Beast of Reincarnation

Beast of Reincarnation Review

Released: August 4, 2026
Updated: 7 hours ago
4.3
Overall review score
139
Review evidence points
50
Scored features
15
Expert reviews

Bottom Line

Choose it for expressive parry-driven combat, flexible difficulty, and inventive vine traversal. Skip it if unclear tutorials, targeting issues, or a familiar post-apocalyptic story would undermine the experience.

Best for

Best for action-RPG players who enjoy parries, build experimentation, companion tactics, and exploring vertical open zones with a strong visual identity.

Not for

Less suitable for players who dislike timing-based defense, expect comprehensive tutorials, or want a fully open world and immediately original story premise.

Verdict

Beast of Reincarnation’s opening hours make a persuasive case for its combat. Emma’s responsive swordplay and Koo’s slow-motion Bloom Arts create a tactical rhythm that feels more expressive than a conventional Soulslike, while vine-powered traversal gives the open zones unusual vertical freedom. The ruined Japan setting is visually striking, bosses feel imposing, and flexible difficulty plus short runbacks keep the challenge from becoming needlessly punitive. The main reservation is onboarding: important mechanics, targeting cues, and even basic actions are explained too lightly, which can make the early learning curve feel harsher than the combat itself. Story reactions are also less consistent, balancing an affecting Emma-and-Koo bond against a familiar corruption premise. These are preview impressions rather than a full-game verdict, but the foundation looks unusually strong.

Feature Scorecards

Summary

50 reviewed features
  • Very positive 4.5-5.0 52% 26 features
  • Positive 3.5-4.4 34% 17 features
  • Neutral 2.5-3.4 4% 2 features
  • Negative 1.5-2.4 10% 5 features
  • Very negative below 1.5 0% 0 features

Pros

  • 5.0
    based on 1 review
    soundtrack quality: 5.0, based on 1 review
    The soundtrack receives direct, enthusiastic praise, with its dramatic music reinforcing the action and ruined-world mood. Broader musical variety was not evaluated in these previews.
  • 4.8
    based on 4 reviews
    exploration quality: 4.8, based on 4 reviews
    Exploration is one of the strongest early impressions, thanks to vertical movement, secrets, hidden paths, and striking ruined environments. The open zones consistently invite detours without losing the main route.
  • 4.8
    based on 1 review
    value for money: 4.8, based on 1 review
    A $60 base price was viewed favorably compared with the common $70 tier, especially given the expected scope. Final value still depends on the full game’s length, polish, and content quality.
  • 4.7
    based on 5 reviews
    movement feel: 4.7, based on 5 reviews
    Emma moves quickly through large, vertical spaces using vine grapples, lifts, and player-made bridges. Traversal feels smooth, playful, and unusually free for this style of action RPG.
  • 4.7
    based on 4 reviews
    art direction: 4.7, based on 4 reviews
    Overgrown concrete, plant-infested creatures, sci-fi ruins, and anime-inspired character design create a striking identity. The art direction balances beauty, melancholy, and horror particularly well.
  • 4.7
    based on 4 reviews
    atmosphere: 4.7, based on 4 reviews
    The atmosphere blends lush beauty, melancholy, ruined technology, and quiet terror. Ethereal music and overgrown landscapes give the journey a distinctive, reflective mood.
  • 4.7
    based on 4 reviews
    environmental detail: 4.7, based on 4 reviews
    Collapsed structures, rusted machinery, overgrown cities, and corrupted wildlife make the zones rewarding to inspect. The environmental detail consistently strengthens both atmosphere and exploration.
  • 4.7
    based on 3 reviews
    core gameplay loop: 4.7, based on 3 reviews
    The main loop of parrying, charging Koo’s abilities, exploring open zones, and upgrading the duo is highly engaging. Several players came away eager to continue after only the opening hours.
  • 4.7
    based on 2 reviews
    checkpoint system: 4.7, based on 2 reviews
    Deaths are softened by short runbacks, persistent environmental unlocks, and natural checkpoints between larger rest sites. This keeps difficult encounters from becoming excessively repetitive.
  • 4.6
    based on 8 reviews
    combat system: 4.6, based on 8 reviews
    Parry-driven swordplay gains real tactical depth from Koo’s slow-motion Bloom Arts and support abilities. It is the clearest standout, with multiple hands-on players describing it as satisfying, expressive, and difficult to put down.
  • 4.6
    based on 7 reviews
    companion AI: 4.6, based on 7 reviews
    Koo is more than a passive sidekick: he attacks independently, supports exploration, and provides tactical abilities fueled by Emma’s parries. His behavior usually feels useful and naturally integrated rather than intrusive.
  • 4.6
    based on 7 reviews
    fun factor: 4.6, based on 7 reviews
    Enthusiasm is consistently high after hands-on play, especially around combat and traversal. Even players frustrated by the tutorials still wanted to continue and see how the systems develop.
  • 4.6
    based on 4 reviews
    gameplay mechanics: 4.6, based on 4 reviews
    Combat, traversal, companion commands, and ranged tools fit together into a deliberate but flexible system. The mechanics encourage reading enemies and choosing the right response rather than relying on one tactic.
  • 4.6
    based on 4 reviews
    graphics quality: 4.6, based on 4 reviews
    The game looks unusually polished and cinematic for Game Freak, with high-fidelity environments and impressive visual presentation. Multiple previews were immediately struck by its beauty.
  • 4.6
    based on 4 reviews
    innovation: 4.6, based on 4 reviews
    Blending real-time parries with slow-motion companion commands creates a fresh tactical rhythm. Koo’s abilities and Emma’s vine movement help the game distinguish itself from straightforward Soulslike comparisons.
  • 4.6
    based on 3 reviews
    boss design: 4.6, based on 3 reviews
    The large Nushi encounters are imposing, punishing, and repeatedly highlighted as memorable. Winning can feel genuinely triumphant, and at least one showcase called the bosses the game’s strongest feature.
  • 4.6
    based on 3 reviews
    sandbox freedom: 4.6, based on 3 reviews
    The vine abilities offer unusual freedom to create crossings, reach high ground, and approach enemies from above. The zones feel open without depending on a traditional open-world structure.
  • 4.6
    based on 3 reviews
    visual effects quality: 4.6, based on 3 reviews
    Combat finishers, boss attacks, and cinematic framing give the action strong visual impact. The effects are energetic and dramatic without obscuring the tactical structure.
  • 4.6
    based on 2 reviews
    horror tension: 4.6, based on 2 reviews
    The horror is more unsettling than relentlessly frightening, using corrupted animals and beautiful-but-wrong natural imagery. That restrained tension gives the world an effective eerie edge.
  • 4.6
    based on 2 reviews
    immersion: 4.6, based on 2 reviews
    The combination of beautiful ruins, ethereal music, fast traversal, and absorbing combat creates a strong sense of immersion. One two-hour session reportedly felt like only minutes.
  • 4.6
    based on 2 reviews
    world interactivity: 4.6, based on 2 reviews
    Emma can reshape routes by growing bridges, vertical vines, and temporary platforms. These tools make the environment part of both traversal and combat preparation.
  • 4.6
    based on 1 review
    accessibility options: 4.6, based on 1 review
    Difficulty can be raised or lowered at any time, and generous parry timing makes the combat more approachable. No broader accessibility suite was evaluated, but the available flexibility is encouraging.
  • 4.5
    based on 3 reviews
    level design: 4.5, based on 3 reviews
    The game uses broad, explorable stages rather than one continuous open world. Hidden paths, optional items, side activities, and compact runbacks give the zones both freedom and structure.
  • 4.5
    based on 3 reviews
    skill tree depth: 4.5, based on 3 reviews
    Multiple skill trees, ability modifiers, and distinct companion options support varied builds. Early impressions suggest enough depth for melee, ranged, and Koo-focused playstyles.
  • 4.5
    based on 3 reviews
    upgrade system: 4.5, based on 3 reviews
    New skills, equipment, and upgraded Bloom Arts appear capable of changing how encounters are handled. The system looks flexible and rewarding, but long-term upgrade balance is still unknown.
  • 4.5
    based on 2 reviews
    emotional impact: 4.5, based on 2 reviews
    The strongest emotional material comes from Emma’s rejection and her decision to save Koo. Their bond gives the otherwise bleak setting warmth and a clear human center.
  • 4.4
    based on 4 reviews
    character customization: 4.4, based on 4 reviews
    Skill trees, gear, ability modifiers, and separate Emma-and-Koo options support several playstyles. Early builds suggest meaningful customization for melee, ranged, and companion-heavy approaches.
  • 4.4
    based on 4 reviews
    originality: 4.4, based on 4 reviews
    The story uses familiar post-apocalyptic and corruption ideas, but the companion combat and player-created traversal give the game a recognizable identity. Its originality is strongest in mechanics rather than premise.
  • 4.4
    based on 4 reviews
    protagonist appeal: 4.4, based on 4 reviews
    Emma makes a strong first impression through her stoic demeanor, distinctive samurai-inspired design, and unusual plant abilities. Her vulnerability and social isolation add emotional appeal beyond the visual concept.
  • 4.4
    based on 2 reviews
    pacing: 4.4, based on 2 reviews
    The opening moves quickly into conflict and core mechanics, while early cutscenes establish the premise without overstaying. That briskness helps momentum, though it also contributes to thin explanations.
  • 4.4
    based on 1 review
    weapon balance: 4.4, based on 1 review
    Melee remains central, but bows and crossbows appear genuinely viable rather than token options. Ranged attacks can deal meaningful damage and even finish bosses when close combat becomes risky.
  • 4.3
    based on 3 reviews
    progression system: 4.3, based on 3 reviews
    Separate skill growth, gear, and build-crafting systems create a promising progression path for Emma and Koo. The opening hours suggest meaningful specialization, even though the full depth remains untested.
  • 4.3
    based on 2 reviews
    character development: 4.3, based on 2 reviews
    Flashbacks give Emma and Koo’s relationship a warm, understandable foundation. Emma’s rejection by society also creates room for a stronger personal arc as the story develops.
  • 4.3
    based on 1 review
    content variety: 4.3, based on 1 review
    The opening hours mix melee, ranged weapons, companion arts, stealth, traversal, loot, upgrades, and home-base activities. That variety is promising, though the full game’s breadth has not yet been tested.
  • 4.2
    based on 1 review
    dialogue quality: 4.2, based on 1 review
    Early dialogue carries noticeable philosophical overtones about humanity, emotion, and identity. The tone may appeal most to players comfortable with earnest, anime-influenced storytelling.
  • 4.2
    based on 1 review
    enemy variety: 4.2, based on 1 review
    Early zones combine corrupted animals, mechanical golems, flying threats, armored enemies, and giant Nushi. The mix supports different combat responses, although long-term variety is still uncertain.
  • 4.2
    based on 1 review
    lore depth: 4.2, based on 1 review
    Playable flashbacks and hints about the blight, golems, and social hierarchy add useful background. The lore appears promising, but previews only reveal enough to suggest depth rather than confirm it.
  • 4.1
    based on 5 reviews
    difficulty balance: 4.1, based on 5 reviews
    Challenge is substantial, especially against bosses, but adjustable difficulty, forgiving parry windows, short runbacks, and in-combat recovery soften the punishment. Players who dislike frequent parrying may still find the design restrictive.
  • 4.0
    based on 2 reviews
    world-building: 4.0, based on 2 reviews
    The ruined future Japan is compelling, melancholy, and filled with intriguing social tensions. The world’s presentation is strong, though some of its corruption-based mythology initially feels familiar.
  • 3.9
    based on 4 reviews
    narrative quality: 3.9, based on 4 reviews
    The premise, Emma’s isolation, and her bond with Koo create an intriguing opening. Reactions are split because the world has emotional and philosophical promise, while parts of the blight storyline feel familiar or melodramatic.
  • 3.8
    based on 2 reviews
    stealth mechanics: 3.8, based on 2 reviews
    Creating elevated perches can lead to satisfying stealth takedowns and alternate approaches. Still, the direct combat is so strong that stealth can feel less rewarding by comparison.
  • 3.7
    based on 2 reviews
    controls responsiveness: 3.7, based on 2 reviews
    Basic attacks and ranged bursts can feel extremely responsive, but contextual interactions are less consistent. Some prompts require unusually precise facing before they activate.
  • 3.5
    based on 2 reviews
    platforming precision: 3.5, based on 2 reviews
    The vine-based platforming is inventive and opens creative routes, but placement can be imprecise. Missing targeting guidance sometimes sends structures somewhere other than intended.

Cons

  • 3.4
    based on 2 reviews
    writing quality: 3.4, based on 2 reviews
    The writing shows heartfelt character moments and thoughtful philosophical themes. Its central corruption premise can also feel derivative, leaving the early narrative promising but not yet distinctive.
  • 2.5
    based on 1 review
    learning curve: 2.5, based on 1 review
    There is a meaningful learning curve, but poor explanation makes it steeper than necessary. One player reached the first serious boss without understanding several expected mechanics.
  • 2.2
    based on 1 review
    camera behavior: 2.2, based on 1 review
    Targeting traversal abilities can require unnecessary camera adjustment. The issue appears most noticeable when trying to make a vine anchor or valid target appear.
  • 2.1
    based on 2 reviews
    tutorial quality: 2.1, based on 2 reviews
    The opening tutorials are the most consistent weakness. Important mechanics receive minimal explanation, and even a basic crouch lesson can arrive after the first boss.
  • 2.0
    based on 1 review
    aiming precision: 2.0, based on 1 review
    Vine targeting lacks a clear reticle in the opening build, making placement harder than it should be. Players may spend extra time adjusting their aim before a valid target appears.
  • 2.0
    based on 1 review
    HUD clarity: 2.0, based on 1 review
    Important targeting information is not always communicated clearly. The missing vine reticle and unexplained combat meters can leave players unsure how a mechanic is supposed to work.
  • 1.8
    based on 1 review
    onboarding experience: 1.8, based on 1 review
    The game introduces many combat, traversal, and progression systems faster than it teaches them. A detailed codex exists, but the main onboarding leaves players to discover too much on their own.

Compared With Category Average

Compared with other Video Games, this product is above average in companion AI, pacing, checkpoint system, below average in onboarding experience, tutorial quality, aiming precision.

Summary

8 compared features
  • Above average 0.4+ pts higher 38% 3 features
  • Same as average within 0.3 pts 0% 0 features
  • Below average 0.4+ pts lower 63% 5 features
Attribute This product Category average Difference
onboarding experience 1.8 3.9 -2.1
tutorial quality 2.1 3.5 -1.4
aiming precision 2.0 3.4 -1.4
HUD clarity 2.0 3.4 -1.4
companion AI 4.6 3.4 +1.2
learning curve 2.5 3.5 -1.0
pacing 4.4 3.4 +1.0
checkpoint system 4.7 3.7 +0.9

FAQ

Is Beast of Reincarnation a Soulslike?

It borrows parries, posture-style gauges, rest sites, and punishing bosses, but Koo’s slow-motion commands, flexible movement, adjustable difficulty, and forgiving checkpoints make it less rigid than a traditional Soulslike.

How difficult does the game seem?

Bosses can hit hard and parrying is central, but the timing window is relatively generous, difficulty can be changed at any time, and deaths have short runbacks with no major loss.

Is it an open-world game?

No. It uses large, explorable stages with secrets, optional routes, side activities, and vertical traversal rather than one continuous open world.

What is the biggest concern from the previews?

The opening teaches important mechanics poorly. Missing targeting guidance, late tutorials, and unclear combat meters can make the learning curve more frustrating than necessary.

Does the story look promising?

Emma and Koo’s bond, the ruined Japan setting, and themes of humanity and emotion are intriguing. Some impressions also find the blight premise familiar and the presentation potentially melodramatic.

Sample Expert Reviews We Analyzed

These are a few of the reviews included in our analysis.

Video Reviews

Article Reviews

Compared in Reviews

Products reviewers directly compared with this model, grouped into quick takeaways.

Death Stranding 2

  • Similar: mobile base of operations Emma and Koo’s mobile base is likened to Death Stranding 2’s DHV Magellan.

Final Fantasy VII Remake

  • Similar: slow-motion command selection Koo’s ability menu uses a similar combat slowdown for tactical choices.

Consider This Instead

If you want better controls responsiveness

Choose Saros. It scores 4.6 vs 3.7 for controls responsiveness, with a 4.2 overall score.

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