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TAKUMI, Nojima and Shimomura Dish on 'FFXIV: Endwalker'

By CarterFeb 11,2025

This month, on September 27th, NIS America will release FuRyu's action RPG, Reynatis, for 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): Could you 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 any previous FuRyu game in the West. What's your reaction?

TAKUMI: I'm thrilled! The positive response, especially from international fans, is incredibly rewarding. Social media engagement suggests a significant Western fanbase. The feedback surpasses that of any previous FuRyu title.

TA: How has the Japanese audience received the game?

TAKUMI: Fans of Tetsuya Nomura's work (Final Fantasy, Kingdom Hearts) particularly appreciate it. They seem to understand the narrative direction, anticipating plot points and speculating on future developments. They also enjoy the unique gameplay elements characteristic of FuRyu titles.

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

TAKUMI: It's a sensitive topic. As a fan of Nomura-san's work, seeing the Versus XIII trailer sparked a desire to create my own interpretation of what that game could have been. While it served as inspiration, Reynatis is entirely my own creation, distinct from any prior work. I've spoken with Nomura-san, and he's 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: We're addressing balance issues, enemy spawn rates, and quality-of-life improvements through updates. The Western release will be a refined version compared to the Japanese launch. Bug fixes and technical improvements will continue until the final DLC release in May.

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

TAKUMI: Mostly direct contact, via Twitter or LINE, rather than formal company channels. Prior collaborations with Shimomura-san at FuRyu facilitated that connection.

TA: What prior works inspired you to seek their involvement?

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

TA: What games inspired Reynatis' development?

TAKUMI: I'm an action game enthusiast, and while I've drawn inspiration from various titles, Reynatis aims to be a complete package, not just an action game. It prioritizes a fun experience for players, balancing ambition with FuRyu's resources.

TA: How long was Reynatis in development, and how did the pandemic affect the process?

TAKUMI: Approximately three years. While the initial phase coincided with the pandemic's peak, the close collaboration with the development team minimized disruptions. Later, in-person meetings resumed.

TA: The NEO: The World Ends With You collaboration was highly anticipated. How did you approach Square Enix?

TAKUMI: I contacted Square Enix directly, highlighting the shared Shibuya setting and expressing my admiration for The World Ends With You. It was an unconventional approach, but it worked.

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

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

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

TAKUMI: It pushes the Switch to its limits. Balancing the desire for optimal performance with multi-platform release was a challenge, but I'm satisfied with the result.

TA: Has FuRyu considered 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 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 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 significant hurdles. While I'd personally like to release on Xbox, the current market conditions in Japan don't justify it.

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

TAKUMI: I hope they enjoy the game for a long time, experiencing the story and secrets through the planned DLC releases.

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

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

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?

TAKUMI: Reynatis, as it allowed me to fulfill both producer and director roles, overseeing all aspects of the game.

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

TAKUMI: FuRyu games have strong themes. Reynatis specifically speaks to those who feel stifled or pressured by societal expectations. While it may not compete graphically with larger titles, 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 coffee preferences.)

The interview concludes with coffee preferences from all participants and thanks to those involved.

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