Home > News > Reynatis Interview: Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura discuss the game, coffee, and more
Dive into the world of Call of Duty: Mobile with our exclusive interview featuring Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura. We delve into the creation of FuRyu's action RPG, Reynatis, launching September 27th on Switch, Steam, PS5, and PS4. Discover the inspirations behind this highly anticipated title, the collaborations that brought it to life, and the intriguing connections to Final Fantasy Versus XIII. We also explore the game's reception in Japan, development challenges, and much more. This interview, conducted in part via video call and email, offers an in-depth look at the game's development and the creative minds behind it.
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, 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 positive response, particularly from Western audiences, is incredibly gratifying. The level of engagement and anticipation exceeds that of any prior FuRyu title.
TA: How has the Japanese audience responded?
TAKUMI: Fans of Tetsuya Nomura's work (Final Fantasy, Kingdom Hearts) seem to connect deeply with the game, appreciating its story and progression. Their excitement and anticipation for future developments are incredibly rewarding.
TA: Many fans draw parallels between Reynatis and the Final Fantasy Versus XIII trailer. Can you comment on this?
TAKUMI: As a fan of Nomura-san's work, the Versus XIII trailer sparked a desire to create my own interpretation of what that game might have been. Reynatis is wholly original, however, drawing inspiration from that initial spark but ultimately being a distinct creation.
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 benefit from these refinements.
TA: How did you approach Yoko Shimomura and Kazushige Nojima for this project?
TAKUMI: It was largely direct, via X/Twitter and LINE, keeping the communication informal and efficient.
TA: What prior works inspired you to reach out to them?
TAKUMI: Shimomura-san's work on Kingdom Hearts deeply influenced me, while Nojima-san's contributions to Final Fantasy VII and X were major inspirations.
TA: What games inspired Reynatis' development?
TAKUMI: I'm an action game fan, and while I drew inspiration from various titles, Reynatis aims to be a complete package, excelling not just in action but also story and overall experience.
TA: How long was Reynatis in production, and how did the pandemic affect development?
TAKUMI: Roughly three years. While the initial phase coincided with the pandemic's peak, strong communication with the development team ensured smooth progress.
TA: How did the collaboration with Square Enix for the NEO: The World Ends With You crossover come about?
TAKUMI: I approached Square Enix directly, proposing a collaboration given the shared Shibuya setting and my admiration for the series.
TA: What were the planned platforms for Reynatis?
TAKUMI: All platforms were planned from the start, with the Switch serving as the lead platform.
TA: Has FuRyu considered internal PC development in Japan?
TAKUMI: Yes, we've recently released a PC title developed internally.
TA: Is there increasing demand for PC versions in Japan?
TAKUMI: In my opinion, the console and PC gaming markets in Japan remain largely distinct.
TA: Are there plans for more smartphone ports of FuRyu's premium games?
TAKUMI: We primarily focus on console development, considering smartphone ports only if the experience remains intact.
TA: Why hasn't FuRyu released games on Xbox?
TAKUMI: The lack of consumer demand in Japan makes it currently unfeasible.
TA: What are you most excited for Western players to experience in Reynatis?
TAKUMI: The long-term engagement through ongoing DLC releases, ensuring a fresh experience for players over time.
TA: Are there plans for an art book or soundtrack release?
TAKUMI: Currently, no concrete plans, but a soundtrack release is a possibility given the quality of Shimomura-san's work.
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, due to my involvement in all aspects of its creation.
TA: What would you say to those excited for Reynatis who haven't played a FuRyu game before?
TAKUMI: Reynatis carries a strong message of self-acceptance and overcoming societal pressures, a theme that resonates deeply and is central to FuRyu's titles.
(Email Q&A with Yoko Shimomura and Kazushige Nojima)
This section includes the email exchange with Yoko Shimomura and Kazushige Nojima, covering their involvement in the project, creative processes, inspirations, and personal preferences.
TA: How do you all like your coffee?
This section includes responses on coffee preferences from TAKUMI, Alan Costa, Yoko Shimomura, and Kazushige Nojima.
The interview concludes with acknowledgements and links to other TouchArcade interviews.