I’ve played Pragmata three times now, and each time has revealed more details about the Capcom-developed sci-fi shooter the prove it is deeper than you might think. The first demo was a short and sweet hands-on experience meant to introduce the Pragmata’s unique approach to combat. Then, a follow-up to that first look allowed us to see what Pragmata’s boss fights might offer, a complex balancing act of the game’s hacking mini-game and a desperate struggle to survive. And finally, this latest hands-on preview, presumably the last before Pragmata releases in April, puts everything together.
Combat in Pragmata has somewhat of a learning curve, and so it makes sense why Capcom went with this gradual rollout. Familiarizing yourself with the concept of moving around a hacking grid with the face buttons, while simultaneously dodging enemy attacks with the left joystick is a bit like patting your head and rubbing your stomach at the same time. At first, you don’t think you can ever wrap your head around the concept, but quickly you will learn that it's surprisingly intuitive. And the chaos of trying to navigate the hacking grid creates tension within each combat encounter and, more importantly, it's a ton of fun.
I highly recommend checking out the Pragmatic “Sketchbook” demo to get a feel for the combat. It’s available now.
With a good understanding of how combat works, jumping back into the world of Pragmata felt like riding a bike. Because the preview took place a few hours into the story, there was little time to get my bearings. Here, the focus was on highlighting the gameplay loop and how the key systems will work.
Pragmata Has a Home Base for Upgrades and Lore
Up until now, previews have been centered on small sections of levels, but it wasn’t clear how those were structured or how players would move from place to place. Now we know that Hugh has access to a shelter throughout the game, which will act like his home base. From the shelter, players can interact with Diana, the mysterious girl at the center of the game's story, to develop their relationship through dialogue and by providing her with gifts.
And crucially, the shelter allows you to spend upgrade currency to further buff Hugh’s combat effectiveness, adding more health or energy to his suit. There is also a loadout system in Pragmata that allows you to outfit Hugh with buffs and passives to the various hacking abilities or his combat utility. For example, you might carry a passive that increases your damage at longer range. The shelter also lets you upgrade the viability of different hacking nodes and Diana’s overall utility, like increasing the duration that an enemy is vulnerable.
Just before this preview section of the game, Hugh had unlocked access to a tram, which allows him and Diana to progress to the next level, a Mass Production Array. For those who might be curious if/when we’d ever see the New York City featured in one of Pragmata’s earliest trailers, well before it even had an official title, this is it. It’s a showpiece for what type of interesting level design Pragmata can offer, even if at first you might think it will only be space station facility after space station facility.
Within this recreation of Times Square, Hugh and Diana’s progress is hindered by a massive gate with six “locks” on it. In true video game fashion, the player needs to find six terminals to release those locks and push further. Exploration in Pragmata is fairly standard - you enter a new area, some enemies appear, and then you continue forward. There are some hidden containers that house currency and upgrade items to spend back at the shelter, but the real meat of the game seems to be the fights with robotic enemies.
Pragmata's Combat is a Chaotic Balancing Act
So much of my prior time with the game was meant to ease me into the combat, but now the training wheels were off. Multiple enemies of different types were sent my way, and having to balance the hacking mini game and staying alive became a greater challenge than ever before. Those buffs within the mini game became crucial for survival, like boosting the damage on a vulnerable enemy or a new multi-hack node that links damage between multiple enemies.
I also encountered three new weapon types: one was a kind of grenade launcher that lobs an explosive within a certain radius; another was a laser rifle that, when fully charged, deals serious damage to a single target (or sometimes a row of targets); and the final weapon I unlocked was a decoy gun that lets Hugh put a hologram down to distract the bots. But while gunfire gets the job done, nothing compares to the satisfying finisher that Hugh can do when he hits that node in a hack. It is a supremely slick-looking.
The hacking nodes and stronger weapon types are limited, so it’s up to you to determine when best to use them. Some enemies are small but fast, requiring just a few shots from Hugh’s pistol to dispatch. Others require a more tactical approach, first weakening them with Diana’s hack, then deciding if you want to hold them in place with the net weapon and work on weaker foes, or take them on directly. There’s a satisfying balancing act that exists with Pragmata’s combat where you can experiment with all the tools at your disposal. Everything felt viable, and it was genuinely exciting to decide how to tackle a given scenario.
Throughout the level, I reached hatches where you can replenish Hugh’s health and healing canisters, as well as travel back to the shelter for upgrades, change your loadout based on new unlocks, or to talk to Diana. Once done, you can fast travel right back to where you were and continue. So while you might want to focus on progress within a level, there is always the opportunity to nab an upgrade or tweak your loadout.
The framework for Pragmata felt somewhat linear, but there were a few opportunities to deviate from the main path to look for secrets or lore bits. During the level, I unlocked an ability that cleared new pathways, but it still felt like I was on a prescribed path. At least for this section, it wasn’t like the intricate self-contained areas of a Resident Evil, for example.
Boss Fights Are Where Pragmata Really Comes Alive
To conclude the demo, I reached the now-unlocked gate and walked into a more open area of this pseudo-Times Square – an environment tailor-made for a boss fight. Where the first boss I encountered in a prior demo was in a smallish arena, this was a much larger space that was perfect for a larger boss.
Essentially a giant bull-like robotic creature with a round abdomen, the boss in this Pragmata fight was epic in all the right ways. While a lot of the combat thus far had been rather intimate, even when the enemies were larger in stature, this sequence blew things out to a significantly greater scale. The concept was still the same – hack the boss to reveal weak points, but the mechanics of dodging massive sweeping attacks required some timing and even some platforming. And this boss, as well as an earlier enemy, introduced a new wrinkle where a shield somewhere on them would block a section of the hacking minigame, forcing you to shoot the shield to remove it and then get back to Diana's hack. The boss fight brought a new layer to Pragmata that makes me even more excited for it than I already was.
Capcom has 2026 in a stranglehold, with three unique titles all releasing within a few months of each other. Resident Evil Requiem is already a massive hit, and if this preview is any indication, Pragmata is going to deliver something different but equally exciting to the third-person shooter genre. Each time I’ve seen the game, new layers have been revealed that expanded my understanding of what the game is, and as a result, my anticipation has only increased. Pragmata is a surprising twist on Capcom’s familiar formula, and that could be what makes it a breakout hit.
- Genre(s)
- Action, Adventure, Science Fiction, Third-Person Shooter
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