Among the many titles arriving this month, one in particular has managed to intrigue all RPG lovers. It is about REYNATISnew work by FuRyu which will allow us to explore the Shibuya of the real world in the shoes of two protagonists with diametrically opposed goals. Although in our analysis of the game it did not fully convince us, some of the ideas are definitely interesting and would deserve a deeper analysis. For this reason when NIS America gave us the opportunity to ask a few questions TAKUMIcreative producer of the game, we took the opportunity to discover some of the behind-the-scenes information on the development of the game and how certain ideas were born.
TAKUMI-san He was extremely helpful and in our chat we had the opportunity to talk about interesting topics such as collaboration with SQUARE ENIX and the stellar cast of developers who worked on the creation of REYNATISbut also the personal inspirations that led him to certain choices both for the settings and for the gameplay.
Now it’s time to discover all the behind-the-scenes stories that TAKUMI-san revealed to us!
From what has been shown so far through trailers and gameplay, REYNATIS pays homage to some of the most beloved RPGs. What were the development team’s inspirations for creating the game and what are the themes that will be explored within it?
Great job recognizing that this is a tribute to several titles! (laughs) This choice has nothing to do with a business aspect; it is simply my love for RPGs, the same that I am sure unites those who will read this interview.
The theme of the game is to be yourself and to be able to represent yourself as you want regardless of what society would like.
One of the most interesting aspects of REYNATIS is its real-world setting. We will be able to visit Shibuya and find some of the most iconic areas of the neighborhood. What made you choose Shibuya and will there be other prefectures of Tokyo that we will be able to explore?
No, only Shibuya will be present. This is because, even for Japanese people, there are not so many places as easily recognizable in Japan as Shibuya. Even if we had chosen a different setting, players might have wondered “Oh? Where are we?” There are several iconic buildings in Japan, but there is no other area as recognizable and iconic as Shibuya.
The main story of REYNATIS will revolve around two characters, Marin and Sari. Their backgrounds and goals are very different, will this be reflected in the gameplay?
Within the main story, the point of view will switch from one character to another depending on the chapter we play. Since their goals are different, their way of acting will also be different. For example, in an attempt to become stronger, Marine He will enter all the areas where the fog has settled in Shibuya to open strange portals connected to the depths of the forest in order to gain more power.
On the other hand, due to some events in his past, Sari is trying to eliminate illegal drugs rubrum. To do this he will try to destroy the Guild that distributes it, and at the same time he will take care of arresting those who use it. It is a little difficult to explain, but you will understand it better once you play it. (laughs)
The development team behind REYNATIS is truly stellar, with some of Japan’s most famous artists working on the game. Yoko Shimomura is definitely one of the most beloved composers in the video game industry, and is capable of cementing the tone of the game with her music. What can we expect from the soundtrack?
I created documents that explained to Shimomura-san the kind of music I would like to have in the game. These documents had words, emotions, and images that could represent my requests in detail so he could have a starting point for composing. We used an orchestra and I personally went to see the recording stages, so I have a deep connection with the game’s music.
Although it started as an April Fools’ joke, a collaboration between REYNATIS and NEO: The World Ends with You has been announced. What was it like working with SQUARE ENIX and what led you to this collaboration?
We actually had already made some agreements for the collaboration during April Fools’ Day. After that, we thought of a way to announce it to the players in a way that would surprise them. We thought that having Sari and Shoka meet during April 1st would be a nice way to do some sort of foreshadowing before the announcement, and that’s what happened.
I think that collaborations with other companies, especially between software houses that deal with the development of video games, is something a bit rare. I have nothing but gratitude, first of all towards Nomura-san who approved everything and made it come true, and in general towards all the staff of SQUARE ENIX. It’s the first time I’ve done something like this, so I had a bit of trouble before finding the right path but in the end I had a lot of fun. It was a great experience, also because I had the chance to write the plot of this collaboration.
We would like to thank TAKUMI-san again for his willingness to answer our questions, and NIS America for giving us this opportunity.
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