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Reynatis Interview: TAKUMI, Nojima, and Shimomura on Game, Coffee, and More

by Alexis Apr 18,2025

On September 27th, NIS America is set to launch FuRyu's action RPG, Reynatis, on Switch, Steam, PS5, and PS4 in the West. In anticipation of this release, I had the opportunity to engage in a detailed discussion with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura. Our conversation covered a wide range of topics including the game's development, inspirations, collaborations, and even personal preferences like coffee. This interview was conducted in multiple parts, with TAKUMI's segment being translated and transcribed from a video call by Alan from NIS America. The contributions from Nojima and Shimomura were gathered via email and appear later in the interview.

TouchArcade (TA): Can you introduce yourself and your role at FuRyu?

TAKUMI: I am a director and producer at FuRyu. My focus is on developing new projects, and for Reynatis, I was the originator of the concept, serving as both producer and director. I oversaw the entire development process from start to finish.

TA: Reynatis seems to have generated more excitement than any other FuRyu game you've worked on. How does that feel as a creative producer?

TAKUMI: It's incredibly gratifying to see such enthusiasm, especially from audiences outside of Japan. The positive feedback and engagement we've received from the West has been overwhelming and truly appreciated.

TA: How has the game been received by players in Japan since its release there?

TAKUMI: Fans of Tetsuya Nomura's works, such as Final Fantasy and Kingdom Hearts, have shown a strong connection to Reynatis. They appreciate the game's narrative and are actively engaging with its world, even speculating on future developments. This engagement is incredibly inspiring for me as a creator.

TA: The game's reveal drew comparisons to Final Fantasy Versus XIII. Was that an influence on the project?

TAKUMI: As a fan of Nomura-san's work and having seen the Versus XIII trailer, it served as an initial spark of inspiration for me. While Reynatis is entirely my own creation, that initial curiosity about what Versus XIII could have been influenced my approach. It's a game for fans, by a fan.

TA: How satisfied are you with the current state of the game, considering there are updates planned?

TAKUMI: We've been actively refining the game since its Japanese release, focusing on quality-of-life improvements and addressing technical issues. The Western release will be an enhanced version, incorporating all these refinements.

TA: How did you approach Yoko Shimomura and Kazushige Nojima for collaboration on Reynatis?

TAKUMI: I reached out directly to both, using informal channels like social media and messaging apps. This approach allowed us to maintain a personal and direct line of communication throughout the project.

TA: What inspired you to collaborate with Shimomura and Nojima?

TAKUMI: Growing up with Kingdom Hearts, Shimomura-san's music had a profound impact on me. Nojima-san's work on Final Fantasy VII and X inspired me to create a game with his scenario writing and Shimomura-san's music.

TA: What games inspired you during Reynatis' development?

TAKUMI: As an avid action game fan, I draw inspiration from a wide range of titles. However, FuRyu's focus is on creating a holistic game experience that resonates with players, not just competing with larger-budget games on technical aspects.

TA: How long has Reynatis been in development?

TAKUMI: Approximately three years.

TA: How did the team manage development during the pandemic?

TAKUMI: We adapted well to remote work, maintaining strong communication with our development team. As restrictions eased, we were able to meet in person and continue the project smoothly.

TA: Can you discuss the collaboration with Square Enix for NEO: The World Ends With You?

TAKUMI: I approached Square Enix directly, expressing my admiration for The World Ends With You and suggesting a collaboration given the shared setting of Shibuya. It was a challenging but rewarding process.

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

TAKUMI: We planned for all current platforms from the start, with the Switch as the lead platform.

TA: Given past technical issues on the Switch, how will Reynatis perform on this platform?

TAKUMI: Reynatis pushes the Switch to its limits, but we've balanced performance with the desire to reach as many players as possible across multiple platforms.

TA: Are there plans for PC versions of FuRyu games in Japan?

TAKUMI: We have recently released a title internally on PC, indicating our interest in developing for this platform.

TA: Is there growing interest in PC versions, particularly for Steam Deck, in Japan?

TAKUMI: In Japan, console and PC gaming are seen as separate worlds, with little crossover. The demand for PC gaming, including on devices like the Steam Deck, remains relatively niche.

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

TAKUMI: Our focus remains on console games, but we may consider smartphone ports on a case-by-case basis if the game's experience can be preserved.

TA: Why haven't FuRyu games been released on Xbox platforms?

TAKUMI: The demand for Xbox in Japan is low, and adding another platform to our development cycle presents significant challenges, including the need for platform-specific experience.

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

TAKUMI: I hope players enjoy the game's depth and continue playing it for a long time, especially with the upcoming DLC that will keep the experience fresh and unspoiled.

TA: Are there plans for a full art book and soundtrack release after the DLC?

TAKUMI: Currently, there are no plans, but I'm hopeful we can share Shimomura-san's fantastic soundtrack with fans in the future.

TA: What games have you enjoyed playing outside of work this year?

TAKUMI: I've played Tears of the Kingdom and Final Fantasy VII Rebirth on PS5, and I've also enjoyed Jedi Survivor, fueled by my love for Disney and Star Wars.

TA: Which of your projects is your favorite?

TAKUMI: While Trinity Trigger was my first directorial project, Reynatis is the game I'm most attached to, as I was able to fulfill my vision completely.

TA: What message do you have for those excited about Reynatis but new to FuRyu games?

TAKUMI: FuRyu games are known for their strong themes and messages. Reynatis is no exception, resonating with those who feel marginalized or pressured by societal norms.

This part of the interview with Yoko Shimomura and Kazushige Nojima was conducted over email.

TA: How did you get involved in the Reynatis project?

Yoko Shimomura: TAKUMI approached me suddenly. (laughs)

TA: How have your years of composing for games influenced your work on Reynatis?

Yoko Shimomura: It's hard to articulate, but experience becomes a new power. I compose based on feeling, which makes it challenging to put into words.

TA: What's been your favorite part of working on the Reynatis soundtrack?

Yoko Shimomura: The night before recording, even though I was exhausted, new compositions kept flowing out, which was exhilarating. I was determined to finish.

TA: How do you feel your distinct style remains recognizable through different technologies?

Yoko Shimomura: I'm often told my style is recognizable, but I don't fully understand it myself. Perhaps my style hadn't fully developed in my earlier works.

TA: Were you inspired by any other games while working on Reynatis?

Yoko Shimomura: No specific work influenced me.

TA: How has your approach to game scenarios changed since the 90s?

Kazushige Nojima: It varies by genre. Today's players expect characters to be fully-fledged individuals, not just avatars. This requires a more immersive world. I miss the fairytale-like narratives of old games and hope to work on one again.

TA: How did you get involved with Reynatis?

Kazushige Nojima: Yoko Shimomura, an old acquaintance, shared my contact info with TAKUMI, and that's how it began.

TA: Was Reynatis influenced by Versus XIII?

Kazushige Nojima: I didn't think so while writing, but I can't say for sure.

TA: What's your favorite aspect of Reynatis' scenario?

Kazushige Nojima: It's hard to say without spoiling, but Marin's character development is well-executed.

TA: What games have you enjoyed this year, and have you played Reynatis?

Kazushige Nojima: I've been struggling with ELDEN RING and enjoying Dragon's Dogma 2. I'm only partway through Reynatis; action games aren't my forte. I've spent the most time with Euro Truck Simulator.

TA: How do you like your coffee?

TAKUMI: I don't like coffee; it's too bitter. I prefer iced or black tea, or coffee with lots of cream, milk, or sugar. Ironically, I worked at Starbucks in university.

Alan Costa: I like coffee with milk or soy milk. For iced coffee, I prefer an americano with ice and no sugar.

The two responses below were via email.

Yoko Shimomura: I drink iced tea all the time, often doubling up on the tea bags for a strong flavor.

Kazushige Nojima: Black, and strong.

I’d like to thank TAKUMI, Alan Costa, Chihiro MacLeese, Mr Sonobe, Anna Lee, and Lottie Diao for their time and help with this interview.

Editor’s note: Unfortunately, I lost the recording where other attendees from NIS America and FuRyu shared their coffee preferences, so only these responses could be included.

You can keep up with all our interviews here, including recent ones with FuturLab, Shuhei Matsumoto from Capcom about Marvel Vs Capcom, Santa Ragione, Peter ‘Durante’ Thoman about PH3 and Falcom, M2 on shmups, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As always, thanks for reading.

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