PRAGMATA – PC Review

Have you ever cried so hard over a game that you couldn’t even see the screen anymore? That lump in your throat ten minutes before the point of no return, knowing how it would all end, but still couldn’t stop? That happened to me with Pragmata. I, a thirty-six-year-old man, finished the game and cried my eyes out. And not during the credits, but before them—and after them too. And you know what? It’s wonderful.

The development of Pragmata is like a drama played out in silence. In 2026, Capcom decided to smash the market with two major projects in a row: first Resident Evil Requiem, and then a long-term third-person action game based on a new universe, Pragmata. People didn’t believe in it until almost the very end. At first, the game was slated for release in 2022, then in June 2023 the silence was broken by a trailer announcing an indefinite delay. It wasn’t until 2025 (again, in June) that Pragmata received a release window: 2026. Gamers from all around the world whispered, “This game will never come out.” But Capcom kept its word, and in December 2025, a release date was revealed along with a demo.

The events of Pragmata take place in a not-too-far future where humanity is actively exploring the Moon and mining lunite, a resource used to create lunar fiber. This fiber can be used to print virtually anything: robots, complex machinery, entire buildings, cities, and even organic matter, which, unfortunately, is not yet compatible with human flesh.

The corporation’s employees even attempted to recreate a small piece of New York City. But a disaster occurred—and New York turned out very strange, inside-out, unfinished and wrong. As if it were created by artificial intelligence that doesn’t understand the purpose of floors, walls, and furniture. Furniture can end up on the ceiling, cars floating in the air.

The developers specifically noted that there was no AI involved, but they tried to recreate the image as if a creature that understands nothing about real life is simply learning. We play as an ordinary tech worker, Hugh Williams, who is sent to investigate why the Cradle research base has gone silent. A moonquake, death of his partners, ruins – and a meeting with a little android girl await.

Diana, android Model DI03367. Created by the hands of the Cradle’s leading scientific luminary. She looks and acts like a six-year-old: she doesn’t know the sea, butterflies, but she’s adept with electronics and knows basic TV repair. The main plot is built around the relationship between our protagonist, Hugh, and Diana.

One of the main narrative problems is the complete lack of connection points between the characters. Hugh is in his late 30s, he grew up in an orphanage, was placed in a good foster family, and has no children of his own. Diana is an android with limited experience. But they act as if everything is the other way around.

The girl, like a real child, constantly wonders and marvels at everything, generating tons of cuteness (which at times even becomes annoying). And our cosmonaut is a taciturn grump who mumbles under his breath. He only opened his helmet five or six times throughout the entire game!

As Pragmata progresses, the characters certainly become attached to each other, but this isn’t Joel and Ellie, Kratos and Atreus, or even Gosling and Rocky from the last film. Diana’s charisma is so overwhelming that I don’t even bother remembering the main character’s name. There’s no clash of opposites, no common experiences or points of view—just mutual understanding and familiarity from the opening minutes until the credits roll. It’s not particularly engaging to watch.

Pragmata isn’t a big enough game to unpack much. It’s a very compact project, but even with such a plot, it manages to bring a tear to the eye by the end. The plot, however, is the project’s weakest part. It’s too simple, predictable, bland, and riddled with holes. There are no deep conflicts, no unexpected twists (except for one halfhearted attempt). It feels like the narrative is there solely to stitch together the “dad finds his adopted daughter in space” plot. The plot motivates you to leave and return to the hideout to see what Diana is up to. And yet, despite the weak plot, there’s no negative feeling after finishing the game. But it certainly could have been more interesting.

Nevertheless, the plot is so cleverly constructed that somewhere around the middle of the game, you already understand how it’s all going to end. You resist, you don’t want it to, you drag your feet to the finish line, you deny and argue—but the game still leads you to the end. In a way, it’s somewhat reminiscent of the movie “Knockin’ on Heaven’s Door”: you know there’s no cure for cancer, you understand how it’s going to end, but you still worry.

There isn’t a single villain in Pragmata. At all. Everything stems from the purest, most understandable human motives. Even the causes of the disaster aren’t deliberate villainy, but love and the desire to learn and let others learn. Capcom, the company that has conditioned us to expect maniacs and corporate conspiracies, delivers a story where the actions of a corporation cause a tragedy that sets in motion all the events of the game. And that only makes it more painful.

And then there’s the secret ending. No spoilers: you can only get it by finding everything—by completing the game for 101%. It only changes one interesting detail, albeit a pleasant one nonetheless.

However, it’s Hugh and Diana’s relationship (even if it’s crudely written) that brings up important thoughts. I want to ask you: when was the last time you remembered your inner child amidst the weight of responsibilities, the frantic pace of life, tons of information, and difficult adult problems? When did you catch yourself genuinely spending time carefree? Not just in hobbies, but in all aspects of life.

Pragmata allows you to step into the shoes of a child who, after destroying a bunch of robots, returns to the shelter and begins playing with blocks, rolling a car, studying a globe—with enormous, all-consuming enthusiasm. Without the impulse of “this is useful” or “this is how it should be.” Diana is sincere: first she runs with a ball, then throws it away without regret and starts playing with a sword. Observing such pure immersion inevitably prompts the thought: “Can I do the same?”

Aspiring to the same carefree existence as an adult is impossible—there are responsibilities and obligations. But learning to occasionally release your inner child, or, even better, to act in sync with it, is one of the keys to happiness. Pragmata gently leads to this idea. You don’t have to endlessly bear all the burdens of adulthood. Sometimes you need to make room for the child within.

Now, about how it plays. Describing the gameplay in one sentence? Here we go: “A corridor-based action game with Snake-inspired puzzle solving, Metroidvania elements, and Dark Souls-style bonfires.” It sounds like total nonsense. In reality, it’s a bit more ambiguous than that.

The combat system is experimental and relies on both shooting and hacking performed by Diana. Basically, to make the enemies die quickly, you have to hack them first before shooting them, completing a Snake-like minigame. As you progress, the minigame becomes more challenging: you need to assemble a chain of the right cells, avoid unnecessary ones, and activate buffs and debuffs in the chain.

And so, in the heat of battle you must simultaneously keep your sights on the enemy’s vulnerable area, dodge powerful attacks (even on medium difficulty, they hit hard), and use your mouse (or a gamepad—trust me, it’s MUCH more convenient) to swipe from one corner of the screen to the green hack square. It’s frustrating at first when the camera locks, and you panic. But gradually you get the hang of it. It’s hard to describe the satisfaction you get when you instantly hack an enemy using the optimal route, simultaneously blasting their metal heads off and tracking their attacks. When you succeed, it’s pure joy. That thrill of your own skill pulling it off.

However, this system has a downside. The vast majority of enemies move slowly, aim slowly, and emit warning beams and sounds before attacking. The combat system is more tactical than action-oriented. But when there are a lot of enemies, chaos ensues—and in this chaos, strategizing about how to use power-ups isn’t exactly impossible, it’s just not something you want to do. I literally spent the entire game using whatever I could get my hands on. The entire tactical gameplay boiled down to a simple rule: if the enemy is normal or there are only a few of them, save your perks; if they’re strong or there’s a crowd, throw everything you have at them.

The hacking system isn’t particularly interesting in and of itself. Moreover, it gets boring after just the first hour. You have to complete this puzzle on every mob, and on some, not just once, but five or more times—especially on bosses.

The game also features an upgrade system that allows you to improve your defense, attack, hacking, and other gameplay features. Each slot has several modules that you unlock through gameplay or through the Assistant Bingo Cube, and each one improves stats. For example, hacked enemies stay exposed longer, damage is increased in the air, auto-hacks when dodging, and many others. You can use the modules you choose to develop your battle tactics. You can also obtain the number of slots for these modules in different ways.

Oh, and the Assistant Robot at the base will give you access to Bingo. Finding its coins allows you to cash in special tickets by completing specific lines 1-3, and that’s it—you’ll receive additional prizes. The bingo tiles themselves will provide you with additional information about the robots, the investigation of the journalist who ended up in the “Cradle” and uncovered some information, and also provide costumes for Hugh and Diana. A variety of beautiful costumes sometimes allow you to dress up your characters to suit a specific theme. Cyber-samurai, tomcat and kitten, and other costumes will become available as you progress.

This Robot will also present you with various training missions, each with its own rewards that will help you upgrade your weapons and various stats. Each mission has three objectives: the primary one is to complete the mission within a certain time limit, survive, or kill enemies, and additional ones include completing the mission within a certain time limit, avoiding damage, destroying a certain number of crates, and so on. Each training mission is a challenge, initially simply teaching you the game’s mechanics, but by the middle, it’s a test of your resourcefulness, skill, and speed. The final training missions are incredibly difficult and will require considerable experience in the game.

As you progress through the game, you’ll discover upgrades for your Base and modules for printing mini-scenes for Diana, where she’ll draw various pictures and express her emotions. She’ll play with cars, ride the Slide, hide in a tent next to a campfire and treats, and even punch a malfunctioning TV. All these moments are simply beautiful and emotional, the cornerstone of the player’s connection with Diana—not Hugh, but the Player. Once you find all the blueprints, you’ll get a full-fledged scene depicting various moments in life, from childhood to rest and leisure, and even camping. Through these scenes, Hugh will tell Diana about life on Earth, interesting activities, and human interests, and Diana, like a child, will question and discuss them.

The weapons are also an interesting system. The default weapon is always the same: first a pistol, then a semi-automatic. Everything else is positioned along the path of movement and has a very limited ammunition supply. The developers intended this to create the foundation for tactical gameplay and thoughtful arsenal management. The base pistol/machine gun, after expending all its ammo, goes on cooldown. During this time, the player can only run in circles around the enemy and hack.

There are damage models with weak spots, and limb-targeting attacks that slow enemies. But I don’t feel like using all of this mixed with hacks. It just doesn’t appeal to me. Shooting robots in Crysis comes to mind—that was interesting. Here, it’s not quite so much. Some enemy types absorb too much damage like bullet sponges.

That said, the arsenal itself is quite interesting: there are both useful guns and complete junk. For example, a homing rocket launcher is optional against drones and other flying enemies, but its aiming only becomes fast after being fully upgraded. Mines can remove several tiles from the hacking window, making it easier, then explode. Weapons create clones to distract, or a shotgun, which is only useful early in the game, as even after upgrading it doesn’t deal much damage (well, maybe in melee) and has average ammo. Drones are completely useless throughout the entire game; I never got a chance to use them.

Finally! Real bosses. Not those boring “monster claws” that can be parried with any hatchet (I’m looking at you, Resident Evil: Requiem). Here, a kick-ass construct appears before you, a colossus that needs to be hacked. It changes phases, changes its attack pattern, disintegrates, and reassembles. Rarely, it summons minions—and you don’t have to bother with them; they’re not necessary for victory. Each boss is an event.

You feel like a hero from the Xbox 360 era, when developers weren’t complacent, when they thought, “How are you going to snatch this victory? How will you know when you’ve completed a location once and for all?” Pragmata took me back 20 years. To the golden age of game development.

And yet, on the highest difficulty, “Lunatic,” which you unlock after completing the game for the first time, the game unfolds differently. Every fight becomes like a final battle, the enemies’ behavior changes, and it’s not just an increase in their HP bars. I’m currently playing through Pragmata on “Lunatic,” and you know what? It’s not boring. Not at all. Every fight feels like discovering it anew.

The gameplay’s locations don’t add any interest to the exploration process. They’re small, loaded, and woven into a complex network of corridors and rooms. The developer’s favorite trick is searching for multiple keys to open a door: either finding four switches or activating five towers. Chests with loot, stuffed into hard-to-reach places, are used to stretch out your time.

The setting features a cosmic design with white plastic walls throughout. This isn’t to say the biomes are completely unchanged—outer space on the surface of the Moon is truly remarkable. But a feeling of monotony persists. There are some wonderful locations: a mini-New York in the second chapter is quite expansive, a lush greenhouse in the third, and even a small beach—apparently a recreational area. However, there are many repetitive corridors and laboratories that become tiresome to the eye.

On the other hand, the visuals are generally high-quality, especially the captivating special effects. The graphics are beautiful, and Capcom’s proprietary RE Engine handles them beautifully. Optimization is spot-on—the RTX graphics are vibrant, lag-free, and the frame rate is high and smooth. Diana’s hair is a whole other story. At the base, gravity is maintained—her hair lies flat. You step onto the lunar surface—there’s zero gravity, and her hair begins to flow beautifully. This is physics, this is dynamics, these aren’t cutscenes, but a living process. Capcom once again takes home the award for the best hair in the industry.

There are also special points on the Moon (they’re easy to miss). Activate them, and a new dialogue begins between Hugh and Diana. They stand and look at Earth. Hugh explains why the planet is blue, although it’s actually multicolored, and there are so many places on it you couldn’t visit them in a lifetime. Hugh talks about animals, bugs, and butterflies, about interesting places, and about his life on Earth. Diana listens and asks childish questions. And you just freeze, immersed in the moment. The game makes you remember what it means to be human. What it means to be a child—to look at the world with open eyes and expect only good. And these conversations really resonate with you. How does Capcom do it? Don’t ask, I don’t understand it myself, but they do.

To sum it up: Pragmata is not a game about robots. It’s a game about you. About me. About remembering that inside each of us there’s a child who sometimes just needs a warm down jacket (even if it’s the wrong size) and the right to go barefoot. Thank you, Capcom. You made a grown man cry over blocks and snakes, be touched by hide-and-seek, and his heart flutter over Diana’s little drawings.

Pragmata is far from a masterpiece. It is a profoundly strange game, not only in itself, but also because it’s a Capcom creation. Capcom is the master of franchises (Monster Hunter, Resident Evil, Street Fighter), but their one-off projects usually end with Remember Me. Perhaps there were some long-term plans for Pragmata, but after playtests and a release delay of years, they decided to abandon them. Judging by the ending, a sequel is unlikely. And overall, it’s not needed. Pragmata is unlikely to be a game that will be remembered often.

But it is important. For me personally. Because it touched on themes that are pressing right now: adult fatigue, the loss of the ability to enjoy simple things, loneliness under the guise of success (Hugh has no family, he himself was born in an orphanage), the question: “If an android feels, is it alive?”

If a game becomes a catalyst for your reflection, it can’t be bad. Even if someone says, “You’re just looking for deeper meaning where there isn’t one.” Maybe. But the emotions I experienced were genuine. A spectrum from tenderness to the bitter realization of my own callousness. And for that, thank you.

Finally: if you’ve already completed Pragmata on Normal difficulty, try Lunatic. The game unfolds differently: each battle becomes like a final battle. And be sure to find time not for shooting, but to simply sit with Diana while she draws another picture. The one where you’re together.

Summary
Pragmata is not a game about robots. It’s a game about you. About me. About remembering that inside each of us there's a child who sometimes just needs a warm down jacket (even if it's the wrong size) and the right to go barefoot.
Good
  • Beautiful graphics and impressive VFX
  • Good optimization
  • Interesting concept of hack & shoot
  • Real, cool bosses to fight
  • Price below the average
  • Great amount of content
  • Emotional, profound narrative
Bad
  • The plot is too weak and predictable
  • A complete lack of connection points between characters
  • The hacking quickly becomes boring (every mob needs to be hacked, often more than once)
  • The weapon cooldown system leads to situations where you have nothing to fight with
  • Monotonous locations (white plastic, corridors, key switches)
  • Lack of real tactical depth—the arsenal doesn't need to be adjusted to the enemies
  • After death, you have to load into a shelter instead of the nearest bonfire
  • You can't choose a different bonfire for teleportation—a small thing, but annoying
8.7
Great

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