has published a review of Beast of Reincarnation that paints the game as a taxing action RPG built around constant guidance, repeated fights and very little room to get lost. Emma, the protagonist at the center of it all, moves through a post-apocalyptic Japan with a loyal canine companion, but the journey is designed to keep players moving rather than wandering.
That matters now because Beast of Reincarnation is being watched as a major Game Freak and Fictions release for PC, Xbox and PlayStation 5, and the review lands while interest in its combat and structure is high. The game has been compared with Sekiro: Shadows Die Twice, Final Fantasy VII Remake and NieR: Automata, which raises expectations for sharp action and striking design. Instead, the review says the experience leans hard on systems that make progress easier, from automated cooking and harvesting to Koo, who sniffs out nearby enemies, materials, chests and even characters before they come into view.
Emma and Koo also share robust skill trees, and that fits a design that wants to lower the barrier for players who may not be strong at action games. Kota Furushima has said the team wants the game to be enjoyable for even those who are not good at action games, and the review finds that intent clearly visible in the way defeat is softened: returning to campsites carries no consequences. During the review period, the game was played for 20 hours on normal difficulty, enough time to show that the combat can still be demanding and may require retries even as the systems around it do much of the work.
The story is not simply about accessibility, though. Emma is described as a person without memories or emotions, and when she talks about the robots, the line is bleak: they have already passed on. The machines are called golems and are said to carry human souls inside, which gives the game’s repeated encounters a bleak edge, but the second half reportedly blunts that atmosphere by largely recycling enemies and boss encounters. That is where the game’s promise begins to fray: a world built on erosion and repetition starts to feel repetitive in the hands of the player, too.
For now, Beast of Reincarnation looks set to be remembered less for hidden depth than for the tension between what it says it wants to be and what its systems actually do. The unanswered question is whether the full release will keep that balance across the whole game, or whether its later hours will stay as recycled as the ones already seen.

