Beast of Reincarnation review – a taxing reflection of human-made damage
The Guardian reviews Beast of Reincarnation, a post-apocalyptic action RPG from Game Freak, the studio best known for developing the Pokémon series. Set in a decaying version of Japan, the game follows an outcast swordswoman named Emma and her loyal dog companion Koo as they attempt to defeat the titular beast, with the ruined world serving as a pointed metaphor for humanity's own cycles of environmental and social erosion. While it draws heavily on Soulslike influences such as Sekiro, Final Fantasy VII Remake and NieR: Automata, the developers have deliberately softened the difficulty to appeal to players who aren't typically drawn to punishing action games.
The reviewer, who spent 20 hours playing on normal difficulty, found the experience taxing and often repetitive, criticising the game's extensive hand-holding. Koo automatically detects enemies, materials and items before the player even sees them, undermining any sense of discovery, while systems like cooking and harvesting run automatically in the background during combat, and dying at campsites carries no real consequences. This heavy streamlining is framed as thematically consistent with Emma's character, an emotionless amnesiac who gradually learns about feeling from the "golems" she meets, robotic husks carrying trapped human souls, though the game offers her, and the player, little real alternative to the cycle.
- Guardian reviews Game Freak's post-apocalyptic action RPG Beast of Reincarnation
- Soulslike-inspired but heavily streamlined, with extensive automation and hand-holding
- Story reflects human-caused decay through protagonist Emma and robotic "golems"
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Game Freak, the Japanese studio famous for creating the Pokémon series, has released Beast of Reincarnation, a post-apocalyptic action role-playing game. It is set in a crumbling, ruined version of Japan and follows an outcast swordswoman called Emma, who is accompanied by her dog Koo, as they try to defeat a powerful creature called the Beast. The decaying world is meant to work as a metaphor for the environmental and social damage humans have caused.
The game borrows heavily from a genre of tough, punishing action games often called "Soulslikes", named after titles like Dark Souls, and takes further inspiration from Sekiro, Final Fantasy VII Remake and NieR: Automata. Unlike those notoriously difficult games, Game Freak has deliberately made this one easier, aiming to attract players who wouldn't normally choose such demanding titles.
This matters because it marks a notable departure for a studio known almost entirely for Pokémon, testing whether it can succeed with a very different kind of game and audience, and its handling of difficulty raises broader questions about how much a game should guide players versus let them discover things for themselves.