Every review of Game Freak’s Beast of Reincarnation agrees on one thing before it agrees on anything else: block if you want, dodge if you have to, but the game is built to run on parries [1][5][7]. It’s the developer’s first AAA release outside the Pokémon series — a hybrid action/turn-based RPG starring Emma, an 18-year-old plant-wielder, and Koo, her dog companion, working through a post-apocalyptic, blight-ravaged Japan [1][2]. Reviews since launch have landed all over the place, from 9.5/10 to 3/5 — Metacritic averages sit around 76%, with the Xbox version running noticeably higher than PC and PS5 — but most critics agree on the same split: the combat is the strongest part, and the tutorial isn’t [9]. Emma is formally “Emma the Sealer,” and the major, named bosses standing between her and the Beast of Reincarnation itself are called Nushi — terminology the game introduces fast and rarely re-explains [2][10].
This guide covers the systems every new player needs first: how the parry-driven combat actually works, how to command Koo instead of just watching him fight, a decision tree for when NOT to parry, and the five things the game never explicitly tells you. We’ll expand this hub with dedicated Nushi boss guides and full build breakdowns as spokes — this page is your foundation for all of it.
Quick Start: Your First Hour
Do these before you get deep into Chapter 1:
- Pick your difficulty up front. Story difficulty cuts the damage Emma takes significantly, but you’ll still need to parry and dodge — it’s a damage-taken slider, not an easy button [6].
- Turn on English voice-over now, from the main menu. It’s not in the pause menu, and enough players missed it entirely that it’s a documented complaint [6][7].
- Practice parries on early, forgiving enemies. A single successful parry feeds two separate resources at once — more on that below [3][4][8].
- Don’t lean on the starting side-step as your dodge. It has a short, unreliable window. Rush the “Tracking Shot” skill node for the real dodge roll [6].
- Explore before your first boss. Koo auto-marks points of interest, and chests off the critical path hold real gear upgrades [3][8].
- Scout for a campsite near a boss arena before you engage. Not every boss fight has an obvious checkpoint close by, and losing without one means replaying a long stretch [6].
- Let Koo fight solo enemies without help. His AI is built to handle one-on-ones independently — save your attention (and his FP) for tougher fights [4][6].
How Combat Works: Parry, Blade Arts, and Bloom Arts
The parry is the mechanic that decides whether you’ll like this game, and reviewers disagree on how forgiving it actually is. Push Square called the window “very generous” [7]; Kotaku, working through the same build, found it “always shorter than you feel like it’s supposed to be” in tougher fights [5]. Both are probably right about different moments — early enemies telegraph slowly, bosses don’t. Budget real practice time rather than assuming Story difficulty plus casual parrying will carry you through. The official guidance is to press the parry input the instant you see the attacking limb start its swing, not after it’s already moving [3].
If you’ve played Nine Sols, the genre’s clearest parry benchmark, the visual language will feel familiar — a wind-up animation you react to. Beast of Reincarnation adds one hard rule Nine Sols doesn’t lean on as heavily: an attack that flashes red mid-wind-up cannot be parried or blocked at all. Only a dodge gets you out of it [5].
Every enemy carries a stagger meter called the Down Gauge. It fills from any damage, but parries fill it far faster than regular hits, and a full bar opens an instant execution prompt [8]. There’s no stamina meter gating your attacks either — you can keep swinging to build stagger without managing a resource bar, which is the detail Push Square nicknamed “Sekiro Lite”: parry-focused, but without FromSoftware’s punishing stamina economy [7].
Here’s the part no single guide we checked lays out clearly: a successful parry fuels two separate systems, and neither the game’s own prompts nor any single review puts them side by side. Emma’s own Blade Arts — her personal, high-damage finishers — fill purely from your own parry timing, tied to a skill tree you level directly [4][8]. Koo’s Bloom Arts are a different resource entirely: they’re fueled by FP (Florescence Points), which also builds from parries, but the Bloom Arts themselves only unlock progressively as you defeat Nushi bosses — leveling up doesn’t grant them [4][8][10]. In practice: Blade Arts are yours, gated by skill points and your own execution. Bloom Arts are Koo’s, gated by boss progress and spent through his own menu. Treat them as two separate budgets, not one shared meter.
Commanding Koo: Your Combat Partner, Not a Pet
Koo isn’t an escort quest. His AI is described across reviews as “remarkably well implemented” — he engages targets on his own, and in a lot of fights you genuinely don’t need to direct him [4]. But he’s most useful when you do.
Two separate ways to command him matter:
- Outside of combat, hold LT and press RS while targeting an enemy to send Koo in first, using whatever Bloom Arts he’s already unlocked — useful for softening a target or triggering an elemental weakness before you engage [3].
- In combat, opening the Bloom Arts menu (triangle on PlayStation) slows time to a crawl so you can actually pick an ability instead of panic-mashing [4][7]. Bloom Arts range from acid sprays to root-based holds to a heal-Emma-while-staggering-the-enemy option, and each carries its own elemental tag for exploiting enemy weaknesses [4][7].
The trade-off: every Bloom Art costs FP, and FP comes from the same parries that fuel your own Blade Arts. Spend it on Koo when a fight calls for crowd control, environmental setup (grapple points, grouped enemies), or an elemental matchup you can’t otherwise exploit — not as your default opener [7].
Combat isn’t the only progression track. Kagura’s cooking hands out stat boosts through consumed meals, and a separate affinity system deepens as you interact with the cast between fights [4]. Neither replaces the skill tree, but both stack on top of it — which is why the table below tells casual and hardcore players to treat them differently: the return on time invested is real, just slow to pay off in the opening hours.

When to Parry, Dodge, or Just Run
New players tend to treat every incoming attack the same way. Don’t — the game gives you three distinct tools and punishes using the wrong one:
- If the attack telegraphs normally (no red flash): parry it. This is the highest-value option — it builds your Blade Arts, Koo’s FP, and enemy stagger simultaneously [3][8].
- If the attack flashes red mid-wind-up: dodge, don’t parry or block. Unparryable attacks are a hard rule, not a suggestion — a mistimed parry attempt here just eats a hit for free [5].
- If you’re facing a fight you’re clearly under-leveled for and Emma has traversal room: use her hair-based climbing and platforming to bypass it entirely rather than force it. Reviewers specifically flagged this as a legitimate strategy, not a workaround [5].
- If you’re about to engage a boss with no checkpoint scouted nearby: back off and find one first. A loss without a nearby campsite costs you a much longer replay than the fight itself [6].
Who Are You? Priorities by Player Type
“Get good at parrying” is true for everyone, but what you should actually spend time on first differs by how you play:
| Player type | Do this first | Skip this early |
|---|---|---|
| New player | Story difficulty + parry drills on early enemies before touching the skill tree | Don’t chase every optional mini-boss yet — the reward-to-risk ratio is bad before Tracking Shot is unlocked |
| Casual player | Rush the Tracking Shot dodge-roll node, then let Koo solo trash mobs so you conserve time | Don’t fully invest in cooking (Kagura) or affinity systems yet — stat boosts there are marginal early |
| Hardcore / optimiser | Max Florescence early for Bloom Art power, then chain Blade Arts off parries for execution speed | Don’t stockpile FP for a “big moment” — Koo’s kit rewards frequent use, not hoarding |
| Completionist | Explore every climbable surface before advancing — Koo’s map markers and hidden chests are tied to zone completion | Don’t fast-travel past a zone before checking it — some rewards are only accessible before certain story flags trigger |
What to Level and Unlock First
Three stats govern everything: Strength (attack and defense), Vitality (HP), and Florescence (skill power) [8]. Spirit Stones are equippable accessories layered on top for situational buffs like ranged accuracy or added elemental damage [8].
In order, prioritize: the Tracking Shot dodge-roll node first (the starting side-step is genuinely bad and reviewers single it out as the game’s worst early-hours friction point) [6], then enough Vitality to survive early boss combos, then Florescence once you’re reliably parrying so Bloom Arts hit harder. Strength scales your damage output the whole game, so it’s never wasted, but it’s the stat you can safely defer if you’re still dying to timing rather than damage checks.

5 Things Beast of Reincarnation’s Tutorial Never Tells You
- English voice-over is a main-menu toggle, not a pause-menu one. Multiple reviewers played hours of combat missing dialogue cues before finding it — check the main menu before you start a save, not after [6].
- Your starting dodge is deliberately weak. The short window and poor range aren’t a bug — the game is nudging you toward parrying by making the alternative frustrating until you unlock Tracking Shot [6].
- Blade Arts and Bloom Arts are two different resources that nothing in-game contrasts for you. One is yours (skill-tree gated), one is Koo’s (boss-progress gated) — see the Core Combat section above for the full breakdown [4][8].
- Boss checkpoints aren’t guaranteed to be nearby. Scout before you commit to a fight, especially against a Nushi you haven’t seen before [6].
- Emma can’t swim, per Kotaku’s hands-on guide. It’s not flagged in any menu or prompt, and it’s an easy assumption to get wrong if you’re used to games where water is just slower terrain [6].
How It Stacks Up Against Other Parry-First Soulslikes
If parry-centric combat is what draws you to games like this, it’s worth knowing where Beast of Reincarnation sits in that field. Its lack of a stamina meter and its generous-in-places, tight-in-others parry window put it closer to the accessible end than something like Nine Sols or Sekiro — see our ranking of games by parry difficulty for how it would likely slot in against the rest of the genre. The unparryable red-flash attacks are the one mechanic that keeps it from feeling too forgiving.
The bigger structural difference is what happens around the parrying. Nine Sols and Sekiro ask you to master one character’s toolkit and nothing else; Beast of Reincarnation splits your attention between Emma’s own timing-based Blade Arts and Koo’s separately-gated Bloom Arts, so a fight that goes badly can usually be salvaged by leaning on the companion layer instead of your own execution. That’s the trade the “Sekiro Lite” label is really describing — the parry skill ceiling is comparably high, but the game gives you a second system to fall back on when you haven’t hit it yet [7].
FAQ
Is Beast of Reincarnation actually a Souls-like, or something else?
Steam tags it Souls-like, and the parry-and-stagger loop is the clearest evidence for that label [1]. But it drops the stamina meter and stacks in turn-based-style companion commands through Koo’s slow-time menu — mechanically it’s closer to a hybrid than a straight FromSoftware clone, which is why some reviewers pushed back on the label entirely [7].
Should I start on Story difficulty?
If you’ve never played a parry-heavy action game, yes — it reduces damage taken enough to survive learning mistakes without removing the need to actually learn the timing [6]. It won’t let you skip parrying; it just makes the punishment for missing one less severe.
Why does my dodge feel bad even after playing for a few hours?
Because it is bad until you unlock Tracking Shot. This is the single most-cited early-game frustration across reviews, and the fix is a specific skill node, not more practice with the default dodge [6].
What’s the fastest way to build FP for Koo’s Bloom Arts?
Parry consistently. FP builds from successful parries the same way Emma’s own Blade Art gauge does — there’s no separate farming method, which is exactly why treating parry timing as optional slows down both your own kit and Koo’s [3][4].
Is the game worth it if reviews are this mixed?
Depends what you’re there for. The combat is the near-universal high point — even 3/5 reviews single it out — while the split is almost entirely about pacing, repeated boss fights, and how interesting the world is to walk through [9]. If parry combat is your draw, the mixed scores are mostly about everything around it, not the fighting itself.
What are Nushi, and do I need to fight all of them?
Nushi are the game’s major, named bosses — “immense beasts that preside over the regions Emma crosses,” and defeating one lets her absorb its power into her own kit [10]. Public trophy lists point to eleven or more, and boss order is how the game paces your build, so skipping them isn’t really optional the way an optional mini-boss is [10].
For a complete step-by-step walkthrough, see Rangifer and Lacerta boss guide.
For a complete step-by-step walkthrough, see our dedicated parry-timing breakdown.
For a complete step-by-step walkthrough, see Beast of Reincarnation best PC settings.
For a complete step-by-step walkthrough, see commanding Koo through his full Bloom Art kit.
Sources
Verified against Beast of Reincarnation as released August 3, 2026. Mechanics, resource names, and control bindings may change with future patches.
- Beast of Reincarnation — Steam Store Page
- Beast of Reincarnation — Wikipedia
- Beast of Reincarnation: Early-Game Tips to Help You Manage the Miasma — Xbox Wire
- Beast of Reincarnation Review — RPG Site
- Beast of Reincarnation Review: RPG With Good Ideas But Too Much Repetition — Kotaku
- Beast of Reincarnation Guide: 10 Things To Know Before Playing — Kotaku
- Review: Beast of Reincarnation (PS5) — Push Square
- Beginner’s Guide: Tips and Tricks — Game8
- Round Up: Game Freak’s ‘Beast Of Reincarnation’ Is A Mixed Bag — Nintendo Life
- Beast of Reincarnation Bosses and Nushi List — Fextralife
- Nine Sols Parry Timing: Every Boss Has a Visual Tell — Switchblade Gaming (linked above)
- 12 Games Like Nine Sols Ranked by How Hard Their Parry Is — Switchblade Gaming (linked above)
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
