
Beast of Reincarnation
78Quick answer
Quick answer
Beast of Reincarnation is an ambitious action RPG that stands out most for its technical combat and excellent mobility. I found that its structure, variety, and pacing do not always keep up with the quality of the battles, which makes the experience uneven at times. Even so, it remains a striking and largely successful step outside the studio’s comfort zone.
78/100 – strong combat and atmosphere, but repetition and lighter RPG depth keep it just below top-tier.
A bold step outside the comfort zone
What stood out to me immediately about Beast of Reincarnation is how little it feels like a cautious side project. I played it on Xbox Series X|S, and in my time with it I could tell this was a game that wanted to make a statement rather than simply fill a gap in a release schedule. The post-apocalyptic Japan setting, the pairing of Emma and her dog Koo, and the demanding combat all work together to create an identity that feels distinct from the studio’s more familiar output. I appreciated that the game commits to a harsher, more technical tone instead of smoothing everything into something broadly accessible.
In my sessions, the first thing I kept coming back to was movement. Emma is agile in a way that makes both traversal and combat feel connected, and that connection gives the whole game a strong sense of momentum. I found myself paying close attention to spacing, timing, and the rhythm of each encounter rather than just reacting on instinct. That made even routine fights feel more deliberate. I also liked how the game encouraged me to stay engaged instead of playing passively; when I got greedy, the game punished me, but when I stayed disciplined, it rewarded me with a satisfying flow.
That early impression mattered because it set the tone for everything that followed. I never felt like Beast of Reincarnation was trying to be a broad, all-purpose action RPG. It wants to be a sharp one, and in the best moments I could feel that confidence in every dodge, every parry, and every carefully chosen step forward.
Combat is the main attraction
The combat is easily the best thing here. I found the blend of real-time action and tactical decision-making genuinely satisfying, especially because the game does not let me coast on button-mashing. Parrying, dodging, and choosing the right moment to press an advantage are all central to the experience, and that gives each fight a level of tension that I really enjoyed. Even smaller encounters can feel dangerous if I lose focus, which keeps the game alert and sharp.
What I noticed most is how well the combat and mobility reinforce each other. Emma never feels stuck in place, and that makes every encounter feel more physical and more readable. I often slipped into a rhythm where I would dart in, create an opening, and then retreat just enough to reset the pace. That loop is simple, but it works because the game makes each successful exchange feel earned. I found that especially satisfying in longer fights, where staying calm mattered just as much as landing the right hit.
Koo is more than just a narrative companion. In my playthrough, the dog felt like an important part of the combat identity, both emotionally and mechanically. That relationship gives the action a bit more personality, and I found it easier to care about the journey because the game frames it as a two-character bond rather than a lone-wolf power fantasy. The result is that the battles feel intimate even when the screen fills with threats.
That said, I also noticed that the combat’s strengths can make its weaknesses more visible. Once I settled into the game’s rhythm, some encounters started to feel familiar, and I could see the underlying structure more clearly than I would have liked. The system is strong enough to carry a lot of weight, but I felt it needed a few more wrinkles to stay surprising over the full run.
Progression, structure, and exploration
The RPG layer is competent, but it did not impress me as much as the combat. I appreciated the customization options and the sense that I could shape my approach, but I found the systems a little less deep than the game’s ambition suggests. There is enough here to support the action, yet I often felt the progression was serving the combat rather than expanding it in meaningful ways. That is not a deal-breaker, but it does keep the game from reaching the level of its best ideas.
Exploration has its moments, and I liked the atmosphere of the world more than I expected to. The environments carry a strong blend of beauty and decay, and I often paused just to take in how the game contrasts ruined spaces with more organic, almost haunting details. Still, I also noticed repetition creeping in over time. Some areas and encounters begin to blur together, and the structure can feel more restrictive than the premise initially suggests. I wanted the game to open up a little more often than it actually did.
I also felt that the game is at its best when it trusts its spaces to breathe. When it does, the world has a lonely, almost sacred quality that fits the premise perfectly. When it does not, the structure becomes more obvious, and the sense of discovery fades a little. That unevenness is one of the main reasons the game never quite becomes as expansive as it initially promises.
Presentation and atmosphere
On the presentation side, Beast of Reincarnation leaves a strong impression. I found the audio design especially effective, with combat sounds and environmental cues giving each encounter real weight. The world feels abandoned without feeling empty, and that distinction matters a lot here. The game’s atmosphere does a great job of making every location feel like part of a larger, wounded ecosystem rather than just a disconnected backdrop.
Visually, the art direction does a lot of heavy lifting. I kept noticing the contrast between natural growth and human collapse, and that contrast helps the game maintain a memorable identity even when the structure becomes familiar. I did run into moments where the technical polish did not fully match the ambition, and that occasionally dulled the impact of an otherwise striking scene. Even so, the overall presentation is one of the game’s most convincing strengths.
What I appreciated most is that the presentation is not just decorative. It actively supports the tone of the game. The sound, the color palette, and the environmental storytelling all work together to make the journey feel lonely, dangerous, and strangely hopeful at the same time. That consistency goes a long way toward making the world memorable.
My verdict
I came away from Beast of Reincarnation respecting it quite a bit. The combat is genuinely fun, the mobility feels excellent, and the Emma-and-Koo dynamic gives the journey a welcome emotional core. At the same time, I could not ignore the repetition, the uneven pacing, and the fact that the RPG systems do not always rise to the level of the action. The game is at its best when it is making me read a fight carefully and commit to every move; it is less convincing when it has to sustain that energy across broader stretches.
For me, this lands as a strong and ambitious action RPG with clear identity and real mechanical bite, but also enough structural friction to keep it from becoming a true standout. I enjoyed my time with it, and I think its best ideas are worth seeing, even if the full package does not always match the quality of its combat. If the studio builds on this foundation, I think there is something genuinely exciting here.
Verdict
An ambitious action RPG that shines brightest in combat, even if it loses some edge along the way.
Frequently asked questions
Is Beast of Reincarnation worth it?
Yes, especially if you enjoy technical action RPGs with sharp combat and a strong atmosphere. Its structure and variety are less impressive, so the appeal is mostly in the battles and presentation.
How long is Beast of Reincarnation?
It is built as a substantial action RPG rather than a short campaign. The exact length depends on how much you explore and how much optional content you pursue.
Does Beast of Reincarnation have co-op?
The game is designed as a one-person, one-dog adventure and focuses on a solo experience. Co-op is not part of its core structure.
How difficult is Beast of Reincarnation?
It leans toward the demanding side, with combat that asks for timing, spacing, and good defensive play. It is likely to suit players who enjoy learning enemy patterns and improving through repetition.
What is the best platform for Beast of Reincarnation?
Xbox Series X|S is a natural console choice, with PC and PlayStation 5 also available. The best platform mostly comes down to your preferred ecosystem and control setup.
What games is Beast of Reincarnation similar to?
It shares DNA with technical action RPGs that emphasize parrying, dodging, and careful positioning. If you like games where combat rhythm matters as much as raw damage output, this should be on your radar.
At a glance
Pros
- Excellent, technical combat system
- Strong mobility and brisk pacing
- Atmospheric world and striking art direction
- Koo adds real personality to the journey
Cons
- Repetition creeps in over time
- The RPG systems feel shallower than the combat
Screenshots
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