Reynatis Creators Spill the Beans: Interview with Nojima, Shimomura, and More

Author: Evelyn Mar 12,2025

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Later this month, on September 27th, NIS America will release FuRyu’s action RPG Reynatis for Switch, Steam, PS5, and PS4 in the West. Ahead of launch, we spoke with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura about the game’s development, inspirations, collaborations, and more.

TouchArcade (TA): Tell us about yourself and your role at FuRyu.

TAKUMI: I’m a director and producer at FuRyu, focusing on creating new games and projects. 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 outside Japan, is incredibly rewarding. The level of engagement and anticipation surpasses anything we’ve seen before.

TA: How has the Japanese audience reacted to the game?

TAKUMI: Fans of Tetsuya Nomura’s work (Final Fantasy, Kingdom Hearts) seem to particularly appreciate Reynatis. They’ve engaged deeply with the story and even speculated on future developments, which is incredibly exciting.

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

TAKUMI: As a fan of Nomura-san’s work and Versus XIII, I wanted to create my own interpretation of what that game might have been. It served as inspiration, but Reynatis is wholly original and reflects my creative vision.

TA: FuRyu games often have strong points but sometimes fall short in certain areas. Are you satisfied with Reynatis’s current state?

TAKUMI: We’re addressing feedback through updates focusing on boss balancing, enemy encounters, and quality-of-life improvements. The Western release will incorporate these refinements.

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

TAKUMI: It was mostly direct contact—X/Twitter messages and LINE. It was less formal than a typical company approach.

TA: What prior works inspired you to collaborate with them?

TAKUMI: Shimomura-san’s work on Kingdom Hearts deeply influenced me, while Nojima-san’s contributions to Final Fantasy VII and X were also major inspirations.

TA: What games inspired aspects of Reynatis’s development?

TAKUMI: I’m an action game fan, so many titles influenced me. However, Reynatis aims to be a complete package, focusing on a fun overall experience rather than solely competing on graphics or scale with larger titles.

TA: How long was Reynatis in production?

TAKUMI: Approximately three years.

TA: How did the pandemic affect development?

TAKUMI: While initial communication was mainly remote, we adapted well, and later stages allowed for in-person collaboration.

TA: The NEO: The World Ends With You collaboration is exciting. How did that come about?

TAKUMI: I’m a fan of the series. I approached Square Enix directly to propose a collaboration, given the shared Shibuya setting.

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

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

TA: How will Reynatis run on the Switch, given past technical issues with FuRyu games on lead platforms?

TAKUMI: It pushes the Switch’s limits. Balancing maximizing platform reach with delivering the best possible experience was a key challenge.

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 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 haven’t FuRyu games appeared on Xbox?

TAKUMI: Lack of consumer demand in Japan and the development team’s lack of experience with the platform are significant hurdles.

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

TAKUMI: The long-term engagement through ongoing DLC releases, providing new story content and secrets without spoilers.

TA: Are there plans for a Japanese art book or soundtrack release after the DLC?

TAKUMI: No current plans, but a soundtrack release is something I’d personally love to see happen.

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 you’ve worked on?

TAKUMI: Reynatis, as it allowed me to fulfill my roles as producer, creative producer, and director.

TA: What would you say to players new to FuRyu games who are excited for Reynatis?

TAKUMI: FuRyu games have strong themes. If you feel stifled or pressured by societal expectations, Reynatis’s message will resonate deeply with you.

(Email responses from Yoko Shimomura and Kazushige Nojima follow, similarly formatted and edited for flow and conciseness.)

TA: How do you like your coffee?

(Coffee preferences from TAKUMI, Alan Costa, Yoko Shimomura, and Kazushige Nojima are included here.)

… (Concluding remarks and credits are included here.)