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Final Fantasy XIV Creators Chat Coffee, Creation

Author : Claire Jan 26,2025

This extensive interview delves into the creation of FuRyu's action RPG, Reynatis, slated for Western release on September 27th via NIS America. The discussion covers various aspects of development, including inspiration, collaborations, and future plans.

TouchArcade (TA): Can you introduce yourself and your role at FuRyu?

TAKUMI: I'm a director and producer at FuRyu, focusing on new game creation. For Reynatis, I conceived the core idea, directed, and oversaw the entire production process.

TA: Reynatis seems to generate more hype than previous FuRyu titles. How does that feel?

TAKUMI: I'm thrilled! The positive reception, especially from outside Japan, is incredibly rewarding. Twitter engagement indicates a significant international fanbase. This surpasses the response to any previous FuRyu game.

TA: How has the Japanese reception been?

TAKUMI: Fans of Tetsuya Nomura's works (like Final Fantasy and Kingdom Hearts) seem to connect strongly with the game, appreciating its design and narrative progression. They're actively speculating about future developments, which is inspiring. Existing FuRyu fans also appreciate the game's unique qualities.

TA: Many 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, I wanted to create my own interpretation of what Versus XIII might have been. While inspired by that initial trailer, Reynatis is entirely original, reflecting my creative vision. I've discussed this with Nomura-san, but the inspiration is the key takeaway.

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 balancing, enemy spawns, and quality-of-life features through updates. The Western release will be a refined version compared to the Japanese launch. Bug fixes and 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, informal communication via Twitter and LINE. Prior collaborations with Shimomura-san at FuRyu made that easier.

TA: What prior works inspired you to reach out to them?

TAKUMI: Shimomura-san's work on Kingdom Hearts deeply influenced me. 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 fan and drew inspiration from various titles. However, FuRyu's scale necessitates a focus on creating a complete and enjoyable experience rather than competing with larger-budget games on a purely graphical level.

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

TAKUMI: Approximately three years. While initial face-to-face meetings were limited, strong communication with the development team ensured smooth progress. Later, restrictions eased, allowing for in-person collaboration.

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

TAKUMI: I'm a fan of the series. The collaboration involved an official approach to Square Enix, emphasizing the shared Shibuya setting.

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

TAKUMI: All platforms were planned from the start, with the Switch as the lead platform. This pushed the Switch's capabilities, but balancing reach with visual fidelity was a key consideration.

TA: Has FuRyu considered internal PC development in Japan?

TAKUMI: Yes, recent titles have been developed internally for PC. A partnership with NIS America handles Western console releases.

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

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

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

TAKUMI: No overarching plan exists. Smartphone releases depend on the game's suitability for the platform without compromising the core experience.

TA: Why no Xbox releases?

TAKUMI: Lack of consumer demand in Japan and the development team's lack of Xbox experience currently hinder Xbox releases.

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

TAKUMI: Long-term engagement through the staggered release of DLC, ensuring a spoiler-free experience.

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

TAKUMI: No current plans, but a soundtrack release is a possibility given Shimomura-san's exceptional work.

TA: What games have you enjoyed recently?

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

TA: What's your favorite project?

TAKUMI: Reynatis, due to the ability to oversee all aspects as producer, creative producer, and director.

TA: What would you say to those excited for Reynatis but unfamiliar with FuRyu games?

TAKUMI: FuRyu games have strong themes. Reynatis particularly resonates with those who feel stifled by societal pressures. While not competing graphically with larger titles, its message is powerful and memorable.

(Email responses from Yoko Shimomura and Kazushige Nojima):

TA (to Shimomura-san): How did you get involved? What have you learned composing for games, and how do you implement that? What's your favorite part of working on Reynatis? How do you feel your style is recognizable? Were you inspired by other games?

Shimomura-san: TAKUMI's sudden approach. Experience becomes new power, but I compose intuitively. The night before recording, compositions flowed effortlessly. I don't fully understand the recognizability of my style. No specific influences.

TA (to Nojima-san): How do you approach games today vs. the 90s? How did you get involved? Is it influenced by Versus XIII? What's your favorite aspect, and what should fans pay attention to? What have you enjoyed playing this year?

Nojima-san: Modern games require convincing characters and a strong sense of world presence. Shimomura-san's referral. I didn't consciously consider Versus XIII influence. Marin's character development is a highlight. ELDEN RING, Dragon's Dogma 2, and Euro Truck Simulator.

TA (to all): How do you like your coffee?

TAKUMI: I don't like coffee, preferring tea.

Alan Costa: Milk or soy milk in coffee; iced americano without sugar.

Shimomura-san: Iced tea, strong.

Nojima-san: Black and strong.

The interview concludes with thanks to all participants and links to other TouchArcade interviews.

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