Beast of Reincarnation

Beast of Reincarnation Review

Released: August 4, 2026
Updated: 3 weeks ago
4.3
Overall review score
139
Review evidence points
50
Scored features
12
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
    26 (52%)
  • Positive 3.5-4.4
    17 (34%)
  • Neutral 2.5-3.4
    2 (4%)
  • Negative 1.5-2.4
    5 (10%)

Pros

  • 4.6
    8 reviews strong consensus
    combat system: 4.6, 8 reviews, strong consensus
    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
    7 reviews strong consensus
    fun factor: 4.6, 7 reviews, strong consensus
    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
    7 reviews strong consensus
    companion AI: 4.6, 7 reviews, strong consensus
    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.
  • 4.7
    5 reviews strong consensus
    movement feel: 4.7, 5 reviews, strong consensus
    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.
  • 4.8
    4 reviews strong consensus
    exploration quality: 4.8, 4 reviews, strong consensus
    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.
  • 4.7
    4 reviews strong consensus
    art direction: 4.7, 4 reviews, strong consensus
    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
    4 reviews strong consensus
    environmental detail: 4.7, 4 reviews, strong consensus
    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
    4 reviews strong consensus
    atmosphere: 4.7, 4 reviews, strong consensus
    The atmosphere blends lush beauty, melancholy, ruined technology, and quiet terror. Ethereal music and overgrown landscapes give the journey a distinctive, reflective mood.
  • 4.6
    4 reviews strong consensus
    gameplay mechanics: 4.6, 4 reviews, strong consensus
    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
    4 reviews strong consensus
    graphics quality: 4.6, 4 reviews, strong consensus
    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
    4 reviews strong consensus
    innovation: 4.6, 4 reviews, strong consensus
    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.
  • 4.7
    3 reviews strong consensus
    core gameplay loop: 4.7, 3 reviews, strong consensus
    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.

Cons

  • 2.1
    2 reviews limited evidence
    tutorial quality: 2.1, 2 reviews, limited evidence
    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.
  • 1.8
    1 review
    onboarding experience: 1.8, 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.
  • 2.0
    1 review
    aiming precision: 2.0, 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
    1 review
    HUD clarity: 2.0, 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.
  • 2.2
    1 review
    camera behavior: 2.2, 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.
  • 2.5
    1 review
    learning curve: 2.5, 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.

Compared With Category Average

Compared with other Video Games, this product is above average in companion AI, pacing, value for money, near average in fun factor, visual effects quality, below average in onboarding experience, tutorial quality, aiming precision.

Comparison summary

50 compared features
  • Above average 0.4+ pts higher
    30 (60%)
  • Same as average within 0.3 pts
    14 (28%)
  • Below average 0.4+ pts lower
    6 (12%)

Largest category differences

Attribute This product Category average Difference
onboarding experience 1.8 3.9 -2.1
companion AI 4.6 3.3 +1.3
tutorial quality 2.1 3.5 -1.4
aiming precision 2.0 3.4 -1.4
HUD clarity 2.0 3.4 -1.4
pacing 4.4 3.3 +1.1
learning curve 2.5 3.5 -1.0
value for money 4.8 3.8 +1.0

Consider This Instead

If you want better controls responsiveness

Choose Saros. It scores 4.6 vs 3.7 for controls responsiveness, with a 4.3 overall score.

Compare

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.

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

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