Though Beast of Reincarnation is all about "loneliness", Game Freak doesn't want it to be sad: enter "warmth", "reliability" and your dog pal

Though Beast of Reincarnation is all about
By: Euro Gamer Posted On: February 13, 2026 View: 1

Game Freak may be best known as the developer behind many a Pokémon game, but that could soon be changing with its upcoming release, Beast of Reincarnation.

Beast of Reincarnation places players in the shoes of Emma the Sealer, who will need to confront the source of the world's corruption to save humanity. It all takes place in a post-apocalyptic Japan, and comes complete with gritty combat, a melancholic score and some really rather stunning imagery. All in all, it is a far cry from the more cartoony and bright battles between Pikachu and co.

Thankfully, though, Emma will have her loyal and ever so fluffy canine companion Koo by her side in Beast of Reincarnation, as she battles her way through the hauntingly beautiful Blighted plant life and Golems standing in her way.

Koo in Beast of Reincarnation
Image credit: Game Freak

I recently got the chance to ask Beast of Reincarnation's game director Kota Furushima a few questions about Game Freak's upcoming release, which is set to debut on 4th August. Below, we chat all about just how Beast of Reincarnation came to be, its influences and, of course, the importance of man's best friend, the dog.

Beast of Reincarnation is quite different from other games Game Freak is known for. Can you tell me more about how it all came to be, and when work on Beast of Reincarnation began?

KF: To put it simply, this project started because I wanted to make it. I had always wanted to create a title based on my own idea, something with a unique feeling that players could only experience through this game.

At Game Freak, there is a system called the Gear Project that allows team members to pitch original game ideas. Around that time, a contest was being held where Satoshi Tajiri would personally review and select proposals.

I submitted mine, received an award, and it was chosen for prototyping. That was six years ago. At first, I worked on the prototype by myself. But as I aimed to bring the concept to life, I gradually gained support from others, and the project moved into full development.

Can you tell me more about the inspirations for Beast of Reincarnation? Such as Emma's hair and the mythos of this world.

KF: To begin with, in order to realise the core concepts of warmth, reliability, and loneliness, we started shaping the game design around a journey through a harsh and unforgiving world. As part of that process, we imagined more intense and close-range combat, which led to the decision to have the protagonist wield a sword. To allow free movement at any moment, whether swinging the sword or running, we introduced hair fused with plant life as an element the player could control independently from the character's limbs.

This world is rooted in a form of animistic belief drawn from traditional Japanese spirituality. I wanted to express the overwhelming presence of nature, especially the sense of being attacked by plants themselves. That led to the creation of an enemy that feels like a physical embodiment of the idea of a brutal world covered in vegetation. This is the powerful enemy known in the game as the Malefacts.

Beast of Reincarnation header image showing Emma looking up at a large deer-like enemy
Image credit: Game Freak

How has your work on the Pokémon series influenced Beast of Reincarnation?

KF: It begins with thinking about what makes something fun in a logical way. The style I follow is to connect emotional responses that arise through the player’s experience with clear reasoning, in order to bring the concept to life.

For Beast of Reincarnation, we didn't start by deciding on a genre, story, or art style. Instead, we began with the question, "What kind of feeling do we want the player to have?"

To use a novel as an example, it's like imagining the mood while reading or the sensation you have upon finishing the book. From that feeling, we began to shape all aspects of the design. That includes game design, of course, but also the art direction, sound, story, and characters - everything was built around that initial emotional vision.

All of your trailers have shown that the relationship between Emma and Koo is a very important one. Can you say why you chose to have an animal companion for Emma, and specifically why a dog?

KF: To express the feeling of "loneliness" as a core concept, I felt the story needed not just one character, but two. When thinking about what the most meaningful pairing would be, there were many possible directions, but I decided that a silent animal companion would be the best fit for the kind of gameplay we wanted to create. The idea of forming a relationship with something that does not speak felt like a strong and fitting theme for a video game.

In this game, the player gives commands in a turn-based battle system. And when I thought about an animal that would naturally follow orders given through commands, a dog felt like the most intuitive choice.

In the official description for Beast of Reincarnation, you ask players to "Explore what it means to be human". What do you hope players will get from this game? Do you think or hope players will learn more about themselves through playing the game? What message do you hope to convey in Beast of Reincarnation?

KF: The protagonist of this game is a girl named Emma, who has been tainted by corruption and raised in isolation, without memory or emotion. Her journey begins in a completely blank state.

I hope players will experience and interpret how she feels through gameplay itself. Since I want to leave that discovery in the hands of each player, I will refrain from explaining it here.

Beast of Reincarnation screenshot showing a female warrior battling skeleton like creatures
Image credit: Game Freak

You've spoken about Beast of Reincarnation's demanding and technical combat. Can you elaborate on this at all? How will it be more demanding than other games? Are there other games you think have similar combat technicalities and demands?

KF: This game is described as an "action RPG about one person and one animal," and that pairing is just as important in combat. Players control Emma and engage in real-time action battles. When Emma successfully performs a parry, she builds up points needed for Koo's powerful techniques, known as Bloom Arts.

During battle, pressing a specific button brings up a selection of Bloom Arts that Koo can use. These are triggered through a command-style interface, different from the split-second decisions required in real-time action. Instead, choosing a Bloom Art is a momentary pause in the flow, where the player makes a more strategic decision: What is the most effective move right now? Do you want to bind the enemy, deal heavy damage, create a jump point so Emma can escape into the air, strike a weak point, or perhaps heal or support Emma?

Because these skills can be activated at any time, they allow players to respond to constantly shifting battle conditions and change the tide in thoughtful ways. You can open the command menu at any time, and the flow of time slows down significantly while it is open, giving you space to think carefully and make your choice without pressure.

Do you have any last messages you would like to share with Eurogamer's readers about Beast of Reincarnation?

KF: It's been six years since the initial concept, and the journey has been a long one. But thanks to the support and anticipation from all of you, our development team has been able to keep pushing forward. We are truly grateful.

The game features a unique battle system that blends real-time action with turn-based RPG mechanics, and with this design, we have created emotional moments and surprises that you can only experience in this title.

We cannot wait for you to step into the world we have built. We look forward to bringing the game to everyone.

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