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FFXIV Creative Champions Discuss Coffee, Game, More

Author : Julian
Jan 23,2025

This month, September 27th, NIS America brings FuRyu's action RPG Reynatis to Western Switch, Steam, PS5, and PS4 players. Ahead of launch, I spoke with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura about the game's development, inspirations, collaborations, and more. The interview was conducted in stages; TAKUMI's portion via video call (translated by Alan from NIS America), Nojima and Shimomura's 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 process.

TA: Reynatis seems to generate more hype than previous FuRyu titles. How does that feel?

TAKUMI: I'm thrilled! The excitement seems greater internationally than in Japan. Social media feedback suggests a substantial Western fanbase. It's receiving more positive engagement than any prior FuRyu game.

TA: How has the Japanese reception been?

TAKUMI: Fans of Tetsuya Nomura's works (like Final Fantasy and Kingdom Hearts) seem particularly drawn to the game. They appreciate the story's progression, anticipating future developments. They've also recognized and enjoyed the unique elements that define FuRyu's gameplay style.

TA: Many compare Reynatis to Final Fantasy Versus XIII. What's the connection?

TAKUMI: It's a sensitive topic. As a fan of Nomura-san's work and Versus XIII, I wanted to create my own interpretation of what that game could have been. The inspiration comes from that initial "what if," but Reynatis is entirely my own creation. I've spoken with Nomura-san, but the inspiration is the key takeaway, not a direct connection.

TA: FuRyu games often have strong points and areas for improvement. Are you satisfied with Reynatis' current state?

TAKUMI: We're addressing feedback through updates. Boss balancing, enemy spawns, and quality-of-life improvements are planned. A Japanese update arrives September 1st, and further refinements will continue until the final DLC in May. The Western release will be a refined version.

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

TAKUMI: Mostly directly! I contacted them individually via various methods (Twitter, LINE, etc.), keeping the communication informal. Prior FuRyu collaborations with Shimomura-san helped, but even then, it was a direct approach.

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

TAKUMI: My love for Kingdom Hearts (Shimomura-san's music) and Final Fantasy VII and X (Nojima-san's scenarios) heavily influenced my decision.

TA: What games inspired Reynatis' development?

TAKUMI: I'm an action game fan, so many titles inspired me. However, FuRyu's resources are limited, so I focused on creating a fun, holistic experience rather than solely competing on a graphical level with larger titles.

TA: How long was Reynatis in development?

TAKUMI: Approximately three years.

TA: How did the pandemic affect development?

TAKUMI: Initially, face-to-face meetings were limited. However, strong communication with the development team ensured smooth progress. As restrictions eased, in-person collaboration resumed.

TA: The NEO: The World Ends With You collaboration was exciting. How did that happen?

TAKUMI: I'm a fan of the series. The collaboration was an official approach to Square Enix, emphasizing the shared Shibuya setting. It was a challenging but successful endeavor.

TA: What were the planned platforms?

TAKUMI: All platforms were planned from the start, with the Switch as the lead platform.

TA: Considering the Switch's limitations, how does Reynatis perform on the platform?

TAKUMI: It pushes the Switch's limits. Balancing production needs (maximizing sales across platforms) with directorial vision (optimizing for a single platform) was a challenge, but I'm happy with the result.

TA: Does FuRyu consider internal PC development in Japan?

TAKUMI: Yes, we've recently released a PC title developed internally.

TA: Is there increased demand for PC versions in Japan?

TAKUMI: In my experience, the console and PC gaming markets in Japan remain largely separate.

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: Why no Xbox releases?

TAKUMI: Lack of consumer demand and developer experience with the platform are significant hurdles. While personally interested, it's currently not feasible.

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

TAKUMI: I want players to enjoy the game long-term. The staggered DLC release schedule helps avoid spoilers and provides ongoing engagement.

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

TAKUMI: Currently, no concrete plans, but I'd love to see Shimomura-san's fantastic soundtrack released.

TA: What have you been playing lately?

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

TA: What's your favorite project?

TAKUMI: Reynatis. While I enjoyed directing Trinity Trigger, Reynatis allowed me to fully utilize my producer and director roles.

TA: What would you say to newcomers to FuRyu games?

TAKUMI: FuRyu games have strong themes. Reynatis, in particular, resonates with those who feel stifled by societal pressures. While it might not match AAA titles graphically, its message is powerful and memorable.

(Email responses from Yoko Shimomura and Kazushige Nojima follow, covering their involvement, inspirations, favorite aspects of their contributions, and gaming habits.)

(Coffee preferences of TAKUMI, Alan Costa, Yoko Shimomura, and Kazushige Nojima are detailed.)

(Concluding remarks and acknowledgments.)

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