
Today, Game Freak's upcoming action game Beast of Reincarnation reemerged at the Xbox Developer Direct, with a lengthy segment showing off traversal, combat, its cast of characters, some dang good music, and more. Also, great news, it's apparently out this summer.
Beast of Reincarnation is a fascinating new game, and an anomaly in Game Freak's portfolio. Game Freak is, of course, best-known for developing Pokemon, a series that's grown in scope as it's transitioned to home console releases but has also seen notable declines in performance and visual quality. But Game Freak has also been increasing its other independent endeavors in recent years, with games such as HarmoKnight, Tembo the Badass Elephant, and Pocket Card Jockey.
But aside from Pokemon all of those have been fairly small-scale endeavors. Though we haven't gotten our hands on Beast of Reincarnation yet, this looks far more ambitious. It's a full-on action game, for one, with what seems to be pretty complex and multi-layered combat and movement. It's also, if the trailers are any indication, really pretty, and a departure from Game Freak's historically more cartoony style. That's led to plenty of questions as to what led Game Freak to make something like this in the first place, and whether or not the studio can pull it off. At least from what we saw today, there's reason for optimism.
I sat down with Kota Furushima, game director of Beast of Reincarnation, to chat about some of these topics, as well as get some further details on what exactly the game will be. Here's our full interview transcript, very lightly edited for clarity:
IGN: Beast of Reincarnation seems very, very different from anything Game Freak has done before. How did this game come to be?
Kota Furushima: So, it all started, I wanted to get something going. It was an original project. I wanted to try something completely different and new, unlike other stuff we've made. And it just so happened that internally, here at Game Freak, we have a program we call the Gear Project, which is sort of an internal contest run by our president, Satoshi Tajiri, to make original IP within the company. So, I entered my design doc into that contest, and I was able to get permission to start working on a project.
I should mention too, to clarify, it wasn't so much that I was trying to do something different than what we've done before. I started with the concept of the feeling that I wanted to get across to the users, the feeling of loneliness, isolation, and warmth, and the game design that we have now kind of coalesced naturally around that concept.
How long ago was it that you entered this in the contest?
Furushima: It was about six years ago.
Beast of Reincarnation does seem to be a significantly larger game than some of the other, I guess, non-Pokemon projects you've worked on before. Did the studio have to scale up significantly for Beast of Reincarnation?
Furushima: The team is quite large, as you can imagine, but I will note that it's not all folks internally here at Game Freak. We managed to seek out a lot of partner companies to work with us, companies, studios that are able to realize the vision of this game in the way that we wanted to make it, so we're lucky to have a lot of people working on it externally as well.
[PR reached out post-interview to clarify that the internal Game Freak team working on Beast of Reincarnation is "relatively small" while still playing a core role in leading the project through direction and management.]
Can you tell me about the original pitch that you entered into the contest, like what that original sort of design looked like?
Furushima: So, it was pretty simple at first. The general concept was the idea of taking a journey along with a companion. That was the main pillar of the game, and you started thinking about the feelings you wanted the player to have, and gradually, the design sort of began to coalesce around that idea of the journey with the companion.
Was there anything in particular that inspired you throughout the development of the game, other games, film, art, music, just any other art in particular that you were thinking of, as you worked on Beast of Reincarnation?
Furushima: Yeah, absolutely. I mentioned I'm a big fan of science fiction movies to start with, and because I wanted to create this new world that no one had seen before, I started really putting a lot of thought into the way world building is done and science fiction. Blade Runner was a specific one that I can mention, that does such a good job of world building. I wanted to try and create my own world in a similar sort of fashion.
So, Beast of Reincarnation, I know, was originally announced under the Private Division label when it was part of Take-Two, and then Private Division got acquired, renamed, and is now being run by different people. I'm curious if all those changes impacted the development of Beast of Reincarnation in any way.
Furushima: There's probably not much I can say about that, to be honest.
Okay, tell me a bit about the structure of Beast of Reincarnation. Is it a linear, story focused game? Is it open world, Metroidvania, something else?
Furushima: The way we created this game, it is about a journey with a beginning, middle, and end, right? It kind of conjures up images of a road movie sort of thing, so it's not open world in the purest sense. The game is comprised of different stages, but these stages I would not describe as linear either. There's quite a lot of room for exploration, a lot of radiation between the different environments and things of that nature.
What are you primarily doing in these different stages? Are you primarily fighting creatures? Are you doing more exploration? Are there puzzles? What are the main activities that you're doing as the character?
Furushima: You're doing a lot of different things in the game. I think there are no traditional puzzles to put block progress, for instance, as you saw them, but there are definitely puzzle adjacent segments of the game. For example, this game takes place in a world that's been largely destroyed, so you could come to a part where you want to get across a chasm, and the bridge has been destroyed, so you have to start thinking, "How can I get across there?" Now, luckily, Emma, the main character, has a lot of abilities at her disposal. She can extend at the vine or plant, I don't know what you call it, her hair actually. I mean, she can use that, for example, to cross a chasm instead of a bridge, right? So she has certain abilities at her disposal that can help her get through this world. Of course, battle is a huge part of the game, as well as exploration. There's definitely parts where you want to see what's off the beaten path as well.
How challenging is the combat? I'm curious if there's difficulty settings or if a casual player could pick it up and feel comfortable with counters and things like that?
Furushima: First of all, I should say that, yes, there are three difficulty settings in the game. As many people to play it as possible, there's going to be story mode. There's a little bit easier, there's normal mode, and then of course there's hard move where enemies are significantly stronger.
Even in the normal mode, it's important to note that the game is not just played through the single character of Emma. She, of course, has her companion Koo. Koo also has actions that he can use in conjunction with Emma. There's a lot of freedom and variety of what you can do in the game. Beast of Reincarnation is, of course, an action RPG. Players have the freedom to think of their own strategy and the way they're going to tap all certain situations, how to best utilize Emma's abilities and Koo's abilities to suit their own play-style with which they're most comfortable.
Can you give me an example of a type of play style you're referring to? Are we thinking the difference between close range and long range? Is it more magical or physical?
Furushima: There's a lot of variety in the game. As far as the main actions of the player that Emma is going to undertake for attacks, she largely relies on her Katana for close range attacks. She also has the ability to attack a long range with bows, crossbows, and those sorts of weapons. Koo, of course, relies primarily on what we call bloom arts, which are kind of plant-based attacks in the game. You'll find yourself up against some pretty big enemies, and the rhythm of a lot of the combat does center around pairing, countering, and things of that nature, but you also, again, have an added layer of using Koo and his abilities to your advantage as well, so there's quite a lot of variety there that different people can use in different ways to suit their own style.
What can you tell me about Emma and Koo as characters? Who are they? How would you describe them?
Furushima: One thing to note is, at the beginning of the game, Emma is kind of a blank slate. She has neither memories nor emotions or feelings when you first meet her. Koo, you'll soon discover, is what are known in this world as malefacts. He has this blight, or this corruption about him. You will notice in the game, too, that Emma herself is also a blighted one, and although this does give her special abilities, the downside of that is, of course, she's not treated well by other humans. She's living a very isolated lifestyle, essentially banished. What we have here, typically in this world, Emma would consider a creature like Koo to be an enemy because he is blighted. She typically fights against these sorts of enemies, so there's a bit of irony in this game, that she ends up teaming up with Koo and they go on this journey together.
What can you tell me about the music in Beast of Reincarnation? I really enjoyed the music that I heard in the trailer, and I was curious who was composing it and what the vision and style was.
Furushima: So, starting with the concepts of the score, again, the music is very much focused on the game's core concepts themselves, out of loneliness and isolation and learning to rely on people, that sort of motif and sort of feeling. So there's all sorts of different types of songs in the game. There's some focus on amplifying the trusting relationship that Emma develops with Koo. Some focus on the loneliness and despair of the world itself that's been destroyed. Then, we have the bosses in the game, which are called Nushi. Their music tracks tend to focus on more kind of traditional, Japanese sort of instrumentation. They give it a difference as well, so there's a lot of variety in the game.
I know Game Freak has a lot of history of delving into mythology and nature, especially with all the Pokemon designs they've done over the years to create really interesting creatures, and I'm curious if we'll see any particular myths, legends, or types of creatures in the world of Beast of Reincarnation.
Furushima: I think what you'll see in the game is a lot of the natural environments, whether it be the plant life, the flora, and the fauna in this game, the animals and the plants are very much based on the plant life and animal life that we see here in Japan and we've seen here in Japan throughout our history. Sakura, cherry blossoms would be a good example of that. It definitely has a sort of a local feel, in terms of the creatures that you'll meet.
Game Freak has received some criticism in the past few years for the performance and look of some of its 3D open world games. Beast of Reincarnation looks to be fairly ambitious. What would you say to those who are concerned that it might struggle in the same ways?
Furushima: I think when it comes to Beast of Reincarnation, and I guess we would regard it as the scale and the ambition of the title, when we approach game design, we're not looking to make, say, a title of a certain level of quality. We're looking to deliver a very specific game experience, and visual fidelity and graphics, this is something that supports that game experience, everything that goes into that. That includes things like bug fixing, optimization. Everything is there to serve the gameplay and the experience. Our focus is on that gameplay experience. Part of that, of course, is making sure that it performs really well, but our attention is more on getting the experience over to you and making sure that our vision can get to your hands and your hearts.
So, as you defeat these Nushi, you get new abilities from them, and you continue on your journey to ultimately face off against the Beast of Reincarnation. You touched on the blighted forest as well. So the Nushi, Beast of Reincarnation, again, is the reason that the world is kind of in this fall and corroded and blighted state. The Nushi themselves create these blighted forests around them, as you noted. The environment actually changes. From there, from those forests, the enemies in the game, the biological enemies, the Malefacts, are also kind of part and parcel with what it is that the Nushis are bringing into the world.