FuRyu's Reynatis: A Deep Dive Interview with the Creators
This month, NIS America brings FuRyu's action RPG, Reynatis, to Switch, Steam, PS5, and PS4. Ahead of the Western release, we spoke with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura about the game's development, inspirations, collaborations, and much more.
TouchArcade (TA): 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, directed, and oversaw the entire process.
TA: Reynatis seems to have generated more excitement than previous FuRyu titles in the West. How does that feel?
TAKUMI: I'm thrilled! The positive response, particularly from outside Japan, is incredibly rewarding. The Western fanbase's engagement surpasses anything we've seen before.
TA: How has the Japanese reception been?
TAKUMI: Fans of Tetsuya Nomura's work (Final Fantasy, Kingdom Hearts) seem to connect strongly with the game. They anticipate the story's progression, sparking further discussions and theories. They also appreciate the unique FuRyu gameplay elements.
TA: Many fans draw parallels between Reynatis and Final Fantasy Versus XIII. What's the connection?
TAKUMI: As a fan of Nomura-san's work and Versus XIII, Reynatis represents my interpretation of what that game could have been. It's inspired by Versus XIII, but it's entirely my own creation. I even discussed the project with Nomura-san.
TA: FuRyu games often excel in story and music but sometimes fall short technically. Are you satisfied with Reynatis's 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 of the Japanese release.
TA: The Famitsu interview with you, Shimomura-san, and Nojima-san was fantastic. How did you approach them?
TAKUMI: Directly! Mostly via X/Twitter or LINE. It was informal and efficient. My prior work with Shimomura-san on other titles helped.
TA: What prior works inspired you to collaborate with them?
TAKUMI: Shimomura-san's work on Kingdom Hearts deeply influenced me, and Nojima-san's scenarios in Final Fantasy VII and X are among my favorites.
TA: What games inspired Reynatis's development?
TAKUMI: I'm an action game fan, and I drew inspiration from many titles. However, Reynatis aims to be a complete package, not just an action game, focusing on a fun and engaging experience.
TA: How long was Reynatis in production, and how did the pandemic impact development?
TAKUMI: About three years. While the initial pandemic period limited face-to-face meetings, our direct communication with the development team ensured smooth progress.
TA: The NEO: The World Ends with You collaboration is exciting. How did that happen?
TAKUMI: I approached Square Enix directly, emphasizing the shared Shibuya setting and our mutual admiration for each other's work.
TA: What were Reynatis's planned platforms, and which was the lead platform?
TAKUMI: All platforms were planned from the start, but the Switch was the lead platform. It pushes the Switch's capabilities to their limits.
TA: Has FuRyu considered internal PC development in Japan?
TAKUMI: Yes, we've recently released a PC title internally. Our partnership with NIS America for console RPGs leverages their expertise in localization and sales.
TA: Are there plans for more smartphone ports of FuRyu's premium games?
TAKUMI: We primarily focus on console games. Smartphone ports are considered on a case-by-case basis, only if the experience remains intact.
TA: Many fans ask about Xbox releases. Any plans for Xbox Series X versions?
TAKUMI: I'd love to release on Xbox, but the current lack of consumer demand in Japan makes it challenging.
TA: What are you most excited for players to experience in Reynatis?
TAKUMI: I hope players enjoy the game long-term. We're releasing free DLC with new story content to encourage continued play.
TA: Are there plans for an art book or soundtrack release after the DLC?
TAKUMI: No current 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 I was able to fulfill both my producer and director roles, overseeing every aspect.
TA: What would you say to people who are excited for Reynatis but haven't played a FuRyu game before?
TAKUMI: FuRyu games have strong themes and messages. Reynatis's message of overcoming societal pressures will resonate with many. While it may not compete graphically with AAA titles, its powerful message makes it a memorable experience.
(Email Q&A with Yoko Shimomura and Kazushige Nojima):
The email Q&A with Shimomura-san and Nojima-san delved into their involvement, inspirations, and favorite aspects of Reynatis. Shimomura-san highlighted the creative flow she experienced during composition, while Nojima-san discussed the evolution of character portrayal in modern gaming and his favorite aspects of Reynatis's scenario. Both shared their coffee preferences.
This interview concludes with thanks to all participants and a reminder of other TouchArcade interviews.