Overview
Beast of Reincarnation has a hybrid combat system that blends two distinct gameplay styles reflecting its two protagonists. Emma fights using sword-based actions in real time, fast-paced katana combat with demanding, technical precision, while Koo battles by unleashing skills via commands through abilities called Bloom Arts. The two systems are connected through a parry-driven resource loop that rewards defensive play with offensive options.
The combat has been widely compared to several acclaimed action games. The demanding parry-and-deflection mechanics sit in the action-RPG tradition, and the addition of the command-based companion layer sets Beast of Reincarnation apart from any single comparison.
Director Kota Furushima described the combat design philosophy: "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." He cited "the joyful dilemma of choice" as the core sensation he wanted players to feel during combat.
The Core Loop
The fundamental combat cycle follows a clear pattern that alternates between action and strategy:

Action Phase, Emma attacks enemies with her katana, bow, or crossbow in real-time combat, using slashing combos, dodges, and positioning.
Parry: Emma parries incoming enemy attacks with precise timing, earning FP with each successful parry. The parry system demands technical skill and rewards precise timing.
Command Phase. The player opens Koo's command menu (specifically the Triangle button on PS5). Time slows but does not fully stop, maintaining tension while providing strategic breathing room to assess the battlefield.
Koo Executes. The player selects a Bloom Art from the menu. Koo performs the chosen ability, dealing damage, applying status effects, or manipulating enemy positioning.
Return to Action. Combat resumes at full speed as Emma capitalizes on Koo's effect, attacking launched enemies in midair, exploiting grouped targets, or pressing the advantage against debuffed foes.
This creates a rhythmic flow where aggressive play builds resources for tactical decisions, and tactical decisions create openings for more aggressive play. The system rewards players who master both halves.
Health Gauge and Down Gauge
Enemies carry two separate gauges rather than one. The health gauge is the one that has to reach zero for the enemy to die, but the down gauge is how you get there efficiently: filling it opens the target up to a critical blow, and landing that blow is what meaningfully drives the health gauge down. Trading ordinary hits into a full health bar is the slow route; breaking the down gauge first is the intended one.
That structure is what keeps the parry system and Koo's abilities pulling in the same direction. Parries feed FP, FP buys Bloom Arts, and Bloom Arts both pressure the down gauge and interrupt the enemy actions that would otherwise punish an aggressive push. Against larger targets the loop is the fight.
Multiple Combat Approaches
Beast of Reincarnation provides significant flexibility in how players approach combat encounters. Rather than forcing a single playstyle, the game supports several distinct approaches:
Item | Description |
|---|---|
Aggressive Melee | Engage enemies directly with Emma's katana. This puts emphasis on close-range combos, parries, and finishing moves. Emma possesses a devastating finisher described as slicing opponents in half. |
Long-Range Combat: Fight exclusively from distance using the bow (elemental arrows) and crossbow (elemental bolts), keeping enemies at bay while exploiting elemental weaknesses. | |
Stealth | Use stealth assassinations to reduce enemy numbers before engaging groups in open combat. Emma can thin out patrols silently before committing to a fight. |
Koo-Led Engagements, Have Koo lead in to strike first, drawing enemy attention and creating openings before Emma engages. This approach leverages Koo's abilities as an initiator. | |
Vertical Combat | Use Emma's plant abilities to gain elevated positions, perform aerial assassinations, and attack from three-dimensional angles that enemies cannot easily counter. |
The three skill trees available to both Emma and Koo (close-range, long-range, and stealth) further reinforce these different approaches, allowing players to specialize or hybridize their builds.
Resource Systems
FP
The primary combat resource. FP is earned through successful parries and spent to activate Koo's Bloom Arts. The parry-to-FP connection means that defensive mastery directly translates to offensive power. Players who consistently land parries build a larger FP reserve, enabling more frequent and powerful Bloom Arts activation.
Entanglement Gauge
Powers Emma's own special plant-based abilities. These include vine grapples, bridge creation, wall climbing, and aerial attacks that serve both combat and traversal purposes. Plant abilities create advantageous three-dimensional positioning, allowing Emma to fight from elevated vantage points and approach encounters from unexpected angles.
SP (Skill Points)
A progression currency used to upgrade both Emma's and Koo's skill trees. SP investment determines the player's combat specialization and playstyle.
Emma's Action Combat
Emma's real-time combat revolves around her primary katana, supplemented by ranged options:

Item | Description |
|---|---|
Katana | The core melee weapon. Enables slashing combos, parrying, and deflecting. Multiple katanas with unique bonuses can be found through exploration. The parry system is technically demanding and rewards precise timing. |
Bow | Fires elemental arrows for ranged damage, status effects, and engagement at distance. |
Crossbow | Fires elemental bolts, useful for ranged engagement and exploiting specific enemy weaknesses. |
Emma can perform stealth assassinations, air combos from elevated plant-ability positions, falling assassinations from above, and a devastating finishing move described as slicing opponents in half. Her plant abilities extend her combat toolkit with grapples, aerial launches, and environmental manipulation that create three-dimensional combat opportunities unavailable in purely ground-based action games.
Koo's Command Combat
Koo's Bloom Arts introduce a command-based strategic layer into the real-time action. When the command menu opens (Triangle on PS5), time slows dramatically but does not fully stop. The battlefield remains dynamic, maintaining tension while giving the player space to think.
Director Furushima explicitly designed this system so that "even people who aren't good at action games can enjoy it." The command menu provides regular moments of strategic calm within the combat flow, allowing less action-oriented players to contribute meaningfully through tactical Bloom Arts selection rather than relying solely on reflexes.
Koo battles by unleashing skills via commands. He is not a passive AI companion but an active participant whose abilities the player directly controls through the command interface. His presence is constantly felt through this system, making every encounter a collaborative effort between the two characters.
Synergies and Build-Crafting
Emma and Koo's skill trees are designed to complement each other. Skills from one character's tree can impact the other's effectiveness. For example, Bloom Arts that launch enemies into the air create openings for Emma's air combos, while Emma's parry skills generate more FP for Koo's abilities.
The director's own worked example runs through both halves at once. One of Koo's abilities fires a plant spear that impales an enemy and holds it in place, and Emma can then leap to the spear itself and press the attack from a position the enemy cannot easily answer. Emma's action makes Koo's action possible, Koo's action opens a new option for Emma, and the two keep handing the initiative back and forth.
Bloom Arts are not purely offensive. Alongside damaging enemies and interrupting their actions, they can apply buffs to Emma and restore her health, which makes the command menu a recovery tool as much as an attack menu. They can also be enhanced with mods that create feedback loops, such as HP regeneration per hit or FP generation against burning enemies, allowing players to craft self-sustaining combat cycles. A fire-based Bloom Art modded with FP generation, for example, partially refunds the cost of its own activation when used against the right targets.
Spirit Stone Integration
Spirit Stones equipped to Emma's armor provide stackable bonuses across five core stats (HP, Attack, Defense, Skill Power, and Critical Rate) that compound when she performs parries. This reinforces the core loop: mastering the parry timing generates FP for Koo and amplifies Emma's own stats through Spirit Stone effects, creating a powerful incentive for technically skilled play.
Executions, Assassinations, and Finishers
Filling an enemy's down gauge opens an Execution, the game's officially named finisher on a broken opponent. Assassination is the stealth equivalent, taken on an enemy that has not noticed Emma, and Falling Assassination is the version performed from above. Each has an Assist variant bought in the skill tree: with Execution Assist or Assassination Assist unlocked, Koo performs the same finish on nearby enemies at the same moment, which turns a single opening into a cleared group.

Both finisher families feed the resource loop rather than sitting outside it. Final Breath and Final Infusion return health and gauge on an Execution, Entangled Assassination returns gauge and FP on a stealth finish, and Assassination Recovery and Execution Recovery return health directly. Version 1.0.8 made surrounding enemies stop attacking for the duration of all four animations, which removed the main reason players avoided using them in a crowd.
Entanglement Overdrive
Overdrive is the third resource layer, sitting alongside FP and Skill Points. It is unlocked in the skills menu against Strength requirements and upgraded from there, and activating it needs at least one full blue segment of the Entanglement Gauge. While it runs, time slows for everything except Emma.
Nushi Skills, the boss finishers earned from Nushi defeats, also draw on the Entanglement Gauge rather than on FP. They are triggered by their own combo strings during an attack chain instead of being chosen from a menu, so a player running Overdrive and Nushi Skills together is budgeting one pool across two very different tools.
Post-Launch Combat Changes
Two patches adjusted combat in the first two weeks. The full change lists are under Post-Launch Updates; the parts that change how the game plays are below.
Change | Version | Effect |
|---|---|---|
Parry window | 1.0.7 | Adjusted for the case where Emma is taking damage |
Boss balance | 1.0.7 | Balance adjustments across all difficulty levels |
Encounter balance | 1.0.7 | Enemy encounter adjustments on Normal difficulty |
1.0.8 | Damage and health recovery amounts increased | |
Finisher animations | 1.0.8 | Surrounding enemies no longer attack during Execution, Execution Assist, Assassination, and Assassination Assist |
Auto-target defaults | 1.0.8 | Auto-Target on Attack, Parry, and Switch now default to off for new players; existing settings are left alone |
Fall and water damage | 1.0.8 | Emma no longer takes damage from falling or from partial submersion |
Boss behaviour | 1.0.8 | Combat behaviour adjusted for some bosses, and enemy placement changed in certain areas |
The auto-target change is the one most likely to surprise a returning player, because the lock-on behaviour a guide describes may not match a fresh install.
Difficulty Modes
The game offers three difficulty settings that adjust the combat experience:
Item | Description |
|---|---|
Story Mode | More forgiving parry timing windows and reduced enemy damage, designed for players who want to experience the narrative without intense mechanical challenge. |
Normal Mode | The standard combat experience, balancing challenge with accessibility. |
Hard Mode | Highly challenging. This puts emphasis on Soulslike-level precision and punishment for mistimed inputs. |
Director Furushima explicitly pushed back against labeling Beast of Reincarnation as a Soulslike. This puts emphasis on that the multiple difficulty options and the command-based Bloom Arts system provide accessibility features that differentiate it from purely reflex-driven action games.