Review
Beast of Reincarnation: Emma parries, Koo stops time, and the combat finally finds an idea of its own
Beneath its flowery Sekiro silhouette, Beast of Reincarnation builds a genuine combat identity around Emma and Koo. Parries fuel the dog's tactical commands, skills combine well and bosses can be excellent. Repetition and technical roughness simply keep the system from matching the precision of its inspirations.
A parry powers more than a stagger meter
Emma's combat initially resembles familiar parry-driven action RPGs. The important departure is that successful defence generates the resource used by Koo.
Commands temporarily halt the action and allow the dog to bind, attack or otherwise manipulate an opening. GameSpot identifies this hybrid structure as the game's strongest mechanical idea.

Emma and Koo create builds together
Emma's Blade Arts differ in range, wind-up and vulnerability. A long, damaging sequence becomes much more practical when paired with a Koo command capable of holding an enemy still.
Other configurations favour faster attacks or greater reliance on the dog's command tree. The parry remains central, but there is meaningful variation around it.
Bosses expose the system beautifully, until they repeat
The Nushi fights are where resource management, parry timing and tactical commands come together most clearly. TechRadar is particularly enthusiastic about the combat, and even GameSpot's more critical review praises these encounters.
Later repetition weakens them. Reused bosses retain largely familiar attack patterns, turning what had been a demanding learning exercise into recognition.
Traversal has less discipline
Emma can use her root-like hair to grapple through the environment and weave movement into combat. GameSpot reports inconsistent grapples, camera problems around large enemies and perfect-dodge timing that does not always behave predictably.
Those shortcomings are especially visible beside a combat system that otherwise demands precise reactions.
Exploration is generous to the point of hand-holding
Koo can identify threats and useful objects, reducing friction while also reducing uncertainty. The Guardian considers that guidance one reason the journey can feel overly directed.
GameSpot also criticises the repeating structure of the semi-open areas and environments that begin to blend together.
The balance is already changing
Patch 1.0.9 addresses several post-launch complaints and adjusts encounters alongside quality-of-life systems. The response has been mixed because some players believe particular changes reduce challenge too aggressively.
The foundation remains strong enough that tuning matters. Beast of Reincarnation's best argument is still the moment Emma's parry and Koo's command become one continuous decision.
Strengths
- Excellent synergy between Emma and Koo
- Highly satisfying parry system
- Meaningful build variety
- Strong Nushi boss encounters
- Interesting hybrid of real-time action and tactical commands
Weaknesses
- Significant boss reuse
- Camera struggles against large enemies
- Traversal and grappling can be imprecise
- Repetitive environmental structure
- Balance is already being substantially revised
Beast of Reincarnation does not match Sekiro's precision, but Emma and Koo give it enough identity to escape being dismissed as an imitation. Connecting parries directly to tactical commands creates a genuine flow between action and decision-making. Repetition, camera trouble and inconsistent movement still constrain it, but Game Freak has found a combat foundation worth keeping.