Skip to main content
  1. Home
  2. Gaming
  3. Features

Pragmata is a game from a bygone era, and that era rules

Add as a preferred source on Google
A man in a spacesuit holds a gun in Pragmata.
Capcom

Most modern big-budget games don’t have the most complicated sales pitches these days. Assassin’s Creed Shadows? It’s an open-world action-adventure game with stealth. Doom: The Dark Ages? It’s a first-person shooter with some extra melee combat. The First Berserker: Khazan? Soulslike. They all have elevator pitches that are easy to boil down to a quick genre descriptor. Capcom’s Pragmata, on the other hand, is the rare modern AAA project that will make you sound like you’re making a game up when describing it.

I know that feeling firsthand because it was playable for the first time at this year’s Summer Game Fest. I had a demo scheduled for it on day two of the event, but those who played it before me kept hyping it up to me. I asked what it is, expecting a reply like “it’s a third-person sci-fi shooter.” Instead, I was given a sales pitch about how I had to do puzzles in order to shoot. I couldn’t even picture what that looked like from the description, and that’s exactly what makes Pragmata special. It is a throwback to a specific kind of early 2010s action game that is built around a wild idea that you need to try to truly appreciate.

Hack in

My demo takes me through around 20 minutes of gameplay that introduces the world and gameplay of Pragmata with efficiency. I get a quick introduction to my hero, Hugh Williams, a guy in a cybernetic spacesuit. He wakes up in a confused panic during the demo before meeting Diana, an android who takes the form of a small blonde child. Their meeting is quick as the two are ambushed by a robot. Hugh tells Diana to stay behind him so he can protect her, but his shots are doing next to nothing against the metalloid maniac. That’s when Diana disobeys his orders, hops up on his shoulders, and lends a hand.

Recommended Videos

This is where Pragmata gets fascinating. In order to do real damage to an enemy via your standard third-person shooting, players first need to complete an on-screen hacking minigame. Whenever I hold the left trigger to aim at a target, Diana opens a hacking interface on the right side of the screen. It’s a small grid, keypad like in nature, with some symbols on it. Using ABXY like direction arrow keys, I need to essentially draw a line from the starting point to a marked end point somewhere on the grid. There are other symbols on the grid, and passing through those before hitting the exit will add extra damage to my guns when the hack finishes. When I complete the puzzle, my enemy’s defense drops for a short amount of time and my shots can now tear them apart. When their shields regenerate, I need to hack them again.

Note that the game doesn’t pause while that puzzle is active. I still have full control of Hugh underneath the interface and need to use my control sticks to keep him out of harm’s way. If that sounds like a demanding multitasking operation, it’s not. While it took me a second to get the hang of it, the grid puzzles can be completed in lightning speed. By the end of the demo, I was zipping through them in no more than two or three seconds.

It’s an incredibly satisfying little hook and I feel like Capcom barely showed me how deep it goes. During my demo, I eventually began finding grid panels from crates around the world. Those would add new buffs on my grid that I could pass through on next hack, allowing me to take enemy defenses down even more if they are part of my line. I can see that idea escalating into a more engaging puzzle hook that lets skilled players stack up several buffs at once during a well routed hack. Pragmata will need that kind of evolution, because I can imagine that the simple nature of the early grids could get old after 10 or 15 hours (we don’t know how long Pragmata is yet, but I’d wager it’s a fairly typical compact action game from the linear slice I played).

The combat twist goes a long way towards making Pragmata feel special, because the third-person shooter under it would feel fairly typical without it. It’s your average over the shoulder shooter where players swap between four weapons, from a basic pistol to a more devastating blaster with limited ammo. The robotic enemies have plenty of weak points in their metal joints, so it’s important to take aim at those while their defenses are down. The mission I played had me unlocking a door by looking for four locks in a facility that I could hack. The light exploration and minigames were interspersed with moments where a few enemies would ambush me and I’d need to stop and take care of them. It’s all very straightforward, but the hacking was enough to leave me raving about it by the end of Summer Game Fest.

What stands out to me is how Pragmata feels like a game from another era. It has the energy of a Sega game circa 2010. Vanquish was the first point of comparison that came to my mind after playing even though the two games are nothing alike in terms of gameplay (though they have a similar sci-fi aesthetic). It’s more that the two have the same design philosophy: build an action game around one out-there gameplay idea that nothing else can claim. A lot of modern AAA games feel too afraid to take that experimental approach these days, instead cobbling together gameplay features from a menu. Doom: The Dark Ages‘ idea of a twist is adding parrying, and a lot of other games have the same idea. That makes for a lot of reliable experiences, but ones that leave the landscape feeling less vibrant than it used to be. Pragmata feels restorative in some way, bringing us back to a time where “gimmick” wasn’t such a dirty word.

The trick here will be making sure Pragmata doesn’t run a great idea into the ground. This is the kind of hook that makes for a fantastic 20-minute slice, but I’m itching to see it in a wider context. I don’t necessarily need combat depth here — nor do I actually want it — but I do want to see how much more Capcom can play with the hacking idea to create even stronger puzzles. I saw some different UI minigames while hunting for door locks, so it seems like more twists are coming. It’s not going to take much more to sell me though; I’m already sold on the idea of playing a glitzy action game that’s unlike anything else out today. That’s the only sales pitch I need these days.

Pragmata will launch in 2026 for PS5, Xbox Series X/S, and PC.

Giovanni Colantonio
As a veteran of the industry who first began writing about games professionally as a teenager, Giovanni brings a wealth of…
Topics
Sony’s next PlayStation could break free of the living room and I think it’s worth the risk
Component prices may be soaring, but Sony has more reasons than ever to take portable gaming seriously.
Sony PlayStation Handheld PS render image

Sony may have just dropped its biggest hint yet that a true PlayStation handheld is on the way. In a recently published Q&A with investors, Sony Interactive Entertainment CEO Hideaki Nishino said the company's next-generation PlayStation strategy will deliver a seamless gaming experience that extends "beyond the living room." While he never explicitly mentioned a handheld, the comments have once again fueled speculation that Sony is preparing to return to the portable gaming space with the PS6 generation.

Sony finally said what everyone was thinking

Read more
Xbox Game Pass deals are reportedly drying up, and that’s bad news for indies
Logo, Green, Recycling Symbol

Ask most players why they subscribe to Xbox Game Pass, and they'll probably mention day-one Xbox exclusives. But developers have long viewed the service differently. For many indie studios, a Game Pass deal wasn't just extra exposure — it was financial security before launch.

Landing a Game Pass deal often meant guaranteed revenue before a game even launched, reducing the financial gamble of releasing an indie title into an increasingly crowded market. Now, that safety net may not be as dependable as it once was.

Read more
I just played Ghost of Tsushima on a phone. I never thought I’d see this day and I’m not regretting this misadventure
Running Ghost of Tsushima on the Red Magic 11S Pro almost feels wrong
Red Magic 11S Pro running Ghost of Tsushima

I have tested plenty of gaming phones, but nothing quite prepared me for watching Ghost of Tsushima Director’s Cut boot up on the Red Magic 11S Pro. This was not cloud gaming or something like Remote Play from a PlayStation sitting somewhere else in the house. I used GameHub, linked it with Steam, and after some trial and error, had the PC version of Ghost of Tsushima running on a phone--and it was far more playable than I expected.

And yes, it looked as ridiculous as it sounds. Seeing Jin Sakai on a phone screen with a GameHub overlay, virtual shoulder buttons, and a live FPS counter sitting on top made the whole setup seem a lot more viable.

Read more