Home News > Reynatis Interview: TAKUMI, Nojima, and Shimomura on Game and Coffee

Reynatis Interview: TAKUMI, Nojima, and Shimomura on Game and Coffee

by Daniel Apr 27,2025

Later this month on September 27th, NIS America will be bringing FuRyu’s action RPG, Reynatis, to the West for Switch, Steam, PS5, and PS4. Ahead of its highly anticipated launch, I had the privilege of speaking with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura. We delved into the inspirations behind the game, the unique collaborations that brought it to life, the development process, and even touched on topics like Final Fantasy Versus XIII, coffee preferences, potential Xbox releases, and much more. The interview was conducted in two parts: TAKUMI's segment was via a video call with Alan from NIS America translating, and the portions with Kazushige Nojima and Yoko Shimomura were done over email.

TouchArcade (TA): Could you tell us a bit about yourself and your role at FuRyu?

TAKUMI: I'm 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, directed, and oversaw the entire process from start to finish.

TA: I've been following FuRyu's games since the 3DS era, through PS Vita, PS4, PS5, PC, and primarily on Nintendo Switch. Reynatis seems to be generating more buzz than any other FuRyu title. How does this make you feel as the creative producer?

TAKUMI: I'm thrilled and take it very positively. The excitement seems to be coming more from abroad than from Japan, which is evident from the feedback on social media. It's gratifying to see such positive interactions and feedback from the West.

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

TAKUMI: Fans of Final Fantasy, Kingdom Hearts, and Tetsuya Nomura's work have really embraced Reynatis. They've appreciated the story progression and delved deeply into the game's world. Their enthusiasm and speculation about future developments have been incredibly inspiring for me as a creator. On the gameplay front, players have enjoyed the unique elements that FuRyu games are known for.

TA: Given the connections fans have made between Reynatis and Final Fantasy Versus XIII, can you comment on any influence that project had on Reynatis?

TAKUMI: As a fan of Nomura's work, the Versus XIII trailer sparked my imagination about what such a game could be. While I can't go into details, I wanted to create a game that resonated with those fans, inspired by that initial spark. Reynatis is my unique creation, but that trailer was a significant inspiration.

TA: Having played many FuRyu games, I've noticed that while they have strong stories and music, there are often some technical or gameplay issues. Are you happy with the current state of Reynatis, considering the planned updates?

TAKUMI: The game was released in Japan on July 25th, and since then, we've been actively working on updates to address feedback. These include balancing bosses, adjusting enemy spawn times, and adding quality-of-life features. The Western release will be a refined version, so players can look forward to the best experience possible.

TA: In the translated Famitsu interview, you mentioned directly approaching Yoko Shimomura and Kazushige Nojima. How did you reach out to them?

TAKUMI: I reached out to them directly, often through social media. For example, I contacted Shimomura-san via X (formerly Twitter), and Nojima-san via LINE. It was a more informal approach than you might expect from a company.

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

TAKUMI: I've been influenced by Kingdom Hearts since childhood, which led me to Shimomura-san's music. For Nojima-san, it was his work on Final Fantasy VII and X that drew me in. I wanted to bring their talents together for Reynatis.

TA: What games inspired you during the development of Reynatis?

TAKUMI: I'm a fan of action games and have played many over the years. While we don't have the budget of games like Final Fantasy VII Remake, my focus was on creating a fun and cohesive experience for players, encompassing not just gameplay but also the scenario and story.

TA: How long has Reynatis been in development?

TAKUMI: About three years, give or take.

TA: How did the team handle development during the pandemic?

TAKUMI: The project started during the peak of the pandemic, which made face-to-face meetings challenging. However, the development team was in-house, and we had a good line of communication. As restrictions eased, we were able to meet and continue the project smoothly.

TA: There was a lot of speculation about NEO: The World Ends with You and Reynatis sharing a universe. How did the collaboration with Square Enix come about?

TAKUMI: I approached Square Enix directly as a fan of The World Ends with You, given that Reynatis is also set in Shibuya. It was a rare collaboration between console game companies, but my determination helped make it happen.

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

TAKUMI: All platforms were planned from the start, with the Switch as the lead platform. We aimed to release on as many platforms as possible to maximize player reach.

TA: Has FuRyu considered developing PC versions of their games internally in Japan?

TAKUMI: We've recently developed a title internally for PC. It's something we're actively considering and working on.

TA: Do you see increased interest in PC versions in Japan?

TAKUMI: In Japan, console and PC gaming are distinct worlds. Most players prefer to stick to one platform. Smartphone gaming is another separate arena.

TA: Does FuRyu plan to bring more premium games to smartphones?

TAKUMI: Our focus is on console games, but if a game suits the smartphone platform without losing its essence, we might consider it on a case-by-case basis.

TA: Many fans ask about the possibility of Xbox releases for FuRyu games. Are there any plans for this?

TAKUMI: Personally, I'd like to see Xbox versions, but the demand in Japan isn't sufficient to justify the added development time and resources. It's a challenging proposition.

TA: What are you most excited about for players in the West to experience with Reynatis?

TAKUMI: I want players to enjoy the game for a long time. We've planned free DLC to keep the experience fresh and prevent spoilers, with a global release starting October 1st.

TA: Are there plans for a full art book and soundtrack release for Reynatis in Japan?

TAKUMI: There are no specific plans yet, but I believe Shimomura-san's soundtrack is fantastic and hope to share it in some way.

TA: What games have you enjoyed playing outside of work this year?

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

TA: What's your favorite project you've worked on, and why?

TAKUMI: I've worked on Trinity Trigger and Reynatis. Trinity Trigger was my first directorial project, but with Reynatis, I was able to take on the roles of producer, creative producer, and director, allowing me to oversee every aspect of the game.

TA: What would you say to people excited about Reynatis but new to FuRyu games?

TAKUMI: FuRyu games have strong themes and messages. Reynatis is about empowerment and standing out, which I hope resonates with players who feel marginalized or pressured by society.

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 reached out to me directly. (laughs)

TA: How do you apply your experience to your compositions, including those for Reynatis?

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

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

Yoko Shimomura: The night before recording, even though I was exhausted, more compositions kept flowing out, which was fun. (laughs) I was determined to finish it.

TA: How do you feel your style remains recognizable through different technologies?

Yoko Shimomura: I'm often told my style is recognizable, but I don't fully understand it myself. My earlier works varied more, so maybe my style hadn't fully emerged yet.

TA: Were you inspired by any other games while working on the Reynatis soundtrack?

Yoko Shimomura: I wasn't influenced by any particular work.

TA: How do you approach writing scenarios differently now compared to the 90s?

Kazushige Nojima: It depends on the genre. Today, players want fully-fleshed characters rather than avatars. I enjoy the fairytale-like narratives of older games and hope to work on one again.

TA: How did you get involved with Reynatis?

Kazushige Nojima: Yoko Shimomura, an old acquaintance, asked if she could share my contact with TAKUMI. That's how it started.

TA: Was Reynatis influenced by Final Fantasy 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 work pay attention to?

Kazushige Nojima: It's hard to say without spoilers, but Marin's character development is well-depicted.

TA: What games have you enjoyed playing this year, including Reynatis?

Kazushige Nojima: I've been playing ELDEN RING and Dragon's Dogma 2, though I'm struggling with them. I've also played Euro Truck Simulator a lot.

TA: So, the last question is for everyone here. How do you like your coffee?

TAKUMI: I don't like coffee; it's too bitter. I prefer iced or black tea, but if I drink coffee, I add lots of cream, milk, or sugar. It's funny because I worked at Starbucks during university.

Alan Costa: I like coffee with milk or soy milk. For iced coffee, just an americano with ice and no sugar.

The two responses below were via email.

Yoko Shimomura: I like iced tea, and I drink it all the time. I double up on the bags to make it strong.

Kazushige Nojima: 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 here, Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.

Latest Apps