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SQUARE ENIX Kingdom Hearts Interview: Exclusive Insights and Discussions

Author:Kristen Update:Jan 18,2025

This month, September 27th, NIS America releases FuRyu's action RPG Reynatis for Switch, Steam, PS5, and PS4 in the West. Ahead of launch, I spoke with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura. We discussed the game's inspirations, collaborations, development, Final Fantasy Versus XIII, coffee preferences, a potential Xbox release, and more. The interview was conducted in stages: a video call with TAKUMI (translated by Alan from NIS America), followed by email exchanges with Nojima and Shimomura.

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

TAKUMI: I'm a director and producer, creating new games and projects. For Reynatis, I conceived the core idea, directed, and oversaw the entire process.

TA: Reynatis seems to have generated more hype than any previous FuRyu game in the West. How does that feel?

TAKUMI: I'm thrilled! The positive response, particularly from outside Japan, is incredibly rewarding. Twitter feedback indicates significant international interest. It appears to be exceeding the reception of any previous FuRyu title.

TA: How has the Japanese audience reacted?

TAKUMI: Fans of Final Fantasy, Kingdom Hearts, and Tetsuya Nomura's work seem to connect deeply with the game. They anticipate plot developments and speculate on future directions, which is incredibly encouraging. On the gameplay side, players appreciate the unique elements that define FuRyu's style.

TA: Many fans draw 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 and Versus XIII, I aimed to create my own interpretation of what that game might have been. I've spoken with Nomura-san, and while I can't disclose specifics, the inspiration stemmed from that initial Versus XIII trailer. Reynatis is entirely my own creation, though. It's not a copy; it's a unique expression of my creative vision.

TA: FuRyu games often excel in story and music but sometimes have technical shortcomings. Are you satisfied with Reynatis's current state?

TAKUMI: We're addressing balance, enemy spawns, and quality-of-life improvements through updates. The Western release will incorporate refinements based on Japanese player feedback. Bug fixes and technical issues will be addressed before the final DLC in May.

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

TAKUMI: Mostly directly, via X/Twitter or LINE. It was informal; I simply reached out to them. Prior collaborations with Shimomura-san at FuRyu eased that initial contact.

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

TAKUMI: Shimomura-san's work on Kingdom Hearts deeply influenced me. Nojima-san's scenarios in Final Fantasy VII and X resonated strongly.

TA: What games inspired Reynatis's development?

TAKUMI: I'm an action game fan, so many titles influenced me. However, FuRyu's resources differ significantly from those of larger studios like Square Enix. My focus was on creating a fun, complete experience, balancing gameplay, story, and other elements.

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

TAKUMI: Roughly three years. The pandemic initially limited face-to-face meetings, but strong communication with the development team mitigated the impact. Later, in-person meetings resumed.

TA: The NEO: The World Ends With You collaboration was a surprise. How did that come about?

TAKUMI: I'm a fan of the series. The collaboration was approached formally with Square Enix. It was a challenge, as such cross-company collaborations are rare in the console space.

TA: What were the planned platforms? Which was the lead platform?

TAKUMI: All platforms were planned from the start, with the Switch as the lead platform. The Switch version pushes the system's limits.

TA: Does FuRyu consider internal PC development in Japan?

TAKUMI: Yes, we've recently released a PC title developed internally. A partnership with NIS America handles Western console releases due to their expertise in localization and marketing.

TA: Is there increased demand for PC versions in Japan?

TAKUMI: In my opinion, the console and PC gaming communities in Japan remain largely separate.

TA: Are there plans for more smartphone ports of premium FuRyu games?

TAKUMI: We primarily focus on console games. Smartphone ports are considered on a case-by-case basis, only if the console experience translates well to mobile.

TA: Why haven't FuRyu games appeared on Xbox?

TAKUMI: Lack of consumer demand and internal team experience with the platform are significant hurdles. Personally, I'd like to see Xbox releases, but it's currently not feasible.

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

TAKUMI: I hope players enjoy the game for a long time, experiencing the story and upcoming DLC content without spoilers. The global DLC release schedule will allow Western players to experience content alongside Japanese players.

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

TAKUMI: Currently, no, but I hope to release the soundtrack eventually.

TA: What have you been playing lately?

TAKUMI: Tears of the Kingdom, Final Fantasy VII Rebirth, and Jedi Survivor. Mostly on PS5.

TA: What's your favorite project?

TAKUMI: Reynatis. While I enjoyed directing Trinity Trigger, Reynatis allowed me to fulfill both producer and director roles, overseeing every aspect.

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

TAKUMI: FuRyu games have strong themes. Reynatis carries a powerful message for those who feel stifled or pressured by societal expectations. While the game might not compete graphically with larger titles, its message is just as impactful, if not more so.

(Email responses from Yoko Shimomura and Kazushige Nojima):

TA (to Shimomura): How did you get involved? What have you learned composing for games, and how do you implement this in your work?

Shimomura: TAKUMI's sudden approach! (laughs) Experience becomes a new power, but I compose mainly by feeling.

TA (to Shimomura): What's your favorite part of working on Reynatis?

Shimomura: The night before recording, when compositions just flowed.

TA (to Shimomura): How is your style recognizable through different technologies?

Shimomura: I don't really understand it myself! My style might not have been fully formed in the past.

TA (to Shimomura): Any other games inspired the Reynatis soundtrack?

Shimomura: No particular influence.

TA (to Nojima): How do you approach games today compared to the 90s?

Nojima: It depends on the genre. Today, players want believable, fully-realized characters, not just player avatars. The world needs a sense of presence.

TA (to Nojima): How did you get involved?

Nojima: Through Shimomura-san.

TA (to Nojima): Any Versus XIII influence?

Nojima: I didn't think so while writing it, but I can't be certain.

TA (to Nojima): What's your favorite aspect of the scenario?

Nojima: Marin's character development.

TA (to Nojima): What have you been playing?

Nojima: ELDEN RING, Dragon's Dogma 2, and Euro Truck Simulator. I'm playing Reynatis, but I'm not good at action games!

TA (Coffee Preferences):

TAKUMI: I don't like coffee! I prefer iced or black tea.

Alan Costa: Coffee with milk or soy milk; Americano with ice, no sugar.

Shimomura: Iced tea, strong.

Nojima: Black, strong.

(Concluding remarks and thanks omitted for brevity.)