The Pragmata demo has offered a significant glimpse into what Capcom is preparing. In approximately fifteen minutes, players can complete “Sketchbook,” the trial version, and familiarize themselves with the unique combat system that allows Hugh and Diana to navigate a gigantic lunar base. With these fundamentals established, the game delves into its second level, a crucial point where Pragmata truly unfolds its potential, showcasing formidable strength and generating great anticipation for what promises to be an outstanding title.
In a more extended session, lasting about 90 minutes, Pragmata reveals its multifaceted nature. Elements of exploration provide valuable information to understand the fiction’s plot and the origin of the game’s title—referring to next-generation androids made from fibraluna, a versatile material. The combat sequences are intense and stimulating, offering a gratifying experience. The narrative unfolds through both cinematics and conversations between Hugh and Diana as they explore the environments, all within a carefully designed balance that, coupled with excellent pacing, makes the Pragmata gameplay experience profoundly satisfying.
Before delving into the specifics of this brief immersion into Pragmata, it’s important to consider its protagonists. The archetype of the adult male, often white and bearded, accompanied by a minor he must protect, is a recurring trope in AAA video games and other media. However, Hugh and Diana, in what little has been shown, suggest a similar relationship but with distinct nuances. Pragmata quickly presents moments that inspire a desire to protect both characters, along with interactions so natural they are genuinely moving; Diana’s suggestion for a “high five” at the end of the second level is a clear example of their chemistry.
This is just one of many details that reflect the meticulous care in Pragmata’s construction. This session also allowed us to hear the Spanish voice acting for the first time, a version that might even be more recommendable than the original, though this is a matter of personal preference. Those concerned that the presence of a small android accompanying the protagonist might become tedious can rest assured: the Spanish voice actress does an exceptional job, maintaining Diana’s innocence and adorability without becoming overbearing.
One of the highlights of this stage of the game is the freedom to move between the base’s exploration zone and the refuge. From this camp, it’s possible to upgrade attributes like maximum health or damage, level up your arsenal for more ammunition, or unlock abilities that facilitate the adventure, such as those that increase suit slots, allowing you to equip multiple upgrade cards simultaneously (for example, one for health, another for extra short-range damage, and a third for long-range damage).
In the refuge, you can also place gifts found for Diana, such as a globe or a slide, objects that foster adorable interactions. Additionally, you can review collected information about enemy androids or prepare to return to any chosen point on the map fully equipped. This back-and-forth travel to the refuge is seamless and an effective way to recover maximum health if the situation becomes dire. To return to it, you need to reach a checkpoint, a machine that Diana can hack (by holding L1) to turn it into a direct access point to the safe zone.
After the initial moments in this new area, which included some combat and a tense moment with a cat that almost sent Diana plunging into the void, the protagonists arrive at what appeared in trailers to be New York. In reality, it’s a recreation of the most overrepresented city in audiovisual media, but located on the Moon. A document reveals that the original plan also included recreating cities like Seoul, Tokyo, or Madrid. Upon stepping onto the asphalt generated by futuristic 3D printers, the path is blocked by six panels indicating the level’s structure: six antennas must be found and hacked to open the way to the level’s conclusion. Although the obstacle initially seemed restrictive, the process of reopening the path proved genuinely fun and exciting.
Thanks to Diana, it’s possible to navigate the map by unlocking digital locks on doors and, near the end, removing other obstacles that limited movement. This spatial modification ability is not trivial, and although time constraints prevented thorough exploration, it suggests that each level could offer greater depth. This makes sense, as each zone has a completion percentage, and the ease of movement through them will prevent completionism from becoming frustrating. Furthermore, Pragmata rewards exploration off the main path: tempting floating blue cubes mark detours, inviting players to literally jump into the adventure (with the suit’s help for a stylish landing). These alternative routes often lead to upgrades, extra experience after more challenging combat zones, collectibles, or the discovery of new enemies, such as one that disappears if not eliminated in time after completing its route, filling the area with the game’s currency.
Regarding skill acquisition, Pragmata presents a surprisingly logical yet coherent approach: Diana gains new powers by finding cartridges containing the necessary information. When she verbalizes her new ability with a long sequence of binary code, the execution is believable and adds an interesting layer to her character. Another detail is the change in her dialogue after a player death; for instance, the final boss required several attempts, and Diana complained before the fight about the unfairness of facing a disproportionate metal creature. Her role is crucial for Hugh’s survival, as without her ability to manipulate enemy androids, weakening them, and exposing their weak points, the mission would be unfeasible.
Pragmata’s combat system, though it might appear complex in videos, proves intuitive and rewarding with a controller in hand. It is not only original and fun but also challenging, adapting to player upgrades and enemy specifics. It’s a dynamic system that always maintains clarity, allowing players to move Diana through squares while Hugh dodges attacks and manages weapon ammunition. Once mastered, it might seem straightforward, but no encounter should be underestimated, as even an easily won battle can turn fatal due to confined spaces, enemy accumulation, lack of ammo, or a poorly executed parry.
In fact, many players in this level fell before reaching the final boss. An android resembling a giant metallic baby surprised us with an unprecedented laser beam attack that swept the arena. This combat, before disabling one of the antennas, tested everything learned in Pragmata, forcing players to deal with various enemy types in a cramped space, relying solely on their skill. Surviving it creates a state of alert that prompts players to face subsequent androids with greater aggression. Pragmata favors both strategy and proactivity; the key is not to hesitate.
Many factors need to be considered in each encounter, as Hugh and Diana’s configuration varies based on equipment and refuge upgrades. In my case, I opted for a hybrid setup to fight at range when possible, boosting long-range damage and Diana’s sabotage reach, without forgetting the pause from a perfect dodge and extra short-range damage for close quarters. This strategy, combined with environmental tools, allowed me to overcome malicious waves in an incinerator without too much trouble. Other session colleagues, however, discovered an animation I didn’t see: in melee combat with androids, Diana can fall, and “something happens” before Hugh picks her up again.
The combat against the area’s final boss is the perfect culmination for a spectacular level. The most common question after the session was, without a doubt: “If this is the boss of the second level, what awaits us later?” It’s a machine seen in promotional trailers, a sort of metallic ant capable of performing various area attacks with its arms, lasers, or material emerging from the ground. If the player is well-prepared, uses their full arsenal, and masters sabotage with both Diana and Hugh—stronger enemies require shooting specific zones to clear Diana’s operating board—the combat is manageable, but challenging enough to elicit a shout of satisfaction upon completion. Moreover, the ending transitions seamlessly from the epic scale of a titanic confrontation to the intimacy of Pragmata‘s two protagonists, satisfied with their feat and ready to continue their journey, increasingly connected to each other and to the player holding the controller.
