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Overview
Blooming Arts (also referred to as Bloom Arts in some sources) are the special combat abilities used by Koo in Beast of Reincarnation. They represent the command-based half of the game's hybrid combat system, triggered through a dedicated command menu that slows time when opened. Blooming Arts are powered by FP (Fuel Points), which Emma earns through successful parries during real-time combat.
The system blends two combat styles into one cohesive experience: Emma fights using sword-based actions in real time, while Koo battles by unleashing skills via commands. This creates a rhythm where fast-paced katana action seamlessly transitions into strategic command-based support and back again.
Activation
The command menu for Blooming Arts can be opened at any time during combat using the Triangle button on PS5. When activated, time slows significantly but does not fully stop -- the battlefield remains dynamic, maintaining tension while providing the player with strategic breathing room to assess the situation, review available abilities, and select the optimal Blooming Art.

This design choice was deliberate. Director Furushima stated: "Rather than forcing players to rely solely on split-second reflexes in high-pressure situations, we wanted to create moments where you can pause, think carefully, and fight with a tactical mindset." The slowed-but-not-stopped time creates a decision window that rewards thoughtfulness without completely breaking the combat flow.
Each Blooming Art costs a certain amount of FP to activate. Since FP is generated through successful parries, aggressive defensive play directly fuels Koo's offensive capabilities. Players must decide not only which Blooming Art to use but when to use it -- spending FP immediately for tactical advantage or saving it for a more critical moment.
Confirmed Effects
The following Blooming Arts effects have been confirmed through trailers, the Xbox Developer Direct showcase, and the PlayStation State of Play presentation:
Trait | Effect |
|---|---|
Fire Damage | Deals fire-elemental damage to a single enemy. When combined with FP-generation mods, can partially refund its own cost. |
Multi-Target Destruction -- Delivers high destructive damage across up to four enemies simultaneously, making it devastating against grouped foes. | -- |
Crowd Control | Groups enemies together into a concentrated area, setting up area-of-effect opportunities for Emma's attacks. |
Aerial Launch | Makes enemies "jumpable," launching them into the air for Emma's air combo attacks. This creates opportunities for three-dimensional combat that leverages Emma's plant-ability toolkit. |
Poison | Applies poison damage over time to affected targets, providing sustained damage that pressures enemies even when Emma is dodging or repositioning. |
Aerial Assault | Launches enemies skyward for follow-up attacks, functioning as a more offensive variant of the aerial launch. |
Mods
Blooming Arts can be enhanced with mods that provide additional effects layered on top of the base ability. Mods are central to the game's build-crafting system, allowing players to create synergistic combat cycles tailored to their playstyle. Confirmed mod effects include:
HP Regeneration -- Restores health per hit while the modded Blooming Art is active, turning offensive abilities into sustain tools.
FP Generation -- Generates additional FP against burning enemies, creating a self-sustaining loop when combined with fire-based Blooming Arts.
These mods encourage thoughtful build-crafting and reward players who plan their ability loadouts. A fire-based Blooming Art modded with FP generation, for example, partially refunds the cost of its own activation when used against the right targets -- creating an efficient cycle where Koo's fire attack generates the resources needed for his next ability.
Relationship to Emma's Combat
Blooming Arts do not exist in isolation -- they are deeply integrated with Emma's real-time action combat. The system is designed so that each character's actions create opportunities for the other:
Emma's parries generate FP, fueling Koo's Blooming Arts.
Koo's Blooming Arts create openings (launched enemies, grouped targets, debuffed foes) that Emma exploits.
Emma's exploitation of those openings builds momentum for more parries and more FP.
The cycle repeats, creating a collaborative combat rhythm between the two characters.
This integration means that mastering Blooming Arts is not separate from mastering Emma's katana combat -- the two systems are two halves of a single, interconnected whole.
Design Philosophy
Director Furushima described Blooming Arts as the bridge between action and strategy: "The command menu for Koo can be opened at any time, allowing players to move seamlessly between action and command-based combat. Through this flow, Koo's presence is constantly felt by your side."
The system draws on Furushima's background in Pokemon battle design, translating "the joyful dilemma of choice" from turn-based RPGs into a real-time action context. In Pokemon, players carefully consider which move to select from a menu during battle. Blooming Arts recreate that same feeling of deliberate, strategic choice-making within the flow of fast-paced action -- a unique hybrid that distinguishes Beast of Reincarnation's combat from purely reflex-driven action games.
The Blooming Arts system also contributes to the game's accessibility. By providing regular moments of slowed time where players can think strategically rather than react instantly, the command menu ensures that "even people who aren't good at action games can enjoy it," as Furushima stated. Players who struggle with the technical parry timing can still contribute meaningfully through smart Blooming Arts selection.