Game Freak veteran Kota Furushima is directing the studio's latest project, Beast of Reincarnation, a title he describes as being centered on "growth." This theme permeates the game's world, featuring lush environments, plant-infused wildlife, and a main character named Emma capable of manipulating vines. Furushima explained that "growth" applies not only to game systems but also to the narrative and player connection.

During a 90-minute hands-on session, players can expect to engage in combat that utilizes vine-based maneuvers for traversal and aerial takedowns. The game presents a post-apocalyptic rendition of Japan, characterized by its visual fidelity. Early encounters involve battling blight-infected forest animals, some of which are so heavily overgrown with flora that their original forms are obscured. While Emma can employ rapid attacks against lesser foes, more formidable enemies necessitate strategic engagement.

Combat mechanics include blocking and parrying, with successful parries yielding a distinct visual cue. Emma also wields a ranged weapon for dealing with aerial threats. The unique combat system is augmented by Emma's canine companion, Koo, who introduces a turn-based element to the real-time action. Koo can execute special attacks called Bloom Arts, which consume Florescence Points (FP). These points are replenished when Emma successfully parries. Entering Koo's Bloom Arts menu triggers a slow-motion effect, allowing players ample time to select an attack, a feature similar to the command selection slowdown in Final Fantasy VII Remake. The effectiveness of a chosen Bloom Art is determined by a Quick Time Event (QTE).

Beyond the initial tutorials, Beast of Reincarnation offers explorable areas with side quests and optional items, though it is not an open-world title. Furushima indicated that the game comprises approximately 10 stages, totaling around 30 hours of gameplay. Players can utilize Emma's vine abilities for grappling, creating bridges, and ascending to higher vantage points, adding a novel dimension to exploration. These vine mechanics can also be used for stealth takedowns by positioning above enemies.

Koo also assists in exploration by alerting players to nearby enemies and items through barks. While enemy alerts are accompanied by UI indicators, item notifications are more subtle, ranging from Koo retrieving an item directly to simply indicating its proximity. This approach aims to integrate Koo's utility naturally into exploration and combat, avoiding the creation of an overly autonomous companion or a system that demands constant player attention.

The game incorporates rest sites for restoring HP and allocating ability points, with a visual style reminiscent of Souls-like titles. However, Beast of Reincarnation deviates from that genre's punishing aspects. Players do not lose progress or items upon death, enemies do not respawn after resting, and environmental progress remains unlocked. This design choice ensures that returning to a boss, such as the Corrupted Golem encountered in an industrial area, involves a brief and peaceful journey from the last rest site.

The preview session concluded with a boss encounter against a Nushi, a large, multi-phase creature. Following challenging encounters, players return to a ship hub that provides features similar to rest sites, alongside opportunities to interact with characters like the pilot Brad and even shower Koo. This blend of action and tranquility is presented as a core aspect of Emma and Koo's journey.

Beast of Reincarnation is scheduled for release on August 3.