Is Beast of Reincarnation a Soulslike? Difficulty Explained
Updated August 7, 2026 · Facts cross-checked against the sources listed below

What It Borrows from Soulslikes
- Deliberate, timing-first combat built around reading attack wind-ups.
- Large multi-phase bosses as the structural spine of each region.
- Campsite rest that restores you and respawns regular enemies.
What It Deliberately Drops
- No death penalty: you keep all Amber, XP and items, and respawn at the last campsite — full rules in the death penalty guide. This removes the genre’s defining risk loop.
- Difficulty options, changeable mid-game — the opposite of the one-difficulty soulslike stance.
- A co-protagonist: Koo actively tanks, staggers and follows up, which shifts fights toward coordinated pressure rather than solo endurance.
What the Developers Say
Game Freak’s director has explicitly pushed back on the soulslike framing, describing the game as a partner-action RPG — and saying they’d rather a stuck player lower the difficulty than retry the same section dozens of times. Reviewers most often compare it to Sekiro, Phantom Blade Zero, Mortal Shell and Onimusha.
The Three Difficulty Settings
| Difficulty | What Changes |
|---|---|
| Story | Enemy damage cut sharply, parry timing loosened. Parrying still matters. |
| Normal | The intended baseline experience. |
| Hard | Much stronger enemies, very tight parry windows, quick deaths. |
You pick one when starting a new game — the screen above appears right after the title menu — and can switch any time afterwards via pause menu → Settings → Gameplay. No trophies or content are difficulty-locked (see the trophy guide), so there’s zero mechanical penalty for adjusting.
Assist Options Beyond Difficulty
The same setup flow offers four auto-targeting toggles — Auto-Target for Attack, Parry, Switch and Aim — all enabled by default. They lock onto enemies for you, which meaningfully lowers the execution burden without changing damage numbers. If Hard mode feels unfair rather than tight, check these are still on before dropping difficulty.
So Should Soulslike Fans Buy It?
If you play soulslikes for parry mastery and boss spectacle, yes — the combat loop (build the Down Gauge, execute, spend Blade Arts) is the game’s strongest system. If you play them for high-stakes tension and loss aversion, this is a gentler game than its surface suggests — start on Hard for something closer to genre pressure.