Reynatis Interview: Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura discuss the game, coffee, and more
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. The conversation covers inspirations, collaborations, development challenges, and much more.
TAKUMI discusses his role in bringing Reynatis to life, from initial concept to final product. He expresses his delight at the overwhelmingly positive international response, contrasting it with the more reserved Japanese reception. While acknowledging the influence of Tetsuya Nomura's work (specifically Final Fantasy Versus XIII) as an inspirational spark, he emphasizes Reynatis' unique identity as his own creation.
The interview touches upon the game's development during the pandemic, planned updates addressing player feedback, and the collaborative process involving Nojima and Shimomura, which involved direct, informal communication via social media and messaging apps.
TAKUMI reveals his personal connection to Nomura's work, explaining his desire to create a game that fulfilled the potential of Versus XIII's unrealized vision, seen through the lens of a dedicated fan.
The discussion extends to the game's development across multiple platforms, the challenges of balancing visual fidelity with performance, and FuRyu's evolving approach to PC development. The collaboration with Square Enix for the NEO: The World Ends With You crossover is detailed, highlighting the unconventional, direct approach taken by TAKUMI.
TAKUMI shares his favorite works by Nojima and Shimomura, emphasizing the profound impact of Kingdom Hearts on his personal development and creative vision. He also discusses the action game influences on Reynatis, while clarifying its unique position within the FuRyu catalog.
The interview continues with insights into the game's three-year development cycle, the impact of the pandemic on the process, and the planned post-launch DLC content.
TAKUMI explains the decision to release Reynatis on multiple platforms, acknowledging the trade-offs between maximizing reach and optimizing performance on a single platform. He also discusses the future of FuRyu's PC development and their approach to smartphone ports.
The question of Xbox releases is addressed, with TAKUMI expressing personal interest but acknowledging the current lack of market demand in Japan as a significant hurdle. He expresses excitement for players to experience the game's long-term content and avoids spoilers.
The interview concludes with discussions about potential future art books and soundtracks, TAKUMI's personal gaming preferences, and his favorite projects. He emphasizes the strong thematic resonance of Reynatis, particularly for those feeling stifled or marginalized by societal pressures.
The email portion of the interview features Nojima and Shimomura's perspectives on their involvement, their creative processes, and their thoughts on Reynatis. They share their favorite aspects of the project and offer insights into their evolving approaches to storytelling and composition.
The interview concludes with a lighthearted question about coffee preferences, providing a final glimpse into the personalities behind Reynatis.
The article concludes with a call to action, encouraging readers to experience Reynatis and highlighting other recent interviews conducted by the author.
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