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Among 2026’s most hotly anticipated action games, Beast of Reincarnation might be the most unexpected. Coming from longtime Pokemon developer Game Freak, Beast of Reincarnation feels like a clear line in the sand, an emblem of the company’s ambitions beyond turn-based creature-collecting.
After going hands-on with Beast of Reincarnation, GameRant sat down with Game Director Kota Furushima to talk about its goals, influences, gameplay-story connection, and more. The following transcript has been edited for brevity and clarity. This interview was conducted via a Japanese-English interpreter.
Kota Furushima Talks Koo, Beast of Reincarnation’s Cute Canine Companion
GameRant: Beast of Reincarnation has a very strong balance of real-time combat and tactics-oriented combat via Koo. Was this particular balance something you had in mind from the start of development, or was it something that evolved over time?
Kota Furushima: In order to convey the process of how this system came to be, I feel that I need to explain the concept behind the game itself. The concept of the game was really about a pair bonding in a very harsh landscape. How are these characters going to work together in this environment? Real-time action was going to be the centerpiece of the battle system, but when you think about your partner or comrade, how do they come into the gameplay?
I didn’t want to have a different character simply replicating various actions. Rather, I wanted to see how they work together in this world. While Emma would execute things in real-time action, Koo, the partner, could go in and introduce a different dynamic by being more slowed down and offering a menu of different abilities. This creates a dynamic of dependency between the two characters, while also showing how one is different from the other.
GR: I actually have a specific question about Koo. He’s adorable, which is something I was very surprised by, because he looks like a big, scary wolf-like creature at first, but he is actually quite sweet and dog-like. Is there anything you can tell me about the process of developing Koo’s appearance and personality?
Furushima: We decided early on that the dynamic we wanted wouldn’t work with another human character. I went back to the idea of a battle system that requires commands, and what animal would be most fit for accepting commands? Man’s best friend, the canine, came up immediately. The idea of a dog being a comrade for Emma really made natural sense.
From a story perspective, the pair needs to survive in this harsh landscape. Given the disease that affects the Malefacts [corrupted animals serving as enemy NPCs], it really makes sense for an animal like Koo to become a much larger size.
GR: Furushima-san, you said in a January Beast of Reincarnation gameplay overview that the game stemmed from three core concepts: warmth, trust, and loneliness. How does Emma’s relationship with Koo factor into these themes?
Furushima: It’s hard to go too deep in answering this question without spoiling the story, so I’ll tread on thin ice.
Emma has memory loss and is generally very emotionless, but the essence of the journey is Emma and Koo being together. Immediately, the player understands this through the combat system: Emma and Koo are a great duo. You get the sense that they work well together in a combat situation. That’s the introduction to their camaraderie in the short-term.
But as you spend more time with the game, you start to understand the reasons behind why they work together and how they need to progress. Once you can look at their relationship from a more long-term perspective, new emotional elements start to come into play: they start to understand each other, going through feelings of empathy, solidarity, and all the other emotions one would experience in any kind of relationship.
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5 Comments
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