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FFXIV Interview Reveals Creators' Passions

Author : Nora Feb 11,2025

This month, on September 27th, NIS America will release FuRyu's action RPG, Reynatis, for Nintendo Switch, Steam, PS5, and PS4 in the West. Prior to the launch, I spoke with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura about the game's development, inspirations, collaborations, and much more. This interview was conducted in stages; TAKUMI's portion via video call (translated by Alan from NIS America), and Nojima and Shimomura's contributions via email.

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 production process.

TA: Reynatis seems to have generated more hype than previous FuRyu titles. What's your reaction?

TAKUMI: I'm thrilled! The positive response, especially from Western audiences, is incredibly gratifying. Twitter engagement shows significant international interest, exceeding expectations.

TA: How has the Japanese reception been?

TAKUMI: Fans of Tetsuya Nomura's works (like Final Fantasy and Kingdom Hearts) seem to particularly appreciate Reynatis. They anticipate story developments and engage deeply with the world, sparking further creative discussions. The gameplay, too, has been well-received by long-time FuRyu fans.

TA: Many fans draw parallels between Reynatis and the Final Fantasy Versus XIII trailer. Can you comment?

TAKUMI: It's a sensitive topic. As a fan of Nomura-san's work, I wanted to create my own interpretation of what Versus XIII might have been. The original trailer served as inspiration, but Reynatis is entirely my own creation, reflecting my personal vision. I have spoken with Nomura-san, and he is aware of the project.

TA: FuRyu games often excel in story and music but sometimes have technical shortcomings. Are you satisfied with Reynatis' current state?

TAKUMI: Updates addressing balance, enemy spawns, and quality-of-life features are planned. The Western release will be a refined version incorporating Japanese player feedback. Bug fixes and improvements will continue until the final DLC release in May.

TA: How did you approach Yoko Shimomura and Kazushige Nojima for the project?

TAKUMI: Mostly direct contact – X/Twitter messages and LINE. It was less formal than typical company procedures. Prior collaborations with Shimomura-san at FuRyu helped facilitate that connection.

TA: What prior works inspired you to reach out to them?

TAKUMI: Shimomura-san's work on Kingdom Hearts profoundly influenced me. Nojima-san's contributions to Final Fantasy VII and X were also significant 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, focusing on a cohesive experience rather than solely competing on graphical fidelity with larger-budget titles.

TA: How long was Reynatis in production, and how did the pandemic impact development?

TAKUMI: Approximately three years. The pandemic's initial impact was limited due to the development team's efficient remote work capabilities and strong communication. Later, in-person meetings resumed.

TA: The NEO: The World Ends With You collaboration was highly anticipated. How did it come about?

TAKUMI: I'm a fan of the series. The collaboration was approached officially with Square Enix, highlighting the shared Shibuya setting.

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

TAKUMI: All platforms were decided from the start, with the Switch as the lead platform. This presented a challenge in balancing visual fidelity with multi-platform release.

TA: Has FuRyu considered internal PC development in Japan?

TAKUMI: Yes, FuRyu has recently released a PC title developed internally. The partnership with NIS America for console RPGs leverages their expertise in localization and marketing.

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. Players tend to stick to their preferred platforms.

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

TAKUMI: FuRyu primarily focuses on console games. Smartphone ports are considered on a case-by-case basis, ensuring the experience remains faithful to the console version.

TA: Why haven't FuRyu games appeared on Xbox?

TAKUMI: Lack of consumer demand and developer experience with the platform are the primary reasons. While personally interested, the challenges are significant.

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

TAKUMI: I hope players enjoy the game for a long time, experiencing the ongoing story content and updates simultaneously with the Japanese player base.

TA: Are there plans for an art book or soundtrack release?

TAKUMI: Currently, no concrete plans exist, but a soundtrack release is a possibility given Shimomura-san's exceptional work.

TA: What games have you enjoyed playing recently?

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

TA: What's your favorite project?

TAKUMI: Reynatis, due to the opportunity to fulfill both producer and director roles, overseeing all aspects of the game.

TA: What would you say to players unfamiliar with FuRyu games?

TAKUMI: FuRyu games feature strong themes and resonate with those who feel stifled or overlooked by society. Reynatis' message is powerful and memorable.

(Email responses from Yoko Shimomura and Kazushige Nojima):

TA (to Shimomura): How did you get involved? What have you learned composing for games? Favorite part of working on Reynatis? How is your style recognizable? Were you inspired by other games?

Shimomura: TAKUMI's sudden request! Experience becomes new power, but I compose intuitively. The night before recording, compositions flowed effortlessly. I'm not sure how my style is recognizable; perhaps it wasn't consistent in the past. No specific influences for Reynatis.

TA (to Nojima): How do you approach games today compared to the 90s? How did you get involved? Is it influenced by Versus XIII? Favorite aspect of Reynatis' scenario? What should fans pay attention to? What have you played this year?

Nojima: Today's players want believable characters. I received a call from Shimomura-san. I'm unsure about Versus XIII influence. Marin's character development is well-depicted. I've been playing Elden Ring, Dragon's Dogma 2, and Euro Truck Simulator.

TA (to all): How do you like your coffee?

TAKUMI: I don't like coffee! Iced tea or black tea are my preferences.

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

Shimomura: Iced tea, strong.

Nojima: Black and strong.

The interview concludes with thanks to all participants and a list of other TouchArcade interviews.

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