Beast of Reincarnation's battles are about "the joyful dilemma of choice", building on the director's Pokemon battle planning expertise
Interview | Beast of Reincarnation's Kota Furushima tells me about combat, working together with your dog companion, and the post-apocalyptic journey that awaits
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Beast of Reincarnation is shaping up to be an ambitious action RPG departure from Pokemon developer Game Freak. Centering on Emma, a 'blighted one' swordswoman with plant powers, and her fierce canine companion Koo, they must fight through a post-apocalyptic, overgrown Japan against corruptive forces in the year 4026.
In my previous discussion with game director Kota Furushima around Beast of Reincarnation's showcase during the Xbox Developer Direct 2026, we touched on the game's unique combat. Controlling both Emma and Koo, the former uses flashy, real-time attacks like parries, while the latter is controlled through a time-slowing command menu (a little like in Final Fantasy 7 Remake) as they fight mechanical golems and animal-plant hybrids called nushi. Now, I've been able to ask Furushima a little bit more about how the hybrid combat came together.
Dog fight
Developer: Game Freak
Publisher: Fictions
Platform(s): PC, PS5, Xbox Series X/S
Release date: Summer 2026
Furushima has a background as a battle planner for the Pokemon series. It's thanks to this experience that Furshima believes they've been able to create "the joyful dilemma of choice" in these fights, in order to test both reflexes and tactical planning. "It allowed us to create a contrast between real-time actions requiring split-second decisions and command selections that involve a bit of deliberation," he explains.
There's a variety of approaches in battle too, revolving around the likes of choosing close-quarters melee, or whether to position Emma or Koo up front in fights. "When facing powerful enemies, you cannot completely abandon player actions, but in standard combat, you do have an option to leave it to Koo while you whittle down enemies with ranged attacks," explains Furushima. There's a number of different builds you can create for the pair. "You can further enhance your playstyle by equipping appropriate Spirit Stones or utilizing skills from the skill tree."
Caught between different forces with the golem and nushi, they provide thematic differences as well as pushing you to battle them with different strategies. The former are mechanical humanoids, created when one branch of humanity tried to shrug off extinction by transferring their souls into metal bodies – which, by the looks of things, didn't go too well.
"Yes, it was intentional," says Furushima when I ask about the juxtaposition. "While this game incorporates plant motifs, it presents a contrast between nature and malefacts that evoke life, and ruins and Golems that evoke death. Plants are inherently static, but by depicting them dynamically and vividly, the Golems and ruins exist to emphasize this contrast."
Golems often seem to be encountered in large groups. "In group combat, you have multiple options before engaging," says Furushima. "Stealth assassination to reduce enemy numbers is one approach, but a unique element is using your plant abilities to create advantageous three-dimensional positioning. You can whittle down weaker enemies with ranged weapons or go for a frontal assault."
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When facing powerful enemies, Nushi, your pre-battle options are more limited.
On the other hand, nushi – massive plant-like animal monsters – are essentially boss battles which require a different approach to grouped golems. "When facing powerful enemies, Nushi, your pre-battle options are more limited, but you'll find joy in crafting your own playstyle and discovering effective strategies," says Furushima. "In any case, once combat begins, the timing and sequence of when to use Koo's Bloom Arts those powerful, turn based abilities become crucial."
Emma and Koo's ultimate goal is to destroy the titular Beast of Reincarnation, "the very source that has shrouded this world in blight," Furushima tells me. "It's a long journey, like a road movie." That means you'll be traveling through the post-apocalyptic and beautiful landscape to reach that goal.
"Each stage is divided into sections called 'Zones,' and each Zone contains a powerful malefact known as a 'Nushi.' Defeating this Nushi allows you to advance to the next Zone," says Furushima. "There are various types of Zones. Some are wide open areas, others are densely packed, and some feature significant elevation changes. Regardless of the type, they are structurally designed to be 'straight, but wide paths' to allow exploration by utilizing the plant abilities." I'm looking forward to getting a chance to explore this world myself, and finding out more about how it plays, as Beast of Reincarnation approaches its summer 2026 release.
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Games Editor Oscar Taylor-Kent brings his years of Official PlayStation Magazine and PLAY knowledge to the fore. A noted PS Vita apologist, he's also written for Edge, PC Gamer, SFX, Official Xbox Magazine, Kotaku, Waypoint, and more. When not dishing out deadly combos in Ninja Gaiden 4, he's a fan of platformers, RPGs, mysteries, and narrative games. A lover of retro games as well, he's always up for a quick evening speed through Sonic 3 & Knuckles or yet another Jakathon through Naughty Dog's PS2 masterpieces.
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