Dive into the captivating world of *Reynatis*, the action RPG from FuRyu, launching September 27th on Switch, Steam, PS5, and PS4. We had the unique opportunity to chat with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura about their inspirations, collaborations, and the game's development—even touching on *Final Fantasy Versus XIII*, coffee preferences, and the possibility of an Xbox release.
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 the entire process.
TA: *Reynatis* seems to generate more hype than any previous FuRyu game. How does that feel?
TAKUMI: I'm thrilled! The excitement appears stronger internationally than in Japan. Twitter feedback suggests a large, enthusiastic Western fanbase, exceeding that of any prior FuRyu title. This positive reception is incredibly rewarding.
TA: How has the Japanese reception been?
TAKUMI: Fans of Tetsuya Nomura's works (*Final Fantasy*, *Kingdom Hearts*) seem particularly drawn to *Reynatis*, appreciating its narrative and design elements. Their insightful commentary and anticipation for future developments are incredibly encouraging.
Players who appreciate FuRyu's distinctive style in past games also appear to enjoy *Reynatis*. Overall, the feedback has been overwhelmingly positive.
TA: Many fans draw parallels between *Reynatis* and the *Final Fantasy Versus XIII* trailer. Can you comment on its influence?
TAKUMI: As a fan of Nomura-san's work and *Versus XIII*, I wanted to create my own interpretation of what that game might have been. It served as inspiration, but *Reynatis* is wholly original, reflecting my creative vision and distinct from any prior work.
TA: FuRyu games often excel in story and music but sometimes have technical shortcomings. Are you satisfied with *Reynatis*' current state?
TAKUMI: We're addressing feedback through updates, focusing on balance, quality-of-life improvements, and bug fixes. The Western release will be a refined version, incorporating improvements based on Japanese player feedback.
TA: How did you approach Yoko Shimomura and Kazushige Nojima for the project?
TAKUMI: I contacted them directly, mostly via informal channels like Twitter and LINE, rather than through formal company channels. Prior collaborations with Shimomura-san at FuRyu facilitated that.
TA: What prior works inspired you to reach out to them?
TAKUMI: Shimomura-san's work on *Kingdom Hearts* deeply influenced me, shaping my values. Nojima-san's work on *Final Fantasy VII* and *X* were also major inspirations.
TA: What games inspired *Reynatis*' development?
TAKUMI: I'm an action game fan, and many titles influenced me. However, *Reynatis* aims to be a complete package, excelling not just in action but also story and overall experience, understanding our limitations compared to larger-scale productions.
TA: How long was *Reynatis* in production, and how did the pandemic impact development?
TAKUMI: Roughly three years. The pandemic initially limited face-to-face meetings, but strong communication with the development team ensured smooth progress. As restrictions eased, we resumed in-person collaboration.
TA: How did the *NEO: The World Ends With You* collaboration come about?
TAKUMI: I approached Square Enix directly, highlighting the shared Shibuya setting and mutual appreciation for both franchises. It was an unusual collaboration, requiring a more formal approach.
TA: What were the planned platforms for *Reynatis*, and what was the lead platform?
TAKUMI: All platforms were planned from the start, with the Switch as the lead platform.
TA: How will *Reynatis* perform on the Switch?
TAKUMI: It pushes the Switch's limits. Balancing maximizing platform reach with delivering a high-quality experience on each was a key challenge.
TA: Has FuRyu considered internal PC development in Japan?
TAKUMI: Yes, we've recently released a PC title developed internally. Our partnership with NIS America for console RPGs leverages their expertise in Western markets.
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, with players generally sticking to their preferred platforms.
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, ensuring the experience remains high-quality.
TA: Are there plans for Xbox Series X versions of FuRyu games?
TAKUMI: Personally, I'd like to, but the current lack of consumer demand and developer expertise in Japan makes it challenging.
TA: What are you most excited for players to experience in *Reynatis*?
TAKUMI: I hope players enjoy the game for a long time, experiencing the story and upcoming DLC content together with the Japanese player base.
TA: Are there 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 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 you've worked on?
TAKUMI: *Reynatis*, as it allowed me to fulfill my roles as producer, creative producer, and director, overseeing all aspects of the game.
TA: What would you say to people excited for *Reynatis* who haven't played a FuRyu game before?
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 follows, similarly streamlined and improved for flow.)
TA: How do you like your coffee?
(Coffee preferences of TAKUMI, Alan Costa, Yoko Shimomura, and Kazushige Nojima are provided.)
**(Closing remarks and acknowledgements)**