Home > News > Reynatis Interview: Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura discuss the game, coffee, and more

Reynatis Interview: Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura discuss the game, coffee, and more

By PenelopeFeb 01,2025

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. This interview was conducted in stages; TAKUMI's portion via video call (translated by Alan from NIS America), and Nojima and Shimomura's contributions 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 conceived the core idea, directed, and oversaw the entire production process.

TA: Reynatis seems to have generated more hype than any previous FuRyu game in the West. How does that feel?

TAKUMI: I'm thrilled! The positive response, particularly from outside Japan, is incredibly gratifying. Twitter engagement shows significant international interest. It appears to be exceeding expectations compared to past FuRyu titles.

TA: How has the Japanese audience reacted to the game?

TAKUMI: Fans of Tetsuya Nomura's work (Final Fantasy, Kingdom Hearts) seem particularly engaged, appreciating the game's direction and anticipating future developments. They've even begun speculating on plot points I hadn't considered! Existing FuRyu fans also appear to be enjoying the unique gameplay elements.

TA: Many have drawn 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, I wanted to create my own interpretation of what Versus XIII might have been. While it served as inspiration, Reynatis is entirely original, reflecting my creative vision. I've spoken with Nomura-san, and he's aware of the project. Ultimately, it's a tribute from one fan to others.

TA: FuRyu games often have strong points but also areas for improvement. Are you satisfied with Reynatis' current state?

TAKUMI: We're addressing feedback through updates. Boss balancing, enemy spawns, and quality-of-life improvements are planned. The Western release will be a refined version compared to the Japanese release.

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

TAKUMI: Mostly direct contact – X/Twitter messages, LINE messages. It was informal and direct. Prior collaborations with Shimomura-san at FuRyu helped.

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

TAKUMI: Shimomura-san's work on Kingdom Hearts profoundly influenced me. Nojima-san's contributions to Final Fantasy VII and X were also key inspirations.

TA: What games influenced Reynatis' development?

TAKUMI: I'm an action game fan, and I drew inspiration from various titles. However, FuRyu's resources differ from those of larger studios like Square Enix. I focused on creating a fun, complete package, encompassing gameplay, story, and overall experience.

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

TAKUMI: Approximately three years. The pandemic initially limited face-to-face meetings, but the development team worked effectively remotely. Later, in-person collaboration resumed.

TA: The NEO: The World Ends With You collaboration is exciting. How did that come about?

TAKUMI: I'm a fan of the series. I approached Square Enix directly, highlighting the shared Shibuya setting. It was an unconventional approach, but it worked.

TA: What were the planned platforms, and what was the lead platform?

TAKUMI: All platforms were planned from the start, but the Switch served as the lead platform. It pushed the Switch's capabilities to their limits, balancing sales potential with creative vision.

TA: Has FuRyu considered internal PC development in Japan?

TAKUMI: Yes, we've recently released a PC title developed internally. However, the console and PC gaming markets in Japan remain largely separate.

TA: Is there increased demand for PC versions in Japan?

TAKUMI: In my opinion, the console and PC gaming communities in Japan are distinct. Players tend to remain within their preferred platform ecosystem.

TA: Are there plans for more smartphone ports of premium FuRyu games?

TAKUMI: We primarily focus on console development. Smartphone ports are considered on a case-by-case basis, only if the experience remains high-quality.

TA: There's been much discussion about the lack of Xbox releases. Any plans for Xbox Series X versions?

TAKUMI: Personally, I'd love to release on Xbox, but the current market demand in Japan doesn't justify the additional development effort and resources.

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

TAKUMI: I hope players enjoy the game's longevity, thanks to the planned DLC releases that will add new story content and secrets.

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

TAKUMI: Currently, no concrete plans exist, but I'd love to see Shimomura-san's fantastic soundtrack released in some form.

TA: What games have you enjoyed playing recently?

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

TA: What's your favorite project?

TAKUMI: While I cherish my work on Trinity Trigger, Reynatis holds a special place due to my involvement 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 and messages. If you feel stifled or overlooked by society, Reynatis is for you. It delivers a powerful message that rivals even major titles.

(Email responses from Yoko Shimomura and Kazushige Nojima):

TA (to Yoko Shimomura): How did you get involved? What have you learned composing for games, and how do you implement that?

Yoko Shimomura: TAKUMI's sudden approach! (laughs) Experience becomes a new power, but I compose intuitively.

TA (to Yoko Shimomura): What's your favorite part of working on Reynatis? How is your style recognizable through different technologies? Were you inspired by other games?

Yoko Shimomura: The creative rush before recording! (laughs) I don't fully understand the recognition of my style. I wasn't influenced by any particular work.

TA (to Kazushige 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 of the scenario? What should fans pay attention to? What have you enjoyed playing this year?

Kazushige Nojima: Today's games require more realistic characters and immersive worlds. I was contacted via Shimomura-san. I'm not sure about Versus XIII influence. Marin's character development is a highlight. I've enjoyed 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! (laughs) Iced tea or black tea is my preference.

Alan Costa: Coffee with milk or soy milk; iced americano with no sugar.

Yoko Shimomura: Iced tea, strong.

Kazushige Nojima: Black and strong.

(Concluding remarks) The interview concludes with thanks to all participants and links to other TouchArcade interviews.

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