reynatis is the one I have the most affection for, as I was able to oversee every aspect of its development.
TA: What would you say to new players excited about Reynatis?
TAKUMI: FuRyu games often carry a strong theme and message. Reynatis is no exception, resonating with those who feel marginalized or pressured by societal norms. It's a game that encourages players to embrace their uniqueness and individuality.
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 reached out to me suddenly. (laughs)
TA: What have you learned from composing for games over the years, and how do you apply these learnings to projects like Reynatis?
Yoko Shimomura: It's hard to articulate, but experience becomes a new source of inspiration. I mainly compose based on feeling, so it's challenging to put that into words.
TA: Which of your soundtracks are your favorites, and what was your favorite part of working on Reynatis?
Yoko Shimomura: Thank you! My favorites include LIVE A LIVE, Radiant Historia, and Street Fighter II. For Reynatis, I enjoyed the creative surge the night before recording, even when I was exhausted.
TA: How do you feel your style remains recognizable despite changes in technology?
Yoko Shimomura: I'm often told my style is recognizable, but I don't fully understand it myself. I think my style may not have been as evident in my earlier works.
TA: Were you inspired by any other games while working on the Reynatis soundtrack?
Yoko Shimomura: I wasn't influenced by any specific work.
TA: How do you approach scenario writing for games today compared to the 90s?
Kazushige Nojima: It depends on the genre. Today's players prefer characters with depth and a convincing world. However, I miss the fairytale-like narratives of older games and would like to work on one again.
TA: How did you get involved with Reynatis?
Kazushige Nojima: Yoko Shimomura, an old acquaintance, connected me with TAKUMI.
TA: Was Reynatis influenced by Final Fantasy Versus XIII?
Kazushige Nojima: I didn't think so while writing, but I can't say for sure.
TA: What is your favorite aspect of the Reynatis scenario, and what should fans of your work pay attention to?
Kazushige Nojima: It's hard to say without spoiling, but I think Marin's character development is well done.
TA: What games have you enjoyed playing this year, and have you played Reynatis?
Kazushige Nojima: I've been playing and enjoying ELDEN RING and Dragon's Dogma 2, though I'm not good at action games. I've also spent a lot of time with Euro Truck Simulator. I'm only partway through Reynatis.
TA: How do you like your coffee?
TAKUMI: I don't like coffee; it's too bitter for me. I prefer iced or black tea, but if I have coffee, I add a lot of cream, milk, or sugar. Ironically, I worked at Starbucks during university.
Alan Costa: I enjoy coffee with milk or soy milk, and for iced coffee, I prefer an americano with ice and no sugar.
The two responses below were via email.
Yoko Shimomura: I like strong iced tea and often use double tea bags.
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 help with this interview.
Editor’s note: I unfortunately lost the recording I took myself where the other attendees from NIS America and FuRyu mentioned how they had their coffee and could only include these two.
You can keep up with all our interviews here including our recent ones with FuturLab, Shuhei Matsumoto from Capcom about Marvel Vs Capcom, Santa Ragione, Peter 'Durante' Thoman about PH3 and Falcom, M2 discussing shmups and more, 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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