[img]https://clan.cloudflare.steamstatic.com/images//44899105/bf0b46349438c430535f8f22d93e01b678283853.jpg[/img] NIS America releases [i]REYNATIS[/i] for the Nintendo Switch™, PS5®, PS4® and Steam. The game is set in the year 2024 in Shibuya, Tokyo, where magic exists. The story follows a pair with very different positions and perspectives: a young wizard named Marin Kirizumi who longs for freedom, and Sari Nishijima, an M.E.A. officer who wishes to bring order to the world. * This article was originally published on the NIS America website. You can find the original content at the following link: [url=https://www.nisamerica.com/reynatis/special/takumi-nomura-interview]A conversation between [i]REYNATIS[/i] Creative Producer TAKUMI and [i]NEO: The World Ends With You[/i]'s Tetsuya Nomura[/url] This title, which has received much attention, has a star-studded staff including scenario writer Kazushige Nojima, music by Yoko Shimomura, and character visuals by Yusuke Naora. Not only that, but [i]REYNATIS[/i], which shares its setting of Shibuya with Square Enix's action RPG series [i]The World Ends With You[/i] (hereafter TWEWY), will have an in-game collaboration! [img]https://clan.cloudflare.steamstatic.com/images//44899105/cd671d50941bcc7d9c1c2d7483fb240733b20cd6.jpg[/img] The collaboration begins with Marin picking up a certain badge and being transported to the Shibuya of [i]NEO: The World Ends With You[/i] (hereafter NTWEWY). In order to escape, he has to participate in the Reapers' Game. Rindo and Shoka, as well as the Noise, from NTWEWY also appear, making for one very in-depth collaboration. [img]https://clan.cloudflare.steamstatic.com/images//44899105/23f62bd6ca374a3420e221a4e50bd3278383c974.jpg[/img] To commemorate the upcoming launch of [i]REYNATIS[/i] and this collaboration, [url=https://www.famitsu.com/article/202407/8741][i]Weekly Famitsu[/i][/url] sat down with TAKUMI, Creative Producer for [i]REYNATIS[/i] and Tetsuya Nomura, Creative Producer and Character Designer of the TWEWY series. [img]https://clan.cloudflare.steamstatic.com/images//44899105/9b59a632a3ba1ab052ab9e8fd6bf8165b1d8f502.jpg[/img] Read on for more information about how this collaboration came to be, TAKUMI's respect for Tetsuya Nomura, and what both creators keep in mind when developing games. [quote][b]TAKUMI[/b] A game creator from FURYU. He serves as the Creative Producer for [i]REYNATIS[/i]. [b]Tetsuya Nomura (hereafter Nomura)[/b] Creative Producer and Character Designer for [i]NEO: The World Ends With You[/i]. He joined Square in 1991, where he worked on the development of the [i]Final Fantasy[/i] series and was the Character Designer for [i]Final Fantasy VII.[/i] After, he worked as a main staff member on [i]Final Fantasy VIII, Final Fantasy X, Final Fantasy X-2,[/i] and [i]Final Fantasy XIII,[/i] among others. He is also the Creative Director of the [i]Final Fantasy VII Remake[/i] project. Additionally, he is the Character Designer, Game Designer, and Director of the [i]Kingdom Hearts[/i] series, which is co-produced with Disney. He has played a key role in many titles at Square Enix.[/quote] [h2]The collaboration born from TAKUMI's sincerity and respect toward Mr. Nomura[/h2] ———————————————————————————————————————————————————— —— TAKUMI, in a previous interview, you said that [i]REYNATIS[/i] was greatly influenced by the [i]Final Fantasy[/i] and [i]Kingdom Hearts[/i] series. You have a strong admiration for Mr. Nomura, so what was your impression when you first met him? [b]TAKUMI[/b] I had the impression he was super scary before we met, so I was very nervous. However, when I was actually able to speak with him, I found him easy to talk to. [b]Nomura[/b] Well, my personal "concept" is to be easily approachable. —— Ahahaha. [i](sheepish laughter)[/i] How about you? What did you think when you first met TAKUMI, Mr. Nomura? [b]Nomura[/b] Mr. Nojima (Kazushige Nojima, the Scenario Writer for [i]REYNATIS[/i] and many of Mr. Nomura's projects) had written about TAKUMI on X (formerly Twitter), so I had an idea of what he would be like. When I met him, my impression was that he was like other young, contemporary people. —— That's true; he is young. Their [FURYU Corporation's] building company building is in Shibuya, and all of it is very stylish. What was your impression of TAKUMI's game, [i]REYNATIS[/i]? [b]Nomura[/b] When I was approached about the collaboration, I took a look at the planning documents and thought, "He's really going for it." [i](laughs)[/i] [b]TAKUMI[/b] [i](strained laughter)[/i] —— When they saw the initial trailer, I'm sure many gamers felt the same way. [i](laughs)[/i] "This reminds me of one of Mr. Nomura's games…" [b]Nomura[/b] But, checking out the story, I felt that he had truly devised his own world. I wondered how the story would play out being set in Shibuya. [previewyoutube=ccKIyKoKjJY;full][/previewyoutube] —— The setting for [i]REYNATIS[/i] is Shibuya. Is part of the reason you made Shibuya the setting due to the TWEWY series? [b]TAKUMI[/b] Honestly, it wasn't. I think for players outside of Japan, the most recognizable place in Japan is the Shibuya Scramble Crossing, so I chose Shibuya as the setting. [img]https://clan.cloudflare.steamstatic.com/images//44899105/2b4fb791decfaf18150a99dfbf894889c4ab1c31.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//44899105/e8b34600c9cb67b75deaf5f9f5eb38507daa4b6d.jpg[/img] —— I see. So, when did you first think up the idea for this collaboration? [b]TAKUMI[/b] At first, I didn't think it would be possible to do a collaboration for a console game with another company. But, while working on [i]REYNATIS[/i] and looking at the in-game Shibuya, I remembered TWEWY… I thought, “It's the same setting, after all. A collaboration would be a lot of fun." So, fully expecting it to get shot down, I decided to bring it up. [b]Nomura[/b] Honestly, before even seeing the planning documents for [i]REYNATIS[/i], I thought, "There are other games that use Shibuya as a setting, so why TWEWY?" But, once I saw those design docs, I thought, "I get it now. This guy really likes TWEWY." [i](laughs)[/i] —— It seems TAKUMI's passion for TWEWY is what led to this collaboration. [b]Nomura[/b] Yes. His proposal was very straightforward in terms of showing, "I really like your work!" The purity of that sentiment made me want to help out. He mustered up the courage to ask, and there aren't many young people who would do that, so I didn't want to take those feelings lightly. When I was making [i]Kingdom Hearts[/i], I had to negotiate with Disney, as well as sound out Utada Hikaru for the main theme song. So, I thought it was great that there was this young creator coming at us confidently with a straightforward offer. —— Ah, so you yourself have the experience of knocking on the doors of other companies, so you know how it feels. Including TWEWY, what do you like about Mr. Nomura's works, TAKUMI? [b]TAKUMI[/b] I like his world settings that are "fantasy, but set in the real world." Particularly, I'm really smitten with his portrayal of the darkness in people, as well as how cool people can be. I've read many of his interviews, and in them, I really got the sense of how difficult it was to get the plan for Kingdom Hearts, as approved and as well as his enthusiasm, and his creative drive and way of thinking. Even through the interview, all this came through, and I was really taken with those things. —— So, you were taken with his approach as a creator. What was the first game of his you played? [b]TAKUMI[/b] The first one was when I was in middle school, and it was the first [i]Kingdom Hearts.[/i] After that, I played just about every game that Mr. Nomura worked on. I particularly liked [i]Kingdom Hearts II Final Mix +, Kingdom Hearts 358/2 Days[/i] and [i]Final Fantasy VII Advent Children.[/i] Of those, I played a ton of [i]Kingdom Hearts II Final Mix +.[/i] —— Oh yeah, [i]Kingdom Hearts II Final Mix +[/i] is the powered-up version of that game. We can really tell that you like it. [i](laughs)[/i] Those who know, know, but you played [i]MONOTONE[/i] (a cell phone game for the i-mode service) as well, right? [b]Nomura[/b] Really? [i](laughs)[/i] [b]TAKUMI[/b] Yes. [i](laughs)[/i] —— By the time [i]REYNATIS[/i] was deep in development, [i]Final Fantasy VII Rebirth[/i] had come out, but surely...? [b]TAKUMI[/b] Of course I found time to play it. [h2]Moving to details about how the NTWEWY development team was very much involved in the collaboration[/h2] ———————————————————————————————————————————————————— —— What is the level of the content for this collaboration with NTWEWY, exactly? [b]TAKUMI[/b] At the beginning, I wanted to have the NTWEWY logo appear on a sign or something or have the characters have costumes [from NTWEWY], at the very least. However, when I spoke to the NTWEWY team they said, "If you're going to do it, you should go all the way." So, in the end, there is a completely new scenario, as well as [playable] stages in this collaboration, so it's very ample. —— Did you have any requests regarding the content, Mr. Nomura? [b]Nomura[/b] I wanted to respect the wishes of the various members of the team, so I basically left everything up to them and TAKUMI. Of course, the underlying expectation was that things would be kept within reason… So, all I said was to adjust the color tone of NTWEWY to match the color tone of [i]REYNATIS[/i]. —— That's right; NTWEWY has a distinct design that is 2D and comic-like. It must have been necessary to do some trial and error to get that right with the design of [i]REYNATIS[/i]. [b]TAKUMI[/b] At first, we really struggled with how to make it fit. But, just as in the movie [i]Spider-man: Into the Spider-Verse,[/i] there are works that purposefully do not try to match the visuals of the characters from different world settings, and I had the impression that viewers accept that well. We didn't try to force the NTWEWY designs to fit in with [i]REYNATIS[/i] and just adjusted the color tone, so the character graphics are very NTWEWY-like. [b]Nomura[/b] In contrast to the somewhat moody color tone of the [i]REYNATIS[/i] backgrounds, the lines of the NTWEWY characters are stark. I thought that if we tried to adjust that aspect to those moody backgrounds, the characters' outlines would stand out in a bad way, so I thought it would be okay to just adjust the color tone [of those lines]. [img]https://clan.cloudflare.steamstatic.com/images//44899105/50945e914d63a6018c727fd36466d3ab2af621af.jpg[/img] [b]TAKUMI[/b] Outside of the characters, we used the Noise lines and effects [from NTWEWY], so we were able to blend the atmosphere of [i]REYNATIS[/i] and NTWEWY without it feeling strange. —— I heard that for the collaboration's story, NTWEWY's Scenario Writer Akiko Ishibashi worked on it. [b]TAKUMI[/b] I came up with the plot and presented it and, after that, Ms. Ishibashi brushed it up to make it fit with NTWEWY. —— So you wrote the plot, TAKUMI? [b]TAKUMI[/b] There was no one else who knew the characters and world setting of [i]REYNATIS[/i] in addition to possessing the knowledge of NTWEWY more than me, so I thought it would be quickest if I came up with the plot. —— What other interactions did you have with the NTWEWY team? [b]TAKUMI[/b] I spoke remotely with NTWEWY's Producer, Tomohiko Hirano, and the Director, Tatsuya Kando. We had some short interactions where they checked over what we were making. —— So, the main staff of NTWEWY are all very involved with this collaboration. What does this collaboration have to do with the main story of [i]REYNATIS[/i]? [b]TAKUMI[/b] It is a subquest that stems off of the main story of [i]REYNATIS[/i]. It's made so that even people who aren't familiar with NTWEWY will be able to enjoy it. —— Rindo and Shoka appear in the trailer, but aside from them, do other [NTWEWY] characters appear? [b]TAKUMI[/b] As an enemy, ●●●● also appears. Particularly, for the fight with ●●●●, we made a special stage that completely recreates the fight in NTWEWY. Also, we plan to have ●●●● make an appearance, as well. [b]Nomura[/b] You should really keep stuff like that under wraps for now. [b]TAKUMI[/b] Ah, you're right. [b]Nomura[/b] Please look forward to it! [previewyoutube=oKABHYylwlE;full][/previewyoutube] [img]https://clan.cloudflare.steamstatic.com/images//44899105/1cfad7c9fcd7f42989f0f7042dfbed204cdfce47.gif[/img] —— Well, now everyone's curious. [i](laughs)[/i] The voice actress for both the main character of [i]REYNATIS[/i], Sari, and Shoka from TWEWY, is Akari Kito. I felt like there are other voice actors from Mr. Nomura's works that appear in [i]REYNATIS[/i]. Was this casting intentional? [b]TAKUMI[/b] It was…intentional. [b]Nomura[/b] You go, man. [i](laughs)[/i] [b]TAKUMI[/b] For example, there is an enemy researcher [in [i]REYNATIS[/i]] named Shinzaburo Kiyokawa. Well, when I say "researcher," I mean mad scientist. And when I thought of mad scientists, I thought of Shigeru Chiba (he also played the mad scientist Dr. Hojo in [i]Final Fantasy VII[/i]), so we offered the role to him. —— With this much respect for Square Enix's works, or rather, Mr. Nomura's, I would think that the player might end up comparing [i]REYNATIS[/i] to those games. Did you feel any pressure that the players might compare them? [b]TAKUMI[/b] I didn't feel pressure. To begin with, the budget gap between a Square Enix game and a FURYU Corporation game is large. As a FURYU Corporation game, it was important to make the message of the game and its concept be the core, so in order for players to feel those areas the most, we put most of our budget there. I've worked hard to create a game that conveys the message I want to express to users so that they think, "This game was made for me" to feel close to the game. Focusing on bringing out a message and relatability to make it different from anything else is something that I think people can enjoy. The theme of [i]REYNATIS[/i] is for those who feel the difficulty of living under peer pressure coming together, and if that theme is able to be properly conveyed, I would be pleased if this game has a palpable appeal unlike any other game out there. [h2]What a director should be, according to TAKUMI and Mr. Nomura[/h2] ———————————————————————————————————————————————————— —— Now, I'd like to hear your thoughts as [game] creators. First, TAKUMI, can you tell us how you became a game creator? [b]TAKUMI[/b] My mother is a designer and [she taught me] about art and design from when I was small. So, at first, I wanted to be a designer, but, starting with [i]Kingdom Hearts,[/i] I encountered many different games and, since I enjoyed creating things, I thought, "I want to make games, particularly using my own original ideas," and this feeling grew stronger. At first, it was a very simple idea where I thought, "I can draw, so if I can do [game] planning and learn how to program, I can make my own original games." —— Oh, so you can draw as well! That's just like Mr. Nomura… [b]Nomura[/b] I can't program, though. [i](laughs)[/i] I've only fooled around in BASIC. —— Would you say that being able to program is representative of today's game creators? [b]TAKUMI[/b] I actually majored in programming in graduate school, but I put the brakes on myself because I thought, "Aw man, this isn't fun. Programming just isn't for me. I can't do this." However, I did have the basic skill set [for programming] down as well as the knowledge and thought process, so with my ability to draw and create design documents, I thought, "I just might be able to become the best [game] planner out there." [i](laughs)[/i] And then I was able to join FURYU Corporation. —— Why did you choose FURYU Corporation out of all the game developers out there? [b]TAKUMI[/b] One of the appealing points of FURYU Corporation was that, even if you're young, the company has a culture of allowing you to make your own original games if you have the will and the ability. I think that at other companies, you would need to be a certain age or have paid your dues before being allowed to make a game. Especially now, games can take several years to a decade to make, so I don't even know how one would go about paying their dues in that situation. For those reasons, I went with FURYU Corporation. —— I see. But didn't you think that you would want to join Square Enix? [b]TAKUMI[/b] I love Square Enix, and particularly Mr. Nomura's works, but that doesn't mean that I want to make [i]Kingdom Hearts.[/i] I feel that, in order to become a creator like Mr. Nomura, I must come up with my own, original ideas. [img]https://clan.cloudflare.steamstatic.com/images//44899105/56ee544fa5c7629b0452de0c8eb69fad0d60ddc0.jpg[/img] —— So your creative desires won out. You studied drawing, but you didn't think to do character design like Mr. Nomura? [b]TAKUMI[/b] I can't draw the kinds of appealing things that Mr. Nomura can, so I never thought about becoming a character designer. [b]Nomura[/b] There are plenty of people who are good at drawing, but there are only a handful of those who can actually design characters. I think it's a difficult genre [to excel in]. Even now, I think it's difficult to design characters myself. [b]TAKUMI[/b] You were originally a pixel artist, right? [b]Nomura[/b] Correct. And from that work, I eventually wound up being allowed to direct games. —— That's certainly unique. Did you always want to be a director? [b]Nomura[/b] Not at all. To begin with, I didn't even want to be a character designer. I simply enjoyed the mere act of participating in game development. I did have plenty of opportunities to present game plans though. Within that, I started to enjoy coming up with game plans. So, while continuing my main work of illustration, I continued to present game plans, and I then happened upon the fateful opportunity that was [i]Kingdom Hearts.[/i] —— Speaking of [i]Kingdom Hearts,[/i] there's a famous episode where a conversation took place in an elevator in the Arc Tower in Meguro (※1) between people from Square Enix and a top person from Walt Disney Japan, right? [b]Nomura[/b] I wasn't in that elevator myself, so I don't know exactly what was said, but, by chance, I happened to be where Mr. Sakaguchi (※2) and Mr. Hashimoto (※3) said that Square Enix was going to make a Disney game, and I raised my hand to volunteer to work on it. Looking back at it, I can't even remember why I was in the same place with Mr. Sakaguchi and Mr. Hashimoto when they were talking about this. [i](laughs)[/i] [olist]※1: The building that Square (currently Square Enix) used to occupy. ※2: Shinji Hashimoto. Former brand manager of the [i]Final Fantasy[/i] series. Current senior advisor for Sony Music Entertainment. ※3: Hironobu Sakaguchi. Father of the [i]Final Fantasy[/i] series. Current CEO of Mistwalker Corporation.[/olist]—— So, it was just a series of coincidences. But, the reason you raised your hand was because you had an idea for a game you wanted to make, right? [b]Nomura[/b] At the time, when I was working on [i]Final Fantasy VII, Super Mario 64[/i] was released. I was deeply impressed by the game and how you could move around freely in 3D space. Thanks to that, I vaguely had an idea that I wanted to make an action game where you could move around freely. I had told my junior in the company about that and they said, "In that case, it can't be a new IP. It needs to be a worldwide/globally known IP precisely like Disney!" I thought, "I see…" —— [Being able to work] on a globally known IP is easy to say… But, from there, you spoke to Mr. Sakaguchi and Mr. Hashimoto, right? [b]Nomura[/b] Exactly. I thought, "This is the connection I was waiting for!" [b]TAKUMI[/b] What an amazing story. [i](laughs)[/i] —— Luck and timing are certainly important. [b]Nomura[/b] After that, I figured the only game I would be the director on was [i]Kingdom Hearts,[/i] but before I knew it, I was working as the director for various titles. Still, my main job was as an illustrator. —— With all these titles under your belt, what is something that you always keep in mind as a director? [b]Nomura[/b] A director cannot make a game alone. They are making the game with the rest of the development team, so they must never forget that these other people are working on the game with them. That is something I haven't changed my stance on since [i]Kingdom Hearts.[/i] A great amount of time must be spent on development, and there are things that the director must not budge on, and in those instances, you have to remember that you're having the staff go along with your whims and not forget your feelings of gratitude to them for that. Other than that, I want the other staff members to have fun working on the game. If it becomes a project important to each member, that leads to them being motivated to work on it. [b]TAKUMI[/b] From that point of view, which title would you say has left the biggest impression on you? [b]Nomura[/b] Naturally, [i]Kingdom Hearts.[/i] It was my first time as director and it was difficult figuring out how to proceed. Staff members would have friction or differing opinions and I had to be the one to mediate… —— You mediate yourself?! [b]Nomura[/b] Surprisingly, I'm the empathetic type. [i](laughs)[/i] —— Easily approachable and empathetic! It's important to have a good vibe within the team, isn't it? [b]Nomura[/b] I'm not sure if I'd call it a vibe, but it's important to allow what the staff participating in the project want to do and respect their wishes as much as possible. When I was just another staff member myself, I remember there were things that I wanted to do that I would propose, and I was happy when they would use my ideas and I want [my teams] to experience the same thing. —— How about you, TAKUMI? What do you keep in mind/focus on as a director? [b]TAKUMI[/b] I also think it's important to have my team enjoy what they're doing. If they're enjoying what they are doing, they will be more motivated and there are many cases where the results are even better than what you were looking for. Of course, though they are enjoying themselves and have freedom, it is important to course correct at times, as well. I think the role of the director is to create an environment where [the staff] can enjoy what they are doing with a positive attitude. [img]https://clan.cloudflare.steamstatic.com/images//44899105/056439d9346c7c4ccf4565a56a1dc1e9f2bca67a.jpg[/img] [h2]The many game plans sleeping within Mr. Nomura's PC- Even "that game"![/h2] ———————————————————————————————————————————————————— —— TAKUMI, using this opportunity, is there anything you would like to ask Mr. Nomura? [b]TAKUMI[/b] Of course! When you think about creating a new IP, where do you start? [b]Nomura[/b] I think about the world setting, then I come up with a synopsis and the characters, and I keep those ideas to myself. When I'm asked by the game producer about plans for a game, I present the plans that I have been keeping to myself if it fits the situation. Then, we adjust [so it fits with what's needed]. [b]TAKUMI[/b] That's a unique way of doing things. [b]Nomura[/b] When the producer comes to me, I gather my ideas after asking what hardware it will be for, whether it will be developed internally or externally, and what genre it should be. —— Do elements like the hardware or development environment affect the content of the game? [b]Nomura[/b] Depending on the hardware, the play experience is different, and the scale of the development changes what kinds of world settings can be done, so it has a significant impact on the plans. —— Do you keep your ideas as actual documentation? [b]Nomura[/b] In order to easily share my image of the project to others, first I find images or photos on the internet and, using those as references, I create a fake title screen. After that, I write up a brief synopsis. —— So, even at the "idea" level, you write up a synopsis. [b]Nomura[/b] I think that unless you can get the producer excited when you are explaining the project, it's no good, so I make sure to write up a synopsis so that I don't forget the contents myself. Then, I throw all that into a folder and that's that. [b]TAKUMI[/b] "That's that"? [b]Nomura[/b] Yes. Then, when there's talk of making a new game, I go into the folders and adjust a little and format it [appropriately]. For ideas that I don't use, those get put back into the folder to get brushed up at a later date. This process is constantly repeated. Those brushed-up game plans then get put into a folder called "NEW." [b]TAKUMI[/b] Do you have a big stock of these game ideas? [b]Nomura[/b] It's getting smaller and smaller. However, there is a folder with a ton of game plans that haven't been used. There're entire scenarios in there, too. [b]TAKUMI[/b] I'd love to see that folder... [b]Nomura[/b] That folder has different sub-folders, and it's practically a labyrinth at this point, so even I don't know if some of those ideas will ever see the light of day. [img]https://clan.cloudflare.steamstatic.com/images//44899105/5e8ec5b37138ae2e67f97f5e703a2ad2531ff52d.jpg[/img] —— Please be sure to back up the data in that folder! How about you, TAKUMI? How do you go about making your ideas for game plans? [b]TAKUMI[/b] I work backward by first having an idea for a scene that I want to portray. Then, in order to make that scene, I come up with the necessary world, the setting, and the characters. [i]REYNATIS[/i] was also created in this way. —— Do you have a stock of game plans yourself, TAKUMI? [b]TAKUMI[/b] I do have a few game plans in stock. At FURYU Corporation, the focal point, scope, and time period for game development are all set, and compared to other companies, the development period is basically set at about 3 years, which is on the short side. So, for my game plans, I always keep in mind what is trending at the time to add that to the game to make it appealing. —— Is there something that you do to keep yourself aware of current trends? [b]TAKUMI[/b] FURYU Corporation also has a photo booth machine business, so I make it a point to periodically check what's trending amongst young people and their slang and the like through the staff in that division. [h2]The pair want the collaboration to spark interest in both [i]REYNATIS[/i] and TWEWY![/h2] ———————————————————————————————————————————————————— —— The fact that you both have a stock of game ideas is something that we can all really look forward to, but please tell us what your goals are as creators from here on out. [b]TAKUMI[/b] [i]REYNATIS[/i] has been set up on a very large foundation, and I still have plenty of ideas for it, so I would be really happy to expand the world of this game into a franchise. [b]Nomura[/b] In my case, first and foremost, I want to stay healthy. —— [i](Laugh)[/i] Health… Yes, that is very important. [b]Nomura[/b] And, including all the titles that have been announced, there are still titles that I need to make, so I'd like to keep plugging away at those. I only recently learned this, but apparently, abroad, it's being said that I have an illness. —— Huh? [b]Nomura[/b] I have no clue where that rumor started, but I'm totally healthy. —— That rumor should disappear after this interview. How did you feel about this conversation with TAKUMI? [b]Nomura[/b] Looking at the current space for console games, TAKUMI is a very young director and producer. The result of his desire to create what he wanted is this game: [i]REYNATIS[/i]. This isn't really the type of game you see the likes of recently, so I really hope the players give the game a chance and spread the word. And with [i]REYNATIS[/i] as a starting gun, I hope that other young creators will follow and a new trend will be born in this industry. I'd like TAKUMI to break open the way [for others]. I won't allow failure, because that would portend something really awful. —— You certainly raised the bar for him at the end there. [i](laughs)[/i] [b]Nomura[/b] I never thought that I would see the NTWEWY characters in action again. I think that the characters who appear in this collaboration, Rindo and Shoka, are very well-realized, so I'm very grateful that new life was breathed into them. I would like fans of NTWEWY to see how these characters come out here and, for those who aren't familiar with NTWEWY, I hope that [this collaboration] encourages them to give it a try. In the series, there are only two games: TWEWY and NTWEWY, so I think it's an easy series to get into. I hope that you enjoy both those games, as well as this collaboration with [i]REYNATIS[/i]. —— And how about closing things out, TAKUMI? [b]TAKUMI[/b] We had this opportunity to do a collaboration event between [i]REYNATIS[/i] and NTWEWY. There are other characters and bosses in the trailer, as well as an original story and various other elements that players will enjoy in this collaboration. [i]REYNATIS[/i] is only one game, so I think it's easy to get into. [i](laughs)[/i] Anyone can get started, and this is the only chance you'll get to start from the first game. Should the series continue from here, it will be more difficult to start, so I would love for you to give this game a try. [b]Nomura[/b] If you start from the first game, then you can call yourself an OG. [b]TAKUMI[/b] Taking a peek at social media, I get the impression that people have been turned onto the TWEWY series from [i]REYNATIS[/i]. I would be happy if this collaboration kicked off interest in the TWEWY series. It would also be great if it led to a sequel to NTWEWY. Everyone out there, please give this collaboration between [i]REYNATIS[/i] and NTWEWY a chance! [img]https://clan.cloudflare.steamstatic.com/images//44899105/589af757b7c96364c110195e38abee04ef743346.jpg[/img] [b]+ Wishlist[/b] today and stay tuned for upcoming news, including content updates! * The content update schedule may be subject to change without notice. ———————————————————————————————————————————————————— [url=https://www.famitsu.com/article/202407/8741]See the original article[/url] [i]Interview by Weekly Famitsu. REYNATIS was under development and equipment, job roles, and functions referenced in this interview may be subject to change. © FURYU Corporation. Licensed to and published by NIS America, Inc.[/i]