This month, on September 27th, NIS America will release FuRyu's action RPG Reynatis for Switch, Steam, PS5, and PS4 in the West. Prior to the launch, I spoke with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura about the game's development, inspirations, collaborations, and more. The interview was conducted in stages; TAKUMI's portion via video call (translated by Alan from NIS America), and the Nojima/Shimomura segment 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, oversaw production and direction, and managed all aspects from inception to completion.
TA: Reynatis seems to have generated more hype than any previous FuRyu title in the West. What's your reaction?
TAKUMI: I'm thrilled! The positive response is gratifying, especially the significant international interest. Twitter engagement shows a large, potentially growing, fanbase outside Japan. The feedback surpasses any previous FuRyu game, which is incredibly rewarding.
TA: How has the Japanese reception been?
TAKUMI: Fans of Tetsuya Nomura's work (like Final Fantasy and Kingdom Hearts) seem particularly engaged. They appreciate the game's direction and anticipate future developments. They've even started theorizing about the story's progression, which is inspiring. Existing FuRyu fans also appreciate the unique gameplay elements. Overall, the response has been positive.
TA: Many fans draw 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, seeing the Versus XIII trailer sparked a desire to create my own interpretation of what that game might have been. While Reynatis draws inspiration from that initial vision, it's entirely my own creation, reflecting my personal creative style. I've spoken with Nomura-san, and he's aware of the project. Ultimately, Versus XIII provided the initial spark, but Reynatis is a unique entity.
TA: FuRyu games often have excellent stories and music but sometimes fall short in other areas. Are you satisfied with Reynatis's current state?
TAKUMI: We're addressing feedback through updates. Boss balancing, enemy encounter rates, and quality-of-life improvements are planned. A Japanese update is slated for September 1st, with further refinements to follow. The Western release will incorporate these improvements.
TA: How did you approach Yoko Shimomura and Kazushige Nojima for the project?
TAKUMI: It was largely direct contact. I reached out to them individually via Twitter or LINE, keeping the communication informal. Prior collaborations with Shimomura-san at FuRyu helped, but even then, initial contact was casual.
TA: What inspired you to choose them specifically?
TAKUMI: I'm a lifelong Kingdom Hearts fan, deeply influenced by Shimomura-san's music. Nojima-san's work on Final Fantasy VII and X also resonated with me. I wanted to combine their talents.
TA: What games inspired Reynatis's design?
TAKUMI: I'm an action game enthusiast and drew inspiration from various titles. However, Reynatis aims to be a complete package, not just an action game. It prioritizes fun and engaging experiences across all aspects.
TA: How long was Reynatis in development? How did the pandemic affect the process?
TAKUMI: Roughly three years. The initial pandemic phase limited face-to-face meetings, but the development team's centralized structure and strong communication mitigated the impact. Later, in-person meetings resumed.
TA: The NEO: The World Ends With You collaboration generated significant buzz. How did that come about?
TAKUMI: I'm a fan of the series. The collaboration was approached formally through Square Enix. It was a unique situation, as such cross-company collaborations are rare in the console space.
TA: What were the planned platforms? What was the lead platform?
TAKUMI: All platforms were planned from the start, but the Switch served as the lead platform.
TA: How does Reynatis perform on the Switch?
TAKUMI: It pushes the Switch's limits. Balancing sales considerations with creative vision was challenging. The decision to release on multiple platforms was made to maximize reach, despite the potential for compromises on individual platforms.
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 localization and marketing.
TA: Is there increased demand for PC versions in Japan?
TAKUMI: In my opinion, the console and PC gaming markets in Japan remain largely distinct. Players tend to stick to their preferred platforms.
TA: Are there plans for more smartphone ports of premium FuRyu games?
TAKUMI: FuRyu doesn't plan to prioritize smartphone development. Console games offer unique experiences. Smartphone ports are considered on a case-by-case basis, ensuring the experience remains intact.
TA: Why hasn't FuRyu released games on Xbox?
TAKUMI: The lack of consumer demand and recognition for the Xbox platform in Japan makes it difficult to justify the development costs and time commitment. The team also lacks experience with the platform, adding another hurdle.
TA: What are you most excited for Western players to experience?
TAKUMI: I want players to enjoy the game for a long time. The staggered release of DLC will help avoid spoilers and provide ongoing engagement.
TA: Are there plans for an art book or soundtrack release?
TAKUMI: Currently, there are no plans, but a soundtrack release is a possibility given Shimomura-san's exceptional work.
TA: What games have you enjoyed recently?
TAKUMI: Tears of the Kingdom, Final Fantasy VII Rebirth, and Jedi Survivor.
TA: What's your favorite project?
TAKUMI: Reynatis. While Trinity Trigger was a valuable learning experience, Reynatis allowed me to fulfill my vision as producer, creative producer, and director.
TA: What would you say to those unfamiliar with FuRyu games?
TAKUMI: FuRyu games have strong themes. Reynatis addresses the societal pressures to conform, offering a message of self-acceptance and empowerment. While it may not match the graphical fidelity of larger titles, its message is powerful and memorable.
(Email responses from Yoko Shimomura and Kazushige Nojima)
TA: How did you get involved in Reynatis?
Yoko Shimomura: TAKUMI's sudden outreach! (laughs)
TA: What have you learned composing for games over the years?
Yoko Shimomura: It's hard to articulate. Experience becomes a new strength, but composition is largely intuitive.
TA: What was your favorite part of working on Reynatis's soundtrack?
Yoko Shimomura: The night before recording, when compositions flowed effortlessly despite exhaustion.
TA: How do you feel your style remains recognizable across different technologies?
Yoko Shimomura: I'm not sure! People say my style is distinct, but I don't always see it myself.
TA: Were you inspired by other games while composing for Reynatis?
Yoko Shimomura: No specific influences.
TA: How does your approach to game scenarios differ now compared to the 90s?
Kazushige Nojima: It depends on the genre. Today, players expect believable, fully realized characters, not just player avatars. World-building is crucial.
TA: How did you get involved with Reynatis?
Kazushige Nojima: Through Yoko Shimomura, an old acquaintance.
TA: Is Reynatis influenced by Versus XIII?
Kazushige Nojima: I didn't consciously think so while writing, but I can't say for sure.
TA: What's your favorite aspect of Reynatis's scenario?
Kazushige Nojima: Marin's character development.
TA: What have you been playing this year?
Kazushige Nojima: ELDEN RING, Dragon's Dogma 2, and Euro Truck Simulator.
TA: How do you like your coffee?
TAKUMI: I don't like coffee! I prefer tea.
Alan Costa: Milk or soy milk in coffee; black iced americano.
Yoko Shimomura: Iced tea, strong.
Kazushige Nojima: Black, strong.
The interview concludes with thanks to all participants and a list of other TouchArcade interviews.