Breaking the Industry's Foundations: Game of the Year Review - PRAGMATA

Reviews 3
25 Apr 13:44

Science Fiction with a Fatherly Instinct

In the near future, engineer Hugh Williams, along with a squad, arrives at the lunar station "Cradle" to deal with malfunctions at the facility. But instead of personnel, they are met with dead silence, empty corridors, and hostile machines. Very soon, Hugh loses his comrades and is left alone with the complex's AI, IDUS, which perceives him as an intruder subject to immediate "removal." Salvation comes from an unexpected source — an android girl named Diana. Together, they venture through the station's hostile corridors, hoping to find a way out and return to Earth.

It would seem that science fiction dismantled this constructor many years ago. However, Capcom's new creation simultaneously looks to the past and ventures into the territory of current themes — discussing what AI is capable of if it starts to "hallucinate" or misunderstands commands.

And very quickly, the game also turns out to be a "dad game," so to speak. Such stories particularly resonate with me, as a happy father of a ten-year-old daughter.

Diana doesn't become an annoying burden that needs to be carried, and she doesn't exist just to charm the player at opportune moments. She resembles a real child — curious, talkative, and touchingly naive. Her interest in Earth, everyday trifles, and human habits feels natural and adds life where such plots usually start to evoke pity or create drama out of nothing.

Hugh isn't just another grumpy ball of nerves and trauma either. He's not a broken man who grumbles, frowns, and relearns how to be human, but a reluctant hero. Fatherly feelings gradually awaken in him, and they naturally transform him into a protector.

In this simplicity lies PRAGMATA's special strength. At some point, the plot becomes predictable and confidently moves towards an easily foreseeable ending, but that's not so important. The story isn't built on endless twists and turns or attempts to surprise the player at any cost, but on how Hugh and Diana go through it all. And on this journey through "Cradle," not only a touching chemistry is born between them, but also a perfectly functional gameplay synergy.

Old School with New Firmware

Gameplay-wise and structurally, PRAGMATA resembles a child of the seventh console generation in the third-person shooter genre. It's a tight, compact old-school game that doesn't bloat with unnecessary systems or pretend to be something more than it is: linear levels with branching paths and secrets, clear progression, and one central mechanic around which everything else is built.

But, as with the story, Capcom didn't just rummage through the golden quotes of Xbox 360 and PlayStation 3; they offered something fresh and previously unseen. Here, you don't just shoot robots; you first hack them in real-time with Diana's help: charting a route on a matrix grid from point A to point B, activating useful bonuses along the way, avoiding "penalty" cells, and only then shooting at the exposed weak points on the enemy's body.

It resembles a puzzle within a shooter, and I suspect this is why the development was restarted and there were numerous delays. Making two obviously opposing systems work together adequately is no easy task. But Capcom succeeded. And they succeeded magnificently.

PRAGMATA explains the basic rules of its combat system instantly — in the very first battle — and then battle after battle draws the player deeper. You don't even notice how you start to perceive both "halves" of the mechanic as equally important. The guns are clear, responsive, and satisfyingly loud, but there's no feeling that you're forced to complete a mandatory mini-game before you can return to normal shooting.

Everything happens simultaneously. You aim, watch enemies, choose a position, estimate the route on the grid, think about which nodes to activate and which to leave for later or skip for a quick hack, and at the same second, you continue to react to what's happening around you.

I think that's why Capcom released the demo so far in advance. PRAGMATA needs to be played, not watched in videos. From the outside, its combat system can easily be mistaken for an inconvenient, overloaded, or simply slightly absurd construct. But once you pick up the gamepad, everything falls into place.

Enemies here aren't too fast, attacks are easy to read, sound helps keep the situation under control, and Diana can shout something like "jump" at the right moment to save your skin, even if you got too engrossed in hacking and lost sight of the enemy. Sometimes, of course, Diana worries more than necessary, but these are the little things that only add to the game's charm.

The main thing to understand is that PRAGMATA doesn't let you relax for a second, but it also doesn't overload you with mechanics or excessive difficulty. It just keeps your head engaged all the time. This isn't a game where you can glance at YouTube with one eye. Here, you're constantly immersed in a process that makes both your mind and hands work — which is why the combat is instantly engaging and immersive.

And then the game starts to add depth. New enemy types appear, grid forms change, node modifiers are added that increase damage or activate special effects. Suit upgrades are unlocked, allowing you to customize your build, and the arsenal expands. Hacking mines, clone generators, stunning weapons, guns that facilitate hacking — all of this directly affects how you conduct combat.

At the same time, PRAGMATA doesn't trap the player in a mechanical dead end. On normal difficulty, it tests flexibility rather than punishing every mistake. You can stick to familiar weapons and the same hacking schemes, but then some fights will drag on. If you accept the game's rules, change tools more often, and adapt to enemies, everything becomes faster, fiercer, and more enjoyable. PRAGMATA doesn't force experimentation. It tempts you to do it and gives you limited, but still freedom in how you want to play.

I mostly played it balanced, but at some point, I deliberately started to delve deeper into hacking, just to see if the game could handle such an approach. And it does. From about the middle of the campaign, you can almost stop shooting or, conversely, minimize manual hacking — with rare exceptions like training simulations with fixed conditions and individual bosses with their own peculiarities.

Speaking of bosses: they turned out great! There aren't many of them, but they rarely repeat. If I had to nitpick, there are only two exceptions. The first boss later returns under more difficult conditions — paired with other enemies and with an additional rule in the arena. Another appears in the final third of the game, but the first encounter with him isn't considered a full-fledged battle at all: then you can't kill him, you can only survive.

The battles themselves are designed to extract the maximum from the combat system. Bosses are not just fat dummies with a health bar, but separate challenges for reading attacks, controlling distance, choosing the right weapons, and the ability to act under constant pressure.

Somewhere you have to quickly expose vulnerabilities between dangerous series of blows, somewhere — constantly change position, somewhere — timely use the environment to survive or facilitate the battle. As a result, each such skirmish feels like a complex, spectacular exam on the tools already provided and an effective culmination of the next stage of the plot.

Designed with Respect

From a structural point of view, PRAGMATA is also very cohesive. The campaign follows a clear cycle: Hugh and Diana go to another sector of the "Cradle," receive a specific task, fight their way through combat zones, collect resources, find new tools, open bypasses, and then return to the Shelter to recover and prepare for the next sortie.

The levels here are linear, but not straightforward. They constantly feature branching paths with secrets, notes revealing lore, resources, and additional challenges.

Moreover, PRAGMATA masterfully plays with curiosity. You might see a resource, a safe, or another useful item behind glass, on an upper level, or in an adjacent room, understand in advance that a path exists, but not yet be able to reach it. This again doesn't force, but tempts you to explore: to look for a way to get to the desired point or remember the place to return later.

Yes, PRAGMATA has a slight Metroidvania flavor, and you can return to already explored sectors later to access previously inaccessible areas with new abilities. But there are few such places, and in general, it's not mandatory. No one forces you to endlessly run back and forth for progress. The main campaign can be completed at a comfortable pace, and then you can calmly return for what was left behind, or not return at all.

PRAGMATA generally treats the player's time with great respect. It doesn't try to drown you in unnecessary content or inflate the adventure where it's not needed. Even without "hoovering" locations 100%, you probably won't experience much difficulty. I would even say that the game might seem easier than desired if you clear the map. Personally, I only died three times during the playthrough, and all those deaths happened solely because I hadn't returned to the Shelter for a long time to replenish my supply of repair cartridges.

If we talk about weaknesses, it's more about nuances that different players will perceive differently, rather than serious problems. For example, the map isn't very informative, but I hardly used it not because of that, but because the levels are already easy to read. Plus, there's a scanner that shows the direction to the main objective and nearby collectibles.

Some might not like enemies respawning after death or returning to the Shelter. But as I said, I didn't die often, and when re-exploring locations, I returned there already more upgraded and perceived enemies as a source of additional resources.

The Shelter itself is not just an upgrade menu hidden inside a separate room. This place becomes a temporary home for the heroes, where Hugh and Diana return between sorties to recover, upgrade their suit, weapons, and modules, sort through equipment, and catch their breath a bit.

Here you can chat with Diana, set up play areas for her reminiscent of Earth, play hide-and-seek, or go into training simulations — additional challenges with pleasant rewards. Some of them are very difficult, but, as a rule, they either test already learned skills or show how else you can use weapons and modules to achieve great results. And then you carry this knowledge further into the campaign and dismantle robots even more effectively.

Thanks to this structure, PRAGMATA maintains an excellent pace until the very end: it doesn't sag or feel drawn out. Not once in all 18 hours it took to 100% complete the content did I get bored. Moreover, if one playthrough isn't enough for you, after the credits, an additional mode called "Unknown Signal" unlocks with new challenges and battles against enhanced versions of bosses. It takes literally a couple of hours to complete, but it gives powerful modules, new weapons, sketches in the credits, and, most importantly, a small additional scene that can be considered the "true ending."

An AA-Game with the Soul of an AAA-Blockbuster

Technically, PRAGMATA doesn't look like a game trying to prove anything to anyone. It's not Resident Evil Requiem, clearly a more expensive and flagship project by Capcom's standards. But PRAGMATA has nothing to be ashamed of. We have a neat, complete product worthy of 2026, and the game largely achieves this feeling through detail and authenticity of spaces.

Even in the preview, I noted the attention to detail here. For example, the mechanical manipulators on Hugh's suit automatically retrieve and put away the rifle, because a real person in such a suit would physically not be able to reach their lower back. The clone generator is stored on the right shoulder and simply extends on a bracket when activated. It is precisely these details that reveal PRAGMATA as a high-class product. One wants to call it an AA-game with the soul of an AAA-blockbuster. But, of course, the elaboration of the suit is not the only thing.

"Cradle" doesn't look like a sci-fi attraction. Instead, it looks like a place where people actually lived and worked. Each sector has a specific function, and this function is reflected in how it looks and is arranged. The greenhouse is perceived as a botanical laboratory where they tried to reproduce a piece of Earth in lunar conditions. The mines feel like a working area where people were sent not to admire the views, but to extract resources. Service corridors, living quarters, and technical blocks are assembled without unnecessary showiness, but with clear functional logic.

Sometimes the game successfully plays on the theme of incorrectness and machine hallucinations. In the second sector, Hugh and Diana find themselves on Seventh Avenue in New York, and at first, everything looks almost normal. Then you start to notice glitches: unfinished facades, taxis embedded in the asphalt, buses on walls, and other simulation errors. This is a good visual image of an AI that doesn't so much invent as it awkwardly reassembles reality from available data, like a very diligent student.

I particularly want to praise the enemy design. Many of them look like part of the station's infrastructure that has become its teeth. In this regard, PRAGMATA resembles Horizon Zero Dawn, where mechanical animals were also created with a specific function — to purify water, dig tunnels, maintain the ecosystem — and then received an incorrect directive.

But some of PRAGMATA's robots also resemble something wrong. For example, the Executor looks like an exaggerated child and causes visual discomfort with its body disproportions. And the Greenhouse boss is a giant robot shaped like a scorpion: instead of familiar claws, it has several pairs of mechanical arms, its tail ends not in a stinger, but in a laser installation, and dozens of smaller mechanical arms are scattered across its body.

In short, visually, PRAGMATA has a lot to offer. You'll get to admire Mother Earth from afar, wander the lunar surface in low gravity, listening to the cold cosmic hum, and appreciate reflections with ray tracing. The space station setting is perfect for this, the main thing is that your hardware can handle it. On my RTX 4070 Super, the game maintained a stable 90 frames on maximum settings with DLSS in "Quality" mode, ray tracing, and frame generation.

The sound in PRAGMATA works for the gameplay: weapons boom richly, everything creaks, rumbles, and grates very realistically, and I've already mentioned how well battles are read not only by sight but also by ear. For a game where you regularly divide your attention between the battlefield and the hacking grid, this is especially important.

The music situation is more ambiguous. It almost never tries to take center stage and more often acts as a cautious background: leaving the player with the cold silence of space, emphasizing the industrial environment of the station, weaving into battles, and gently transitioning to piano in touching moments. In the game itself, this works fine. The problem is that outside of it, the soundtrack hardly lives. If you played a random PRAGMATA theme for me right now and didn't tell me where it was from, I probably wouldn't recognize it immediately. Maybe the main theme — and even then, with a stretch.

A separate plus is the full Russian voice acting, for which I automatically want to say thank you. Especially since it's well done. The necessary chemistry between Hugh and Diana is preserved, the scenes don't fall apart, and the intonations hit the mark. If desired, one could quibble about Hugh's voice, which seems older and softer than in the original, but that's more a matter of taste.

If you specifically look for technical weaknesses, everything comes down to minor rough edges. Somewhere in memory, an insignificant visual bug with a bonus costume will surface, somewhere a couple of frame rate drops will be recalled. But this is precisely indicative. To seriously list PRAGMATA's technical shortcomings, you literally have to dig them out of memory. They do not affect the overall impression. Otherwise, the game wants to be called if not perfect, then very close to that state.

Verdict

PRAGMATA turned out to be one of those games that exceed even the wildest expectations.

Capcom released a polished adventure with soulful characters, a strong story, an excellent combat system, exemplary level design, and confident technical execution. And not for an old franchise, but for a new intellectual property. After six years of waiting, delays, and a murky development history, the project had accumulated such a thick layer of skepticism that such a result seemed impossible to believe.

And it's not just about the high bar of quality, but about the very fact of its existence. PRAGMATA reminds us of a simple truth that the industry somehow increasingly forgets: one fresh idea, if truly brought to fruition, can rise above any proven formulas and big franchises.

It's clear that many more releases are ahead, and the situation might change by December, but for now, PRAGMATA is the main contender for "Game of the Year." Even if it will be difficult for it to reach the top of the main nomination in the modern industry.

But even in this scenario, PRAGMATA is unlikely to fall out of the top of the list. It perfectly understands what it wants to hook you with, and it doesn't miss anywhere. So, if this review seemed too complimentary, don't be mistaken — I was still holding back.