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Beast of Reincarnation review – a taxing reflection of human-made damage

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Beast of Reincarnation review – a taxing reflection of human-made damage

the Guardian · August 4, 2026 12:00 AM GMT+0000 · Attributed to admin

Game Freak channels a post-apocalyptic reality that reflects our own repetitive erosion cycles, with a fair bit of hand-holding

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Skip to main content Skip to navigation Close dialogue 1 / 4 Next image Previous image Toggle caption Print subscriptions Search jobs Sign in Eur Europe edition UK edition US edition Australia edition International edition The Guardian - Back to home The Guardian News Opinion Sport Culture Lifestyle Show more Hide expanded menu News View all News World news UK news Climate crisis Ukraine Environment Science Global development Football Tech Business Obituaries Opinion View all Opinion The Guardian view Columnists Cartoons Opinion videos Letters Sport View all Sport Football Cricket Rugby union Tennis Cycling F1 Golf US sports Culture View all Culture Books Music TV & radio Art & design Film Games Classical Stage Lifestyle View all Lifestyle Fashion Food Recipes Love & sex Health & fitness Home & garden Women Men Family Travel Money Search input google-search Search Support us Print subscriptions Search jobs Holidays Digital Archive Guardian Licensing Live events About Us The Guardian app Video Podcasts Pictures Newsletters Today's paper Inside the Guardian Guardian Weekly Crosswords Wordiply Corrections Tips Search input google-search Search Search jobs Holidays Digital Archive Guardian Licensing Live events About Us Books Music TV & radio Art & design Film Games Classical Stage A taxing and often monotonous journey … Beast of Reincarnation. Illustration: Game Freak View image in fullscreen A taxing and often monotonous journey … Beast of Reincarnation. Illustration: Game Freak Games Review Beast of Reincarnation review – a taxing reflection of human-made damage PC, Xbox, PlayStation 5; Game Freak/Fictions Game Freak channels a post-apocalyptic reality that reflects our own repetitive erosion cycles, with a fair bit of hand-holding Diego Argüello Tue 4 Aug 2026 02.00 CEST Share Prefer the Guardian on Google M ost of your time in Beast of Reincarnation is spent collecting last words. You cross paths with robots lying on the ground, who muster whatever energy they have left to provide guidance. These interactions are fleeting. Attempt to talk to them a second time, and protagonist Emma makes their fates painfully clear: “They’ve already passed on.” The latest detour by Game Freak, the studio best known as the primary developer of Pokémon games, is an action RPG set in a post-apocalyptic Japan. Taking cues from Sekiro: Shadows Die Twice, Final Fantasy VII Remake, and NieR: Automata, you wield the sword of an outcast accompanied by an ever-loyal canine. The pair embark on a taxing and often monotonous journey to defeat the titular beast, which nonetheless serves a thematic purpose to bolster a decaying reality, while reflecting a possible future for ours. View image in fullscreen A decaying reality … Beast of Reincarnation. Illustration: Game Freak Game Freak hasn’t marketed Beast of Reincarnation as a Soulslike – the video game subgenre fostered by FromSoftware’s Dark Souls series – but there are many similarities. Smackdowns are challenging, boss encounters are frequent, and you rest at campsites scattered across each zone. However, as director Kota Furushima told Famitsu ( translated by GamesRadar+ ), the team aims for the experience to be “enjoyable for even those who aren’t good at action games”. That design ethos is clear from start, as you’re able to select the difficulty level. My 20 hours with Beast of Reincarnation were spent in normal difficulty, with quite a few retries at first. As time passed, I realised just how much the mechanics want you to succeed – veering into hand-holding territory. View image in fullscreen Aiming to be ‘enjoyable for even those who aren’t good at action games’ … Beast of Reincarnation. Illustration: Game Freak Take Koo as an example. The pup is an invaluable combat companion for Emma. Yet, he is also a four-legged wiki. He sniffs out nearby enemies, valuable materials, chests, and characters – even before they’re in view. Despite exploration being encouraged and often rewarded, Koo’s actions ensure virtually no sense of discovery. Even forgetting to pick up an item from the ground is done for you, as he fetches it before you can even turn around. This streamlining extends to pretty much everything. Both Emma and Koo have robust skill trees to unlock abilities, which progressively turn the pair into a powerhouse. Yet mechanics such as cooking and harvesting are automated in the background as you fight. There are campsites aplenty, often with a merchant nearby, and returning to them after a defeat doesn’t have any consequences. You quickly repurpose yourself and try again, your body still drenched in blood from the previous attempt. View image in fullscreen There are campsites aplenty, often with a merchant nearby … Beast of Reincarnation. These decisions aptly correlate to Emma as a character. She is, by design, a person devoid of memories and emotions – oblivious to the grief of the robots she encounters (referred to as golems), who carry human souls inside, trapped in machines designed to serve a single purpose, before shutting down. By learning about feelings from the characters around her and what drives them, Emma’s purpose in the world is questioned. Yet, she, and by extension you, is not offered any alternative. The senseless cycle of violence is even more pronounced in the second half, with enemies and boss encounters being largely recycled. Again, this feels like an attempt to placate you, by presenting obstacles you’ve already overcome. Almost every mechanic is designed to grant you what you need, exactly when you need it. When you’re approaching a boss’s lair, the environment around you morphs. Flora transforms, and the sky turns orange, clouds obscure the sunshine. It’s a striking vista, and one similar to reality, as wildfires have affected air quality in North America and Canada, and their damage is yet to be calculated . A similar anxiety prevails when learning about the origins of golems, with the idea of human souls being digitised in the face of imminent calamity. There are many parallels to current reality, in a time when we are encouraged to lease our creativity , emotions , and autonomy to machines, as we’re algorithmically encouraged to stay oblivious to the action and inaction of those in power in the face of human-made disasters . Every time Emma defeats a boss, she obtains its power, depicted as a flower added to her braided hair. Using said power in combat creates an inflorescence out of thin air. It’s almost ironic to use a sword to re-establish colour to a world that is actively in a state of erosion. Despite being rooted in conflict and grief, Beast of Reincarnation doesn’t culminate in a nihilistic afterthought. Rather, it uses whichever energy it has left to muster a glimmer of hope – like the sight of a flower blooming on an empty, barraged field. Beast of Reincarnation is out now Explore more on these topics Games Action games Role playing games reviews Share Reuse this content Most viewed Most viewed Books Music TV & radio Art & design Film Games Classical Stage News Opinion Sport Culture Lifestyle Original reporting and incisive analysis, direct from the Guardian every morning Sign up for our email About us Help Complaints & corrections Contact us Tip us off SecureDrop Privacy policy Cookie policy Tax strategy Terms & conditions All topics All writers Newsletters Digital newspaper archive Bluesky Facebook Instagram LinkedIn Threads TikTok YouTube Advertise with us Search UK jobs Tips Accessibility settings Work with us Back to top © 2026 Guardian News & Media Limited or its affiliated companies. All rights reserved. (dcr)

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https://www.theguardian.com/games/2026/aug/04/beast-of-reincarnation-review

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