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

Author : Adam Jan 23,2025

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. We discussed the game's development, inspirations, collaborations, Final Fantasy Versus XIII, and more. The interview was conducted in stages: a video call with TAKUMI (translated by Alan from NIS America), followed by email exchanges with Nojima and Shimomura.

TouchArcade (TA): 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 process.

TA: Reynatis seems to have generated more hype than any previous FuRyu game in the West. Your thoughts?

TAKUMI: I'm thrilled! The excitement appears greater internationally than in Japan. Twitter comments on trailers and updates are largely from outside Japan, suggesting a significant international fanbase. The response surpasses that of any prior FuRyu title.

TA: How has the Japanese reception been?

TAKUMI: Fans of Final Fantasy, Kingdom Hearts, and Tetsuya Nomura's work seem particularly engaged. They anticipate plot developments and speculate on future storylines, which is incredibly rewarding. Longtime FuRyu fans also appreciate the game's unique elements. Overall, the feedback has been positive.

TA: Many compare Reynatis to Final Fantasy Versus XIII's trailer. Your thoughts on this influence?

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 could have been. While it's an inspiration, Reynatis is wholly original and reflects my own creative vision. I have spoken to Nomura-san, and he's aware of the project.

TA: FuRyu games often have strengths and weaknesses. Are you satisfied with Reynatis' current state?

TAKUMI: We're addressing balance, enemy spawns, and quality-of-life improvements via updates. A September 1st update (Japan) will tackle some issues. 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: Directly, mostly via X/Twitter or LINE. It was informal and personal. Prior collaborations with Shimomura-san at FuRyu made that easier.

TA: What inspired you to choose them specifically?

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

TA: What games inspired Reynatis' development?

TAKUMI: I'm an action game fan and drew inspiration from various titles. However, Reynatis aims to be a complete package, not just an action game, understanding FuRyu's limitations compared to larger studios.

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

TAKUMI: Roughly three years. The pandemic's early stages limited face-to-face meetings, but strong communication with the development team ensured smooth progress. Later, in-person meetings resumed.

TA: The NEO: The World Ends With You collaboration: how did it happen?

TAKUMI: I approached Square Enix directly, emphasizing the shared Shibuya setting and mutual appreciation for each other's work. It was an unconventional, but successful, approach.

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

TAKUMI: All platforms were decided from the start, but the Switch was the lead platform.

TA: How does Reynatis perform on the Switch?

TAKUMI: It pushes the Switch to its limits. Balancing the desire for optimal performance across multiple platforms with the need to maximize sales was a challenge.

TA: Does FuRyu consider 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 Western localization and sales.

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

TAKUMI: In my opinion, the console and PC gaming markets in Japan remain largely separate.

TA: Future smartphone ports of FuRyu games?

TAKUMI: We don't plan to primarily develop for smartphones. Console games offer unique experiences. Smartphone ports are considered on a case-by-case basis, ensuring the experience remains intact.

TA: Xbox releases?

TAKUMI: Personally, I'd love to release on Xbox, but the current lack of consumer demand in Japan makes it difficult to justify the development costs and team expertise required.

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

TAKUMI: I hope they enjoy the game for a long time, experiencing the new content in the planned DLC releases.

TA: Plans for an art book or soundtrack release?

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

TA: What have you been playing recently?

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

TA: Your favorite project?

TAKUMI: Reynatis, as it allowed me to fulfill both producer and director roles, overseeing all aspects.

TA: A message to those new to FuRyu games?

TAKUMI: FuRyu games have strong themes. If you feel stifled by societal pressures, Reynatis' message of self-expression will resonate deeply.

(Email Q&A with Yoko Shimomura and Kazushige Nojima):

TA (to Shimomura): How did you get involved?

Shimomura: A sudden invitation from TAKUMI!

TA (to Shimomura): Your favorite part of composing for Reynatis?

Shimomura: The night before recording, when compositions flowed effortlessly.

TA (to Shimomura): Inspiration for the soundtrack?

Shimomura: No specific influences.

TA (to Nojima): Your approach to scenarios today vs. the 90s?

Nojima: Today's players expect more fully realized characters and immersive worlds.

TA (to Nojima): How did you get involved?

Nojima: Through Shimomura-san.

TA (to Nojima): Versus XIII influence?

Nojima: I didn't consciously consider it during writing.

TA (to Nojima): Favorite aspect of Reynatis' scenario?

Nojima: Marin's character development.

TA (to Nojima): What have you been playing?

Nojima: ELDEN RING, Dragon's Dogma 2, and Euro Truck Simulator.

TA (Final Coffee Question):

TAKUMI: I don't like coffee! Iced tea or black tea for me.

Alan Costa: Coffee with milk or soy milk; Americano with ice only if iced.

Shimomura (email): Iced tea, strong.

Nojima (email): Black, strong.

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