
Departing from the usual Pokémon visuals was the result of thematic choices for Game Freak's new IP, Beast of Reincarnation. Learn more about game director Furushima's reverse design approach here.
Beast of Reincarnation Prioritized Player Feelings in Design Process
Emotion First, Logic Follows

Beast of Reincarnation developers at Game Freak surprised fans by opting for a refreshing visual direction. From Beast of Reincarnation's first announcement at the Xbox Games Showcase 2025 to the gameplay overview at the Xbox Developer Direct 2026 last week, the photorealistic approach was a far cry from the Pokémon style that people usually associate Game Freak with.
In an interview with Denfaminicogamer, game director Kota Furushima stated that photorealism specifically was not something he had in mind in the first place. Rather than focusing on other pertinent development-related aspects—such as genre and game system—he said he primarily envisioned "what would remain in the player's heart after experiencing the game, and what kind of atmosphere or sensation they would be wrapped in while playing."
"It's like the 'afterglow' you feel after finishing a novel, or the specific mood you're in while reading it," he explained. With the intended atmosphere as a springboard, he proceeded with the development’s logical portion, all while remaining grounded in the question: "What do I need to make them feel that?"

Furushima added that photorealism gradually took shape, especially when realizing that "to depict this harsh world, it simply had to be realistic." To convey the overarching feelings of "warmth, trust, and loneliness" against the backdrop of a cruel environment to the rest of his team, he proceeded with a handful of techniques—concept art, sketches, and writing poetry.
From there, their small internal team at Game Freak—and a large number of outsourced resources and staff from partner companies—built the game around the notion of "one person and one animal." The said core concept would also affect aspects such as the scenario, battle system, and sound. In relation, Furushima said he drew on his music education and prior experience in sound production to create a similar impression in the melody, particularly noting the "bittersweet sadness" of the song used in their first reveal trailer.
While they ultimately went with photorealism as the game's overall feel, Furushima noted a slight deviation for the characters. Instead, they adopted a more stylized approach that is similar to manga. According to him, adding a hint of stylization to the characters creates a contrast with the photorealistic surroundings, further accentuating the desired atmosphere.
Surprised But Eager Fans Await Game Freak’s New Direction

Online users could not help but notice the graphics disparity between Game Freak's Pokémon IP and the upcoming Beast of Reincarnation. Notably, a common topic of discussion among Pokémon fans over the past decade has been the decline in graphics after the series expanded into open-world 3D titles. Highlighting the recurring memes regarding this is the infamously rendered tree in Pokémon Sword and Shield.
In contrast, shocked fans are expressing their enthusiasm for the "one-person, one-dog action RPG" online. A comment on Beast of Reincarnation's reveal trailer on YouTube last year even poked fun at the differences in performance and visuals between the two IPs, suggesting that Pokémon’s budget possibly went to Beast of Reincarnation instead.
Many users on social media are also pointing out that there was no inherent issue with Game Freak, since the trailers alone proved that the studio is capable of delivering "fluid animation, believable movement, atmosphere, and modern game feel" with deliberate focus, independent of external factors.

While addressing comparisons with the quality of Game Freak’s previous titles—without explicitly mentioning Pokémon—Furushima stated in an interview with IGN that they aimed for Beast of Reincarnation’s game experience rather than treating it as "a title of a certain level of quality." "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," he defended.
Regarding Beast of Reincarnation's successful announcements in Japan and abroad, Furushima noted that they were simply staying true to their specific vision, not trying to check boxes for a global market. "It wasn't intentional," he remarked. "To be honest, we moved forward with development without really considering whether the game was for a domestic or an international audience."

Beast of Reincarnation is an action-adventure RPG launching in Summer 2026 on PC, PlayStation 5, and Xbox Series X|S. To stay up to date with the latest information about the game, check out our article below.
Source:
Kota Furushima Interview with Denfaminicogamer
Beast of Reincarnation | Xbox Developer_Direct 2026
Kota Furushima Interview with IGN
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