Home News Reynatis Interview: Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura discuss the game, coffee, and more

Reynatis Interview: Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura discuss the game, coffee, and more

Author : Skylar Update:May 27,2025

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 the launch, I had the privilege to sit down with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura. We discussed the game, its inspirations, collaborations, the project's inception, the influence of Final Fantasy Versus XIII, and even coffee preferences. This interview was conducted in multiple parts: TAKUMI’s segment was via video call with Alan from NIS America translating, while the interviews with Nojima and Shimomura were conducted via email.

TouchArcade (TA): Could you tell us about your role at FuRyu and what you've been working on recently?

TAKUMI: I serve as a director and producer at FuRyu, where I focus on creating new games and spearheading brand new projects. For Reynatis, I conceived the main idea, produced and directed the game, overseeing its development from start to finish.

TA: Reynatis seems to have generated the most buzz among FuRyu's titles. How does that feel as a creative producer?

TAKUMI: It's incredibly gratifying to see such positive feedback, particularly from international audiences. The engagement on platforms like Twitter shows a growing fan base outside Japan, which is truly exciting and encouraging.

TA: How has the response been from players in Japan since the game's release there?

TAKUMI: Fans of Tetsuya Nomura's works, such as Final Fantasy and Kingdom Hearts, have really connected with Reynatis. They appreciate the narrative and gameplay elements that are uniquely FuRyu, and their engagement has spurred further creative inspiration for future projects.

TA: There's been a lot of talk about Final Fantasy Versus XIII's influence on Reynatis. Can you elaborate on that?

TAKUMI: As a fan of Nomura-san’s work, the initial trailer for Versus XIII inspired me. Reynatis is my take on what that game might have been like, but it's a completely original creation, infused with my own creative vision.

TA: How satisfied are you with the current state of Reynatis, especially with planned updates?

TAKUMI: We're committed to improving Reynatis through updates, focusing on gameplay balance, quality of life enhancements, and addressing any technical issues. The Western release will be a refined version, incorporating feedback from the Japanese audience.

TA: How did you approach working with Yoko Shimomura and Kazushige Nojima on this project?

TAKUMI: I reached out to them directly, mostly through social media and private messaging. It was a more informal approach than typical business communications, which allowed for a personal connection from the start.

TA: What specific works by Shimomura and Nojima inspired you to collaborate with them?

TAKUMI: Growing up with Kingdom Hearts, Shimomura-san's music had a profound impact on me. Similarly, Nojima-san's scenarios in Final Fantasy VII and X deeply resonated with me, influencing my desire to work with both of them.

TA: Were there any specific games that inspired aspects of Reynatis during its development?

TAKUMI: As an action game enthusiast, I've drawn inspiration from a wide range of titles. However, Reynatis is designed to offer a unique experience that encompasses not just action but a compelling narrative and engaging gameplay, tailored to FuRyu's style.

TA: How long has Reynatis been in production, and what challenges did the team face during the pandemic?

TAKUMI: Reynatis has been in development for about three years. Despite the challenges posed by the pandemic, we maintained strong communication with the development team, ensuring smooth progress.

TA: How did the collaboration with Square Enix for NEO: The World Ends with You come about?

TAKUMI: As a fan, I approached Square Enix directly to discuss a collaboration, given the shared setting of Shibuya. It was a unique opportunity to blend our worlds, and I'm thrilled with how it turned out.

TA: What platforms was Reynatis always planned for, and how will it run on the Switch?

TAKUMI: We planned Reynatis for all announced platforms from the start, with the Switch as the lead. It pushes the Switch to its limits, but we've balanced performance with our goal to reach as many players as possible.

TA: Are there plans to release FuRyu games on PC in Japan?

TAKUMI: Yes, we've already released a title internally on PC in Japan, and we're considering more PC releases in the future.

TA: Is there a growing interest in PC gaming in Japan, especially with devices like the Steam Deck?

TAKUMI: In Japan, console and PC gaming are distinct markets. While there's some interest in PC gaming, most players prefer to stick to their chosen platform.

TA: Are there plans to port more premium console games to smartphones?

TAKUMI: Our focus remains on console gaming, but we'll consider smartphone ports on a case-by-case basis if they maintain the game's core experience.

TA: Why hasn't FuRyu supported Xbox more, and are there plans to do so in the future?

TAKUMI: While I'm personally interested in Xbox versions, the demand in Japan isn't sufficient to justify the development effort and costs involved.

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

TAKUMI: I hope players enjoy the game long-term. We've planned free DLC to keep the experience fresh and engaging, ensuring a continuous journey without spoilers.

TA: Are there plans for a full art book or soundtrack release for Reynatis?

TAKUMI: Currently, there are no plans, but I'm eager to share Shimomura-san's fantastic soundtrack with fans in some form.

TA: What games have you enjoyed playing outside of work in 2024?

TAKUMI: I've enjoyed Tears of the Kingdom and Final Fantasy VII Rebirth, primarily on PS5. As a Disney and Star Wars fan, I've also been playing Jedi Survivor.

TA: Which project you've worked on is your favorite?

TAKUMI: Reynatis is my favorite because I was able to fulfill both producer and director roles, allowing me to oversee every aspect. However, Trinity Trigger, my first directorial project, also holds a special place in my heart.

TA: What would you say to those excited for Reynatis but new to FuRyu's games?

TAKUMI: FuRyu games are known for their strong themes and messages. Reynatis resonates with those who feel marginalized or pressured by society, offering a powerful narrative that competes with even the most iconic games.

This part of the interview with Yoko Shimomura and Kazushige Nojima was conducted over email.

TA: How did you get involved in the Reynatis project?

Yoko Shimomura: TAKUMI approached me directly, which was quite unexpected but exciting.

TA: How have your years of composing for games influenced your work on Reynatis?

Yoko Shimomura: Experience becomes a new power, but I compose mainly through feeling, which is hard to articulate.

TA: What's your favorite part of working on the Reynatis soundtrack?

Yoko Shimomura: The night before recording, I was inspired to create more compositions despite being exhausted, which was exhilarating.

TA: How do you feel about your recognizable style across different technologies?

Yoko Shimomura: It's something others have pointed out, but I don't fully understand it myself. My style has evolved over time.

TA: Were you inspired by any other games when working on Reynatis?

Yoko Shimomura: No specific games influenced my work on Reynatis.

TA: How has your approach to game scenarios changed over the years?

Kazushige Nojima: Today's players want fully-fledged characters, so it's crucial to give their worlds a strong sense of presence. I still enjoy the fairytale-like narratives of older games.

TA: How did you get involved with Reynatis?

Kazushige Nojima: Yoko Shimomura connected me with TAKUMI, and that's how it started.

TA: Was Reynatis influenced by Versus XIII?

Kazushige Nojima: I didn't think so while writing, but I can't say for certain.

TA: What's your favorite aspect of Reynatis' scenario, and what should fans of your other work pay attention to?

Kazushige Nojima: Marin's character development is well-depicted. Fans should look out for that.

TA: What games have you enjoyed playing this year?

Kazushige Nojima: I've been playing ELDEN RING and Dragon's Dogma 2, though I'm still working through Reynatis. Euro Truck Simulator is the game I've played the most.

TA: How do you like your coffee?

TAKUMI: I'm not a coffee fan, preferring iced or black tea. If I do drink coffee, it's loaded with cream, milk, or sugar.

Alan Costa: I enjoy coffee with milk or soy milk, and an iced americano with no sugar.

Yoko Shimomura: I'm an iced tea enthusiast, often doubling up on the bags for a strong flavor.

Kazushige Nojima: I like my coffee black and strong.

I’d like to thank TAKUMI, Alan Costa, Chihiro MacLeese, Mr Sonobe, Anna Lee, and Lottie Diao for their time and help with this interview.

Editor’s note: I unfortunately lost the recording I took myself where the other attendees from NIS America and FuRyu mentioned how they had their coffee and could only include these two.

You can keep up with all our interviews here including our recent ones with FuturLab, Shuhei Matsumoto from Capcom about Marvel Vs Capcom, Santa Ragione, Peter ‘Durante’ Thoman about PH3 and Falcom, M2 discussing shmups and more, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.

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