Square Enix Trio Interview: Creative Vision Behind The DioField Chronicle
This month, on September 27th, NIS America will release FuRyu's action RPG, Reynatis, for Switch, Steam, PS5, and PS4 in the West. Prior to the launch, I spoke with Creative Producer TAKUMI, Scenario Writer Kazushige Nojima, and Composer Yoko Shimomura about the game's development, inspirations, collaborations, and much more. This interview was conducted in stages; TAKUMI's portion was a video call (translated by Alan from NIS America), transcribed, and edited for brevity. Nojima and Shimomura's contributions were via email.
TouchArcade (TA): Could you tell us about your role at FuRyu?
TAKUMI: I'm a director and producer, focusing on new game creation. For Reynatis, I conceived the core idea, directed, and oversaw the entire production process.
TA: Reynatis seems to have generated more hype than any previous FuRyu game in the West. What's your reaction?
TAKUMI: I'm thrilled! The positive response, particularly from outside Japan, is incredibly rewarding. Twitter feedback indicates a significant international fanbase. This surpasses the reception of any prior FuRyu title.
TA: How has the Japanese audience reacted?
TAKUMI: Fans of Tetsuya Nomura's work (Final Fantasy, Kingdom Hearts) particularly appreciate Reynatis. They anticipate story developments, sparking further fan theories and engagement, which is very encouraging. The gameplay, while retaining unique FuRyu elements, also resonates with long-time fans.
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, seeing the Versus XIII trailer sparked a desire to create my own interpretation of what that game could have been. It served as inspiration, but Reynatis is entirely my own creation, distinct from any prior work. I've spoken with Nomura-san, and he's aware of the project.
TA: FuRyu games often excel in story and music but sometimes fall short technically. Are you satisfied with Reynatis' current state?
TAKUMI: We're addressing feedback with updates. Boss balancing, enemy spawns, and quality-of-life improvements are planned. A Japanese update is slated for September 1st, with further refinements addressing bugs and technical issues leading up to the May DLC release. The Western release will be a refined version.
TA: How did you approach Yoko Shimomura and Kazushige Nojima for the project?
TAKUMI: It was largely direct contact, via Twitter and LINE, keeping communication informal. Prior collaborations with Shimomura-san at FuRyu eased that approach.
TA: What prior works inspired you to contact them?
TAKUMI: Shimomura-san's work on Kingdom Hearts deeply influenced me, shaping my values. Nojima-san's scenarios in Final Fantasy VII and X are also favorites.
TA: What games inspired Reynatis' development?
TAKUMI: I'm an action game fan, drawing inspiration from various titles. However, FuRyu's resources differ from those of larger studios like Square Enix. The focus was on creating a fun, complete experience, encompassing gameplay, story, and music, rather than solely competing on graphical fidelity.
TA: How long was Reynatis in production? How did the pandemic affect development?
TAKUMI: Approximately three years. The pandemic's initial impact was minimal due to remote work capabilities and strong communication with the development team. Later, in-person meetings resumed.
TA: The NEO: The World Ends With You collaboration generated significant pre-release speculation. How did that collaboration come about?
TAKUMI: I'm a fan of the series. The collaboration was approached formally with Square Enix, recognizing the rarity of such cross-company console collaborations. The direct approach proved successful.
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. This pushed the Switch's capabilities, balancing the desire for broad reach with the ideal of maximizing visual quality on a single platform.
TA: FuRyu often releases games on consoles in Japan, then ports to PC for Western releases. Has FuRyu considered internal PC development in Japan?
TAKUMI: Yes, recent titles have seen internal PC development. A partnership with NIS America handles Western console releases, leveraging their expertise in localization and sales.
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, with players tending to favor one platform over the other.
TA: Regarding smartphone ports, like The Alliance Alive Remastered, are there plans for more premium game ports?
TAKUMI: FuRyu primarily focuses on console development. Smartphone ports are considered on a case-by-case basis, ensuring the experience remains high-quality and doesn't compromise the console version's core gameplay.
TA: There's limited FuRyu support for Xbox. Are there plans for Xbox Series X versions?
TAKUMI: Personally, I'd like to release on Xbox, but the lack of consumer demand and developer expertise in Japan currently makes it challenging.
TA: What are you most excited for Western players to experience?
TAKUMI: I hope players enjoy the game's longevity, with the planned DLC releases providing new content and avoiding spoilers. The simultaneous global release of updates will enhance the shared experience.
TA: Are there plans for a Japanese art book and soundtrack release after the DLC?
TAKUMI: Currently, no concrete plans exist, but a soundtrack release is a possibility given Shimomura-san's exceptional work.
TA: What games have you enjoyed playing recently?
TAKUMI: Tears of the Kingdom, Final Fantasy VII Rebirth, and Jedi Survivor. My PS5 was the primary platform.
TA: What's your favorite project?
TAKUMI: Reynatis, due to the ability to oversee all aspects as producer, creative producer, and director. Trinity Trigger holds a special place as my first directing experience.
TA: What would you say to those excited for Reynatis who haven't played a FuRyu game before?
TAKUMI: FuRyu games have strong themes and messages. Reynatis particularly resonates with those who feel stifled or pressured by societal expectations. While it may not compete graphically with larger titles, its message is powerful and memorable.
(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 it? What's your favorite part of working on Reynatis? How do you feel your style is recognizable across different technologies? Were you inspired by other games?
Shimomura: TAKUMI's sudden approach! (laughs) Experience becomes new power, but composition is mainly feeling-based. The night before recording, with compositions flowing, was exhilarating. I don't fully understand the recognizability of my style; it may not have been consistent earlier. No specific influences for Reynatis.
TA (to Nojima): How do you approach games today compared to the 90s? How did you get involved? Is it influenced by Versus XIII? What's your favorite aspect of Reynatis' scenario? What should fans of your other work pay attention to? What have you enjoyed playing this year?
Nojima: Modern players want believable characters and immersive worlds. Shimomura-san connected me with TAKUMI. I'm unsure of Versus XIII influence. Marin's character development is well-depicted (avoiding spoilers). I've enjoyed ELDEN RING, Dragon's Dogma 2, and Euro Truck Simulator. I'm still playing Reynatis but I'm not good at action games.
TA (to all): How do you like your coffee?
TAKUMI: I don't like coffee; I prefer tea.
Alan Costa: Milk or soy milk in coffee; Americano with ice only for iced coffee.
Shimomura: Iced tea, strong.
Nojima: Black, strong.
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