{"id":56144,"date":"2026-01-26T23:00:00","date_gmt":"2026-01-26T14:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=56144"},"modified":"2026-01-27T07:28:55","modified_gmt":"2026-01-26T22:28:55","slug":"beast-of-reincarnations-graphics-werent-made-with-domestic-nor-overseas-audiences-in-mind-says-director-the-photorealistic-style-came-naturally","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/beast-of-reincarnations-graphics-werent-made-with-domestic-nor-overseas-audiences-in-mind-says-director-the-photorealistic-style-came-naturally\/","title":{"rendered":"Beast of Reincarnation\u2019s graphics &#8220;weren\u2019t made with domestic nor overseas audiences in mind,&#8221; says director. The photorealistic style came naturally\u00a0"},"content":{"rendered":"\n<p>This year\u2019s Xbox Developer Direct brought us some new footage and information on Game Freak\u2019s upcoming action RPG <strong>Beast of Reincarnation<\/strong>, slated for a Summer 2026 release. The sudden stylistic shift towards more photorealistic, Unreal Engine 5 graphics and action gameplay came as a big surprise to players, as many strongly associate Game Freak with the classic Pok\u00e9mon series. Talking to <a href=\"https:\/\/news.denfaminicogamer.jp\/interview\/260123b\" target=\"_blank\" rel=\"noreferrer noopener\">Denfaminicogamer<\/a>, Beast of Reincarnation director Kota Furushima said that the development team didn\u2019t opt for the new visual style in order to fish reactions or pander to any specific kind of audience. Rather, it was the result of a more \u201corganic\u201d process.<\/p>\n\n\n\n<p>\u201cActually, we developed the game without really thinking about whether we\u2019re making it with the domestic or overseas audience in mind. We were only seeking a visual style that would best realize our game\u2019s concept, and that led us to photorealistic expression,\u201d Furushima explains. \u201cWe didn\u2019t have any clear intention to go with a certain visual style beforehand.\u201d<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"941\" height=\"530\" sizes=\"auto, (max-width: 941px) 100vw, 941px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260126-561440001.jpg\" alt=\"Beast of Reincarnation main character Ema in ambush. \" class=\"wp-image-56148\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260126-561440001.jpg 941w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260126-561440001-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260126-561440001-768x433.jpg 768w\" \/><\/figure>\n\n\n\n<p>According to Furushima, the game\u2019s concept itself was drafted in a slightly unusual way. Rather than determining a genre or game system, the director first tried to imagine the feelings and atmosphere he\u2019d want users to experience playing the game, and then built the story and world around those ideas. The notion of going for a photorealistic look also seems to have resulted from that creative process.<\/p>\n\n\n\n<p>When asked about how his colleagues reacted when he told them they would be making a photorealistic-style game, he says that at first, it didn\u2019t really seem to click. \u201cThe concept only existed in my head, and it was still at a stage of \u2018just a feeling,\u2019 so of course they wouldn\u2019t understand why it was necessary for the game be photorealistic. However, as the game started taking shape bit by bit, I feel like my idea that \u2018this cruel world can only be depicted in a realistic style\u2019 finally managed to come through.\u201d<\/p>\n\n\n\n<p>\u201cDepictions of a \u2018cruel world\u2019 would be a bit difficult to understand if expressed with an anime-esque or exaggerated look. So, I felt that making it look realistic would emphasize that sense of cruelty,\u201d Furushima said. On the other hand, he also explains that the character designs in the game are actually slightly stylized, kind of like in manga. Furushima realized that this contrast between slightly exaggerated characters and a photorealistic world helped emphasize the hard-hitting atmosphere he was going for even more.&nbsp; &nbsp;<\/p>\n\n\n\n<p>Beast of Reincarnation is set to release in Summer 2026, for PC (<a href=\"https:\/\/store.steampowered.com\/app\/2001760\/Beast_of_Reincarnation\/\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>), PlayStation5 and Xbox Series X|S.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Beast of Reincarnation director Kota Furushima talks about the reasons behind the game taking on a &#8220;surprisingly&#8221; photorealistic style.<\/p>\n","protected":false},"author":79,"featured_media":56147,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[3],"tags":[17],"class_list":["post-56144","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Beast of Reincarnation\u2019s graphics &quot;weren\u2019t made with domestic nor overseas audiences in mind,&quot; says director. The photorealistic style came naturally\u00a0 - AUTOMATON WEST<\/title>\n<meta name=\"description\" content=\"Beast of Reincarnation director Kota Furushima talks about the reasons behind the game taking on a &quot;surprisingly&quot; photorealistic style.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/automaton-media.com\/en\/news\/beast-of-reincarnations-graphics-werent-made-with-domestic-nor-overseas-audiences-in-mind-says-director-the-photorealistic-style-came-naturally\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Beast of Reincarnation\u2019s graphics &quot;weren\u2019t made with domestic nor overseas audiences in mind,&quot; says director. The photorealistic style came naturally\u00a0 - AUTOMATON WEST\" \/>\n<meta property=\"og:description\" content=\"Beast of Reincarnation director Kota Furushima talks about the reasons behind the game taking on a &quot;surprisingly&quot; photorealistic style.\" \/>\n<meta property=\"og:url\" content=\"https:\/\/automaton-media.com\/en\/news\/beast-of-reincarnations-graphics-werent-made-with-domestic-nor-overseas-audiences-in-mind-says-director-the-photorealistic-style-came-naturally\/\" \/>\n<meta property=\"og:site_name\" content=\"AUTOMATON WEST\" \/>\n<meta property=\"article:published_time\" content=\"2026-01-26T14:00:00+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2026-01-26T22:28:55+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/01\/20260126-56144-header.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"960\" \/>\n\t<meta property=\"og:image:height\" content=\"540\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"\u0110or\u0111e P\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@AUTOMATON_ENG\" \/>\n<meta name=\"twitter:site\" content=\"@AUTOMATON_ENG\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"\u0110or\u0111e P\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"2 minutes\" \/>\n<!-- \/ Yoast SEO plugin. -->","yoast_head_json":{"title":"Beast of Reincarnation\u2019s graphics \"weren\u2019t made with domestic nor overseas audiences in mind,\" says director. 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