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How Hard Is Beast of Reincarnation?

It's a parry-centric soulslike in the Sekiro tradition — but Game Freak has said openly that it's designed to be beatable by non-experts, and a Story Mode is confirmed. Here's what to expect.

Pre-release edition · Verified against official info · Updated at launch on August 4, 2026

How demanding is the combat, really?

Beast of Reincarnation's swordplay is parry-centric: previews consistently compare Emma's deflection rhythm to Sekiro, where reading an enemy's cadence and parrying on beat matters more than dodge-rolling or out-leveling content. Well-timed parries also bank the points that power Koo's abilities — so defense is literally your damage engine (see the Koo guide).

That said, the hands-on previews published after the July 2026 press event paint a friendlier picture than the "Game Freak made a Sekiro" headlines suggest. GameSpot's preview — bluntly titled to say the game has Sekiro vibes but won't beat you down — found the parry and counter windows noticeably more generous than FromSoftware's, with enough wiggle room that mistimed deflections still connect. Game Informer's hands-on made the same structural point from another angle: because every successful parry feeds the meter that unlocks Koo's special moves, the game actively rewards defensive play instead of merely tolerating it. You are not grinding through punishment; you are charging a resource.

Bosses remain the centerpiece of the challenge: colossal Nushi fights staged as Shadow of the Colossus-style set pieces, mixing parryable strings with unblockable slams. Sealing a Nushi lets Emma absorb its power, so each major victory permanently widens your toolkit (boss structure guide).

Confirmed difficulty options

Director Kota Furushima has confirmed in interviews — including a widely reported Famitsu conversation — that Beast of Reincarnation ships with selectable difficulty settings, something Sekiro and most soulslikes famously refuse to offer. His stated philosophy: he does not want anyone stuck retrying the same section dozens or hundreds of times, and he would rather players lower the difficulty than abandon the game. Game Freak has repeatedly framed the project as enjoyable even for people who are not good at action games.

OptionWhat's confirmed
Selectable difficultyConfirmed by the director. Multiple settings exist and players are explicitly encouraged to lower the difficulty if they hit a wall. Official names for each setting (e.g. whether the easiest tier is literally called "Story Mode") have not been announced yet.
Tactical slowdownOpening Koo's command menu slows combat, giving you time to read patterns and queue abilities — a built-in pressure valve that reflex-focused soulslikes don't have.
Forgiving parry timingHands-on previews consistently describe the deflection window as wider than Sekiro's, lowering the execution barrier on the default setting itself.
Skill-tree mitigationFurushima has said the skill tree lets players invest their way past sections they find too hard — progression is a legitimate difficulty lever, not just a stat drip.
Mid-game switchingNot yet confirmed. Whether you can change difficulty during a playthrough, and whether any trophies are difficulty-locked, remains unannounced (trophy list).

How it compares with other parry-heavy games

If you're deciding whether Beast of Reincarnation is within your skill range, the most useful reference points are the games its previews keep citing:

GameDifficulty settingsParry strictnessWays around a hard fight
Beast of ReincarnationYes — multiple selectable settingsCentral, but windows are forgiving per previewsLower difficulty, tactical slowdown, ranged/stealth builds, skill-tree investment
Sekiro: Shadows Die TwiceNoneVery strict, mandatoryAlmost none — you learn the fight or you stop
Elden RingNoneOptional techniqueSummons, magic, over-leveling, exploration
Stellar BladeYes — includes a story-focused modeImportant but tunableDifficulty selection, exospine loadouts

The short version: Game Freak is positioning its game closer to Stellar Blade's accommodating end of the spectrum than to Sekiro's take-it-or-leave-it wall — while keeping the default experience punchy enough that genre veterans aren't bored.

Four systems that soften the challenge

1. The Koo command menu slows time. When you open the tactical menu to direct your canine partner, the action decelerates. That converts twitch decisions into considered ones — the single biggest structural concession to players who don't have soulslike reflexes.

2. Three viable playstyles. Game Freak has confirmed ranged, stealth, and aggressive melee as distinct, supported approaches (builds overview). If a straight parry duel isn't working, thinning a camp from range or ambushing from stealth is a designed-in alternative, not an exploit.

3. Layered progression. Growth comes from a skill tree, equipment, and Spirit Stones, plus the powers absorbed from sealed Nushi. Multiple overlapping progression tracks mean a stuck player almost always has something to upgrade before re-attempting a fight.

4. A structured, stage-based world. The game is not open-world: the director has described roughly 30 hours of campaign across ten large stages (some previews estimate 30–40 hours — see how long to beat). A curated structure means you can't wander into content wildly above your level, a classic source of soulslike frustration.

Can you beat it if you've never finished a soulslike?

Based on everything confirmed so far: yes, realistically. You have selectable difficulty endorsed by the director himself, a time-slowing command menu, forgiving parry windows on default, three playstyles, and progression systems built to bail you out. No single soulslike has shipped with all of those pressure valves at once. Purists lose nothing — the default setting preserves the rhythm-combat bite the previews praise — but this is shaping up as one of the genre's most approachable entry points. Start with the beginner guide if this will be your first game in the style.

How to try it without risking $59.99

There is no demo as of July 2026 (demo status). The practical workaround: Beast of Reincarnation is a day-one Game Pass Ultimate title on Xbox Series X|S and PC, with Play Anywhere support sharing saves and achievements across both. If you're unsure the difficulty suits you, playing through Game Pass is the cheapest way to find out. PS5 players don't get that option — it's the full $59.99 there — so on PlayStation the difficulty question matters more before you commit (editions and pre-order breakdown).

At launch: each difficulty setting's actual effects (damage taken, parry windows, boss HP), mid-game switching rules, and any difficulty-locked trophies will be verified through hands-on testing after the August 4, 2026 release.

Difficulty FAQ

Does Beast of Reincarnation have difficulty settings?

Yes. Director Kota Furushima has confirmed selectable difficulty options and openly encourages players to lower the setting rather than stay stuck.

Is there an easy mode or story mode?

A lower-difficulty option exists among the selectable settings, but official names for each tier have not been announced. Whatever the label, the design goal is explicit: people who aren't good at action games should be able to finish it.

Is it harder than Sekiro?

By every hands-on account so far, no. The parry windows are wider, difficulty is adjustable, and the Koo menu slows time — three softeners Sekiro never offered.

How long is the campaign?

The director cites roughly 30 hours across ten stages; press previews estimate 30–40 hours depending on playstyle.

Can I change difficulty mid-playthrough?

Not yet confirmed. This page will be updated once the launch build answers it.

Related guides

Sources

Last updated: July 22, 2026