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When you start a new game in Game Freak’s Beast of Reincarnation, a prompt asks if you’d like to play in cinematic mode. This locks the cutscene frame rate to 24 frames per second, but, understandably, leaves the gameplay as is. When I first saw this during my 90-minute preview session last month, it felt like a bold statement from Game Freak. Pokemon, Game Freak’s multigenerational smash-hit, can be described as many things, but cinematic it certainly is not. Unfortunately, aside from its flashy combat and a few cutscenes, Beast of Reincarnation isn't really cinematic, either. Flat performances and robotic animations undermine its fascinating story, bland environments sour its beautiful art direction, and an overall lack of polish hampers its intense combat. Though there are aspects of Beast of Reincarnation that I adored, for each one of them there’s always something that holds it back. Beast of Reincarnation takes place exactly 2,000 years in the future, in 4026. After civilization was nearly wiped out by a phenomenon called The Blight, an infection that causes humans and animals alike to sprout vegetation, humanity transferred their souls into machines called golems to quell the spread. This inadvertently conquered death, but the relocated souls eventually deteriorated, leaving corrupted golems in their wake. The wildlife didn’t fare much better. Infected beasts called Malefacts wander the ruins of Japan attacking everything and everyone in their path. There’s a captivating history here that weaves together multiple science-fiction subgenres to create an intriguing world. The creatures that wander the wasteland feel biopunk-inspired, the aforementioned golem backstory is pulled from the cyberpunk genre, and the landscapes and architecture would feel at home in solarpunk fiction. Despite its many inspirations, Beast of Reincarnation’s world feels distinct. https://youtu.be/erQ4lIW4Yo8?si=tohRNx3gTrRzvey2 This, in part, is due to the art direction. The futuristic technology juxtaposed alongside the overgrown ruins of Japan creates some memorable vistas that reflect the world’s alluring history. Emma, Beast of Reincarnation’s stoic protagonist, represents that fusion of technology and nature succinctly with her design. Her angular monochrome outfit is punctuated by a braid adorned with flowers that grows longer as she becomes stronger. It’s a nice touch that reflects your progress in her character design. The plot centers around Emma and her dog Koo as they travel across Japan to reach the capital and hunt down the titular Beast of Reincarnation. Emma and Koo’s journey is frequently halted as they’re tasked with taking down a Nushi in each area--powerful Malefacts that spread The Blight. Each of these semi-open areas share a similar structure: You arrive, battle your way through the area, explore a little, and fight the boss. There are optional enemies to dispatch and loot to find, but these locales start to blend together after a while. Most of them consist of open fields with tall, green grass. As you get closer to the capital, those fields will be replaced with dry deserts. There are some interesting nooks hidden around each map, but it feels like a lot of wasted space. There’s really not much to say about Emma. She’s a vessel, meaning she can absorb the power from enemies she’s defeated, but she is devoid of personality. She’s been told to fight and that’s exactly what she does. There are lore reasons for her languid disposition, but it doesn’t change the fact that nearly every interaction she has falls flat. In one scene, she robotically asks one of her traveling companions what love is. Her companion dryly explains that love is what happens when you miss people. This is made worse by deadpan voice work, static animations, and awkward editing that often leaves seconds of dead air between dialogue. The actors' performances are a little easier to stomach in Japanese, but the characters never escape what's largely dull writing. Emma sprints through explosions as she chases down an enemy. This isn’t relegated to a few scenes, either. The entire script lacks subtext and nuance. Frequently, you return to your mobile base of operations, called a Cleanse Walker, to chat with your teammates. A young girl named Kagura who Emma saves early in the story tends to your base by cooking meals and managing resources. She happens to be just as dull as Emma, making their shared conversations painful to witness as the two emotionlessly talk about food or journals. There’s no energy behind their performances, the camera work lacks any creative direction, and they are always confined to the grey walls of the Cleanse Walker. Ironically, the best character in the game doesn’t talk. Koo, Emma’s canine companion, is fierce and adorable. In one moment he’s lovingly looking up at Emma as they explore the world, and in the next he’s ripping out the titanium throat of a golem. He whimpers, barks, and even collects items for Emma.
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