This extensive interview delves into the creation of FuRyu's action RPG, Reynatis, slated for Western release on September 27th by NIS America. We hear from Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura.
TAKUMI discusses his role at FuRyu, emphasizing his involvement in Reynatis from concept to completion. He expresses delight at the game's overwhelmingly positive reception, particularly in the West, noting a stronger international buzz than in Japan. He credits the game's appeal to fans of Tetsuya Nomura's works, such as Final Fantasy and Kingdom Hearts, acknowledging the frequent comparisons to Final Fantasy Versus XIII. While he avoids direct confirmation of a connection, he reveals discussions with Nomura and stresses that Reynatis, though inspired by Versus XIII's initial trailer, is entirely his own creation.
TAKUMI addresses the game's Japanese reception, highlighting its resonance with fans of Nomura's style and their engagement with the story's progression. He also acknowledges the positive feedback on the unique gameplay elements characteristic of FuRyu titles. He confirms planned updates to address balance issues, quality-of-life improvements, and bug fixes, ensuring the Western release will be a refined version.
The interview details TAKUMI's direct approach in collaborating with Shimomura and Nojima, utilizing informal methods like Twitter and LINE messaging. He shares his personal admiration for their works, citing Kingdom Hearts and Final Fantasy VII/X as key influences. He explains his approach to game development, focusing on creating a fun and complete experience rather than solely competing on graphical fidelity.
TAKUMI discusses the three-year development process, navigating the challenges of the pandemic through consistent communication with the development team. He highlights the collaboration with Square Enix for NEO: The World Ends with You elements, explaining his direct approach to securing the partnership. He clarifies the platform choices, stating that while the Switch served as the lead platform, all platforms were planned from the outset. He acknowledges the Switch's limitations but defends the decision to maximize reach across multiple platforms.
The conversation touches upon FuRyu's internal PC development capabilities, revealing recent internally developed PC titles. TAKUMI offers his perspective on the differences between console and PC gaming markets in Japan, explaining the lack of Xbox releases due to limited consumer demand and the development team's lack of experience with the platform. He expresses personal interest in future Xbox releases but acknowledges the practical challenges.
The interview concludes with TAKUMI's excitement for the Western release, emphasizing the planned DLC releases to enhance player engagement and prevent spoilers. He also discusses the possibility of future art books and soundtracks, expresses his personal gaming preferences, and reflects on his favorite projects, ultimately favoring Reynatis due to his expanded creative control. He concludes by encouraging players, particularly those who feel marginalized, to experience Reynatis' strong thematic message.
The email exchange with Shimomura and Nojima offers further insights. Shimomura describes her involvement as "a sudden attack" from TAKUMI, highlighting the creative flow she experienced before recording the soundtrack. She acknowledges her recognizable style but finds it difficult to articulate the reasons behind it. She states that she wasn't particularly inspired by other games while working on Reynatis.
Nojima discusses his approach to game narratives, emphasizing the importance of believable characters and immersive worlds in modern gaming. He describes his involvement, highlighting his connection to Shimomura and TAKUMI. He subtly acknowledges the potential influence of Versus XIII while avoiding direct confirmation. He shares his favorite aspect of Reynatis' scenario and recommends paying attention to Marin's character development. He reveals his gaming preferences, including Elden Ring, Dragon's Dogma 2, and surprisingly, Euro Truck Simulator.
The interview concludes with everyone sharing their coffee preferences, ranging from iced tea to strong black coffee. The piece ends with acknowledgements and a list of other TouchArcade interviews.