Beast from Reincarnation is easily one of my most anticipated action games of 2026. I'm not entirely sure how it will turn out — it's the first project of its kind from Game Freak, a developer whose portfolio consists mostly of Pokemon games – but that uncertainty is a big reason why I'm so excited. Anytime a developer sticks their neck out with an out-of-left-field project like this, it's bound to lead to interesting results, for better or worse.
make no mistake Beast from Reincarnation it looks convincing even without the development context. Described as a “one-man, one-dog action RPG,” the game comes as a fast-paced and flashy fantasy-action experience. It follows protagonist Emma and her dog Koo as they travel through a corrupt society in the distant future in an attempt to save it from a total apocalypse. But these kinds of fast action melee games are a dime a dozen, so why should anyone care Beast from Reincarnationwill he take the formula? Well, only time will really tell how the game's combat sandbox shakes out, but new information suggests that it will innovate in just as impressive ways as Clair Obscur: Expedition 33.
Clair Obscur: Expedition 33 Injected Tah-Based Combat with real-time mechanics and the results speak for themselves
There's a lot to love Clair Obscuroturn-based combat system. Like many of his greatest inspirations (e.g. Final Fantasy X), each of Clair Obscuro's party members have inseparable abilities, strengths and weaknesses, which rewards thoughtful and informed party composition. For example, a character like Sciel is great for dealing multi-target damage, while Lune and Monoco are best at targeting specific elemental weaknesses. Further enhancing matters are various other mechanics, such as the different dynamics of each character's progression in battle.
But Clair ObscuroThe game goes from great to inspiring thanks to the implementation of real-time mechanics, especially with regard to defensive options. Defying genre convention, each enemy attack within Clair Obscuro it is possible to dodge, either by parrying, jumping or dodging, with bonus rewards offered based on success. For example, parrying a series of punches perfectly will lead to a counter attack that deals massive Break Meter damage, which can culminate in the enemy being stunned and taking additional damage.
The interplay between real-time and turn-based elements is what makes it Clair Obscurothe gameplay is so phenomenal. It's easy to slip into a fluid situation while engaging in an elegant dance of tactical, measured turn attacks that momentarily turn into intense, real-time strikes. Give another way Clair Obscuro presents a masterful balance of active and passive, thoughtful and aggressive, casual and terrifying through its combat sandbox. It looks like Beast from Reincarnation is about to do the same but in reverse.
Beast of Reincarnation combines turn-based and real-time gameplay, starting in the latter direction
While Clair Obscuro is a great turn-based game enhanced with real-time elements, Beast from Reincarnation hopes to be a great real-time action game enhanced with turn-based elements. As Emma, players can engage in a typical ARPG: slashing, dodging, unleashing special abilities, etc. But by bouncing, players can collect ability points that can be used in Ko's command window, making the game briefly feel like a turn-based RPG.
At first glance, it sounds a bit similar to the combat systems of the games Final Fantasy 7 Rebirth and the original Mass Effect trilogy in that Ko's command screen can be used as a tactical tool to pause the action, assess the battlefield and adapt new strategies. The commands themselves reinforce this tactical mentality, forcing the player to slow down and take a step in a given strategic direction. However, using these moments to blend tactics and turn-based mechanics could be expanded upon, with Game Freak showing their hand only slightly so far. It's not exactly rocket science, but it's a proven gaming concoction that Game Freak may very well mold into something unique.
The devil is in the details of the Beast of Reincarnation combat system
I didn't highlight the strengths Clair Obscuroturn based battles simply to compliment the game further. I mention these strengths because without them the real-time aspects of the game wouldn't be nearly as effective as they end up being. There it is again Scales masterful turn-based fundamentals with real-time mechanics that make the entire combat system work so well. Without careful consideration of things like Break Meter, Pictos and Luminas, and the archetypes of individual party members, Clair ObscuroThe parrying and dodging features could feel more like gimmicks than clever extensions of the JRPG formula.
Beast from Reincarnation will have to do something similar. Layering turn systems into real-time quarantine will almost certainly add depth, but how much depth will be determined by the quality and complexity of real-time combat. For example, since you gain Koo's action points by bouncing, the bouncing mechanic needs to be satisfying, reliable, and responsive enough so that the back-and-forth mechanical movement isn't unbalanced. In other words, it won't be enough Beast from Reincarnation simply have both real-time and turn-based ingredients present. These ingredients must be seamlessly and meaningfully paired together for maximum effectiveness. And while it remains to be seen whether it will stick to the platform, its unique combination is worth paying attention to.
- Released
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2026
- Publishers
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Fiction
- Number of players
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For one player
- Steam Deck compatibility
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Unknown