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Home » Beast of Reincarnation and Expedition 33 Are Two Sides of the Same Combat Coin
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Beast of Reincarnation and Expedition 33 Are Two Sides of the Same Combat Coin

News RoomBy News Room23 January 20265 Mins Read
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Beast of Reincarnation and Expedition 33 Are Two Sides of the Same Combat Coin

Beast of Reincarnation is easily one of my most anticipated 2026 action games. I’m not quite sure how it will turn out—it’s the first project of this type from Game Freak, a developer whose portfolio is mostly composed of Pokemon games—but this uncertainty is a big reason why I’m so excited. Whenever a developer sticks its neck out with a left-field project like this, it’s bound to lead to some interesting results, for better or worse.

Make no mistake, Beast of Reincarnation looks compelling even without the development context. The game, which has been described as a “one-person, one-dog action-RPG,” comes off as a fast-paced, flamboyant fantasy-action experience. It follows protagonist Emma and her dog Koo as they travel through a corrupted, far-future society in an attempt to save it from a total apocalypse. These kinds of fast-paced melee-action games are a dime a dozen, though, so why should anyone care about Beast of Reincarnation‘s take on the formula? Well, only time will truly tell how the game’s combat sandbox will shake out, but new information suggests that it will innovate in the same impactful ways as Clair Obscur: Expedition 33.

Clair Obscur: Expedition 33 Injected Turn-Based Combat with Real-Time Mechanics, and the Results Speak for Themselves

There’s a lot to love about Clair Obscur‘s turn-based combat system. Like many of its greatest inspirations (e.g., Final Fantasy X), each of Clair Obscur‘s party members has inextricable abilities, strengths, and weaknesses, rewarding thoughtful and knowledgeable party composition. For instance, a character like Sciel is great for dealing multi-target damage, whereas Lune and Monoco are best at targeting specific elemental weaknesses. Various other mechanics, like each character’s distinct in-battle progression dynamics, further improve matters.

But Clair Obscur‘s gameplay goes from great to inspired through the implementation of real-time mechanics, particularly with respect to defensive options. Bucking genre convention, every enemy attack in Clair Obscur is avoidable, either by parrying, jumping, or dodging, with bonus rewards offered based on success. For instance, perfectly parrying a series of blows will result in a counterattack, dealing massive damage to the Break Meter, which can culminate in an enemy getting stunned and taking extra damage.

The interplay between real-time and turn-based elements is what makes Clair Obscur‘s gameplay so phenomenal. It’s easy to slip into a flow state while engaging in the elegant dance of tactical, measured turn-based attacks, which pivot momentarily to intense real-time beats. Put another way, Clair Obscur presents a masterful balance of active and passive, thoughtful and aggressive, easygoing and terrifying, through its combat sandbox. It looks like Beast of Reincarnation is setting out to do the same, but inverted.

Beast of Reincarnation Mixes Turn-Based and Real-Time Gameplay, Starting from the Other Direction

Whereas Clair Obscur is a terrific turn-based game that’s elevated by real-time elements, Beast of Reincarnation hopes to be a terrific real-time action game elevated by turn-based elements. As Emma, players can engage in typical ARPG fare: slashing, dodging, unleashing special abilities, et cetera. But by parrying, players can accumulate ability points to be used in Koo’s command window, briefly making the game feel like a turn-based RPG.

On its face, it sounds a bit similar to the combat systems of games like Final Fantasy 7 Rebirth and the original Mass Effect trilogy, in the sense that Koo’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, prompting the player to slow down and take a step in a given strategic direction. However, taking these moments to meld in tactics and turn-based mechanics could be expanded upon, with Game Freak only slightly showing its hand for now. It’s not exactly rocket science, but it’s a tried-and-true gameplay concoction that Game Freak may very well shape into something unique.

The Devil’s in the Details of Beast of Reincarnation’s Combat System

I didn’t bring up the strengths of Clair Obscur‘s turn-based combat simply to heap further praise on the game. I mention those strengths because, without them, the game’s real-time aspects would not have been nearly as effective as they ultimately are. Again, it’s the balance of masterful turn-based fundamentals with real-time mechanics that makes the entire combat system work so well. Without careful consideration of things like the Break Meter, Pictos and Luminas, and individual party member archetypes, Clair Obscur‘s parry and dodge features may have felt more like gimmicks than clever expansions of the JRPG formula.

Beast of Reincarnation will need to do something similar. Layering turn-based systems into a real-time sandbox will almost certainly add depth, but how much depth will be determined by the quality and complexity of the real-time combat. For instance, since you gain Koo’s action points by parrying, the parry mechanic needs to be sufficiently satisfying, reliable, and responsive, lest the mechanical back-and-forth become unbalanced. In other words, it won’t be enough for Beast of Reincarnation to simply have both real-time and turn-based ingredients present. These ingredients need to be seamlessly and meaningfully paired together for maximum effectiveness. And while it remains to be seen if it sticks the landing, its unique combination thereof is worth paying attention to.


Beast of Reincarnation Tag Page Cover Art


Released

2026

Publisher(s)

Fictions

Number of Players

Single-player

Steam Deck Compatibility

Unknown


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