Home News Renowned Game Devs Discuss 'NieR: Automata'

Renowned Game Devs Discuss 'NieR: Automata'

by Oliver Jan 20,2025

This month, September 27th, NIS America releases FuRyu's action RPG, Reynatis, for Switch, Steam, PS5, and PS4 in the West. I spoke with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura about the game's development, inspirations, collaborations, and more. TAKUMI's portion was a video call, translated by Alan from NIS America, and transcribed/edited. Nojima and Shimomura's responses were via email.

TouchArcade (TA): Tell us about yourself and your role at Furyu.

TAKUMI: I'm a director and producer at Furyu, creating new games and projects. For Reynatis, I conceived the idea, produced, directed, and oversaw its development from start to finish.

TA: Reynatis seems to have generated more hype than any other FuRyu game I've seen in the West. How does that feel?

TAKUMI: I'm thrilled! The positive response, particularly from outside Japan, is incredible. Twitter feedback shows significant international interest, exceeding expectations for any previous FuRyu title.

TA: How has the Japanese reception been?

TAKUMI: Fans of Final Fantasy, Kingdom Hearts, and Tetsuya Nomura's work seem to connect strongly with the game. They appreciate the story's progression and are already speculating about future developments. They also appreciate the unique aspects of FuRyu's gameplay style. Overall, the reaction has been positive.

TA: Many fans see parallels between Reynatis and Final Fantasy Versus XIII. 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 could have been. I've spoken with Nomura-san, and the inspiration is clear, but Reynatis is wholly original, reflecting my own creative vision. It's not a copy, but a tribute inspired by that initial spark.

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 feedback through updates. Boss balancing, enemy spawns, and quality-of-life improvements are planned. The Western release will be a refined version compared to the Japanese release.

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

TAKUMI: Mostly directly, via X/Twitter or LINE. It was informal, reaching out to them personally rather than through their representatives. Prior collaborations with Shimomura-san at Furyu helped, but even then, communication was casual.

TA: What prior works inspired you to contact them?

TAKUMI: Kingdom Hearts deeply influenced me, so Shimomura-san's music was a key factor. Nojima-san's work on Final Fantasy VII and X also resonated strongly.

TA: What games inspired Reynatis' development?

TAKUMI: I'm an action game fan, and I drew inspiration from many titles. However, FuRyu's resources differ from larger studios like Square Enix. Reynatis focuses on providing a complete and enjoyable experience, balancing gameplay, story, and presentation.

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

TAKUMI: Roughly three years. The pandemic initially limited face-to-face meetings, but good communication with the development team mitigated issues. As restrictions eased, in-person collaboration resumed.

TA: The NEO: The World Ends With You collaboration is exciting. How did you approach Square Enix?

TAKUMI: Officially, as a company. It's unusual for console game collaborations, requiring a formal approach. I directly contacted Square Enix, highlighting our shared Shibuya setting and mutual interest.

TA: What were Reynatis' planned platforms? What was the lead platform?

TAKUMI: All platforms were decided from the start, but the Switch was the lead platform. Balancing the desire for optimal performance on one platform with the need to maximize sales across multiple platforms presented a challenge.

TA: Does FuRyu consider internal PC development in Japan?

TAKUMI: Yes, we've recently released a PC title developed internally. However, the console and PC gaming markets in Japan remain largely separate.

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

TAKUMI: In my opinion, the console and PC gaming communities in Japan are distinct, with players generally preferring to stay within their chosen platform.

TA: FuRyu has smartphone ports. Are there plans for more premium smartphone releases?

TAKUMI: We don't plan to focus on smartphone games. Our strength is console development. Smartphone ports will be considered on a case-by-case basis, only if the console experience translates well.

TA: Many ask about Xbox releases. Are there plans for Xbox Series X versions?

TAKUMI: Personally, I'd love to, but the lack of consumer demand and developer experience with the platform in Japan makes it currently unfeasible.

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

TAKUMI: I hope players enjoy the game for a long time, experiencing the story and upcoming DLC content together with the Japanese player base.

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

TAKUMI: No current plans, but I'd love to see Shimomura-san's soundtrack released in some form.

TA: What games have you enjoyed recently?

TAKUMI: Tears of the Kingdom, Final Fantasy VII Rebirth, and Jedi Survivor. Mostly played 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 those excited for Reynatis who haven't played FuRyu games before?

TAKUMI: FuRyu games have strong themes. Reynatis' message resonates with those who feel stifled by societal pressures. While it might not compete graphically with AAA titles, its powerful message is its strength.

(Email responses from Yoko Shimomura and Kazushige Nojima follow, covering their involvement, inspirations, favorite aspects of their work on Reynatis, and gaming preferences.)

(Coffee preferences of TAKUMI, Alan Costa, Yoko Shimomura, and Kazushige Nojima are included.)

(Concluding remarks and mention of other TouchArcade interviews.)