This month, September 27th, NIS America releases FuRyu's action RPG Reynatis for Switch, Steam, PS5, and PS4 in the West. Prior to launch, I interviewed Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura about the game's development, inspirations, collaborations, and more. TAKUMI's portion was a video call (translated by Alan from NIS America), while the Nojima and Shimomura segments were conducted via email.
TouchArcade (TA): Tell us about yourself and your role at FuRyu.
TAKUMI: I'm a director and producer at FuRyu, focusing on new game creation. For Reynatis, I spearheaded the concept, production, and direction, overseeing all aspects.
TA: Reynatis seems to generate more buzz than any previous FuRyu game in the West. How does that feel?
TAKUMI: I'm thrilled! The excitement appears stronger internationally than in Japan. Twitter feedback on trailers and announcements is largely from outside Japan, suggesting a substantial Western fanbase. This surpasses the reception of any past FuRyu title.
TA: How has the Japanese reception been?
TAKUMI: Fans of Final Fantasy, Kingdom Hearts, and Tetsuya Nomura's work particularly appreciate it. They anticipate plot developments, sparking further discussion about future possibilities. Longtime FuRyu fans also enjoy the game's unique elements. Overall, feedback has been positive.
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 and Versus XIII, I wanted to create my own interpretation of what that game could have been. I've spoken with Nomura-san, and the inspiration is clear, but Reynatis is entirely my own creation, distinct from any previous work.
TA: FuRyu games often have strong points and areas for improvement. Are you satisfied with Reynatis' current state, considering planned updates?
TAKUMI: The Japanese release was July 25th. We've addressed feedback through streaming sessions and Twitter, and updates focusing on boss balancing, enemy spawns, and quality-of-life improvements are planned (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 collaboration?
TAKUMI: It was mostly direct contact—X/Twitter messages, LINE chats. It was less formal than typical business practices. Prior work with Shimomura-san at FuRyu helped, but even then, initial contact was via X.
TA: What prior works inspired you to reach out to them?
TAKUMI: Kingdom Hearts deeply influenced me; Shimomura-san's music and Nojima-san's scenarios in Final Fantasy VII and X were major inspirations.
TA: What games inspired Reynatis' development?
TAKUMI: I'm an action game fan, and while I drew inspiration from many titles, Reynatis aims to be a complete experience, not just an action game, recognizing FuRyu's limitations compared to larger studios.
TA: How long was Reynatis in production? How did the pandemic affect development?
TAKUMI: Approximately three years. The pandemic's initial impact was limited due to the development team's in-office work and good communication. Later, in-person meetings resumed.
TA: The NEO: The World Ends With You collaboration was highly anticipated. How did you approach Square Enix?
TAKUMI: I contacted Square Enix directly as a company, emphasizing the shared Shibuya setting and the potential for synergy.
TA: What platforms were planned from the start? What was the lead platform?
TAKUMI: All platforms were planned initially, with the Switch as the lead platform.
TA: How will Reynatis perform on the Switch, given past technical issues in FuRyu games on lead platforms?
TAKUMI: It pushes the Switch's limits. Balancing sales considerations (multiple platforms) with directorial goals (optimizing for one platform) was a challenge, but I'm satisfied with the outcome.
TA: Has FuRyu considered internal PC development in Japan?
TAKUMI: Yes, FuRyu has recently released a PC title developed internally. A partnership with NIS America for console RPGs leverages their expertise in Western 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 separate.
TA: Are there plans for more smartphone ports of premium FuRyu games?
TAKUMI: FuRyu focuses on console development. Smartphone ports are considered on a case-by-case basis, only if the experience remains intact.
TA: Why haven't FuRyu games appeared on Xbox?
TAKUMI: Lack of consumer demand and developer experience with the platform are the primary reasons. While personally interested, it's currently not feasible.
TA: What are you most excited for Western players to experience in Reynatis?
TAKUMI: I hope players enjoy the game for a long time, experiencing the ongoing story content and updates simultaneously with the Japanese player base.
TA: Are there plans for a Japanese art book and soundtrack release after the DLC?
TAKUMI: Currently, no plans, but I'd love to see Shimomura-san's soundtrack released.
TA: What have you played recently outside of work?
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 as Producer, Creative Producer, and Director. Trinity Trigger was my first directorial experience.
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 is for those who feel stifled or pressured by societal expectations, offering a powerful message. While it may not compete graphically with larger titles, its message is equally impactful.
(Email responses from Yoko Shimomura and Kazushige Nojima follow, covering their involvement, inspirations, favorite aspects of their work on Reynatis, and coffee preferences.)
The interview concludes with closing remarks and thanks to all participants.