Pragmata - an In-Depth Critique and Review
...Pragmata is very good.
*REVIEW OVER*
Okay, seriously now: Pragmata is the very only game other than Nier Automata that I could declare an instant classic. It's pretty much the new Resident Evil 4: a game that's so polished, smart and well-rounded that it holds infinite replay value. People will be replaying it decades from now.
But the first time I saw Pragmata I was not impressed with it at all. It seeming to be simply an over-the-shoulder shooter with the Bioshock hacking minigame bolted on top, Capcom having also recently burned a lot of goodwill with their practices and the deluge of Resident Evil Remake slop (Resident Evil 2 Remake was the only good remake they did). What is this, a shooty-shooty in the Year of our Lord 2026? And with a hacking minigame? Gamers patently hate hacking minigames; weren't we supposed to be all about innovation and the ever-so-mentioned subversion of expectations nowadays? And on top of this, it is yet another Dad Game, a moniker that has been given to many recent titles which follow a formula of having your character, usually a gruff, badass man or father figure, team up with a little, precious child in some way --it all seemed a bit trite.
Pushed back three times, to the point people even declared it vaporware, Pragmata has finally released and it is my 2026 GOTY, GTA VI be damned. I was not expecting anything from it but the game is seeping passion project through each and every pore; Cho Yonghee has definitely become someone to pay attention to. Bravo to the RE team for powering through remake after remake just to be able to release this; and that is one of the things that surprises me the most about it: that Capcom had the guts to release a completely brand-new, narrative-focused IP, highly polished, single-player game in 2026, not a remake, remaster or port, not a moviegame, without games-as-a-service, microtransactions, forced dlc-on-disk, season passes, that's not open world slop or rollslop. Games like these are a dying breed.
Part 1. The Dark Side of the Moon
Pragmata follows the adventures of Hugh Williams, a burly, portly astronaut employed by Delphi corporation in a futuristic, sci-fi setting, where the Moon has been colonized due to the fortuitous discovery of Lunum, a substance that can be refined into Lunafilament, which can then be used to miraculously and instantaneously 3D print anything you wish, from a pencil to a computer, a taxi cab or a skyscraper. Delphi's advancements caused rapid growth and its ambitions grew large but something went awry and here we find Hugh responding to a distress call from the Moon on a special mission.
Once Hugh and the crew arrive on the Moon they discover that the whole place has been torn to shreds and, following a sudden Moonquake, Hugh loses his comrades and falls into the abyss of the Delphi Moonbase, called the Cradle --the origin of a new fully automated, AI-driven civilization. Jungian undertones not to be ignored and obviously signaling the beginning of a Jungian Hero's journey, Hugh is saved by a mysterious⌠little girl, an android of a special new kind, a Pragmata, robots who look and act, have feelings and behave 1:1 like humans while still harboring superintelligence, developed by Doctor Neil Higgins as a way to cure diseases and regenerate tissue in humans. This section aligns perfectly with the meeting of an aide or an instructor in the underworld, a magical encounter that propels the Hero forward in the Jungian myth.
Realizing soon that the AI in the Cradle, IDUS, has gone rogue and has destroyed the Cradle and killed everyone, Hugh and the Android, who he baptized Diana (for the Roman goddess of the Moon), have to team together to survive. Diana can hack enemies to make them vulnerable to firepower, and to operate machinery and systems in the Cradle. Hacking is represented by a grid; manipulate a cursor around the grid with the face buttons while aiming to connect different kinds of nodes together: when done correctly, this will place enemies in an "OPEN" state, where they will glow cyan and reveal their phallic/hump/gonad-like weak points, which Hugh can attack for massive damage. Different nodes will increase your OPEN time length, hack multiple enemies at once, make the bots overheat, get shocked in place, perform many hacks in a chain, or attack other bots, among other effects; if the bot gets overwhelmed, you will be able to close in, Resident Evil 4 style, to deliver a critical point blank shot. Some items in the game world also have to be activated by hacking. Hack enough enemies and Diana will unleash a powerful finisher move, the "Overdrive Protocol".
Even though the idea of repeatedly playing hacking minigames to be able to even shoot enemies sounds dreadful, in practice it never gets old because of the clever many variations on it (even though I think there's still definitely room for more). Balancing enemy positioning against the give-and-take of finding the most interesting paths to hack enemies in the grid makes for very satisfying gameplay: you can short circuit and hack the enemies quickly, or you can try to be greedier and grab more nodes at the risk of leaving yourself vulnerable to enemies. Meanwhile, you can dodge, jump and sprint with your space suit's thrusters: how expertly and delightfully Hugh's movement mechanics were designed! Obviously inspired by the Moon Landing footage. This is another element that I like in this kind of game: Hugh, like Sam Porter, is not supposed to be an Avenger, he's supposed to be an everyman full of flaws who hates himself a little bit --beginning as a lonely and staunch "I want no children" man in Hugh's case. His movements are clunky and average person-like, he shoots slowly, and he flails and trips, limited by the zero-gravity environment of the Moon. The whole affair is more evoking of awkwardness and inertia, rather than of a hack-and-slash stylish-action game where you're a demi-god or a demon, but in a way that's still enjoyable and deep.
And in reality⌠this is all there is to the gameplay loop besides Resident Evil-like fixtures of exploration, file collection for lore, and some light platforming, my only critique being that the game is basically, start to finish, "run into big door and go into disparate hallways to activate N switches to unlock big door" --but hey, at least we're not doing 40 hours of fetch quests again. Pragmata rejoices in being a game and not a movie, and is what Death Stranding would be if they weren't too busy getting high off their own farts and acting as a financial front so Kojima can participate in endless Adenochrome orgies with his Hollywood celebrity buddies. I jest. Both games are great but I can't help myself to compare this game to Death Stranding because the influence is obvious, both in their technodystopian, last-man, futuristic, sterile, compu-mechanized worlds with 2001 a Space Oddysey aesthetics, and their themes of isolation, passing the torch to a new generation, connection and paternity.
Diana steals the show with how totes adorbs she is at every step of the way, and how, slowly but surely, Hugh and Diana bond and learn to collaborate with each other, Animus and Anima, as they uncover the disaster of the Cradle to stop the rogue IDUS. This is reflective of the process of individuation in Hugh through integration of his Anima. Another element that shows up in this game from Death Stranding is the Beach, speaking to the collective unconscious of the late-capitalism "performance subject" as described by Chul-Han: only a tired and jaded person like that would be drawn so heavily to the beach.
You will spend a lot of time in the Shelter, the main hub of the game, because that's from where you launch yourself to the different locales in the Cradle. This works like a little apartment or a little house, which begins cold and distant, and ends up filled with wonders and toys and other marvelous stuff by and for Diana as you begin to explore the world --watch out for "REMs", Read Earth Memories, chips containing recreations of toys and such other amenities from Earth for a little child, to be printed with Lunafilament, such as a playground, a bedroom, a campsite or a beach, sought after by the residents of the Cradle for nostalgia. The Cradle also now houses a complete city reminiscent of Times Square, the Big Apple, to provide comfort and little bit of authenticity to their artificial, 3D printed living quarters in the Moon. Eventually, even your buddy Cabin will join the Shelter, a race of walking and talking PCs that support Hugh and Diana and provide side content and unlockables if you find his figurines scattered around the world (like the Medallions in Resident Evil games). Cabin will provide a series of minigame-like "Training" challenges that work like the VR missions in Metal Gear Solid, and a series of unlockables that can be gotten by playing "Bingo" with Cabin Coins, which are awarded in-game.
Part 2. Memories are You
As Diana and Hugh continue to explore the Cradle to stop IDUS they will meet another Pragmata, who names herself Eight. Doctor Higgins had a daughter, Daisy, who fell ill of a grave disease. To find a cure, he developed the Pragmata in the image of Daisy. Number Seven, Diana, was the first; she was adopted by Higgins as his own child, but she failed to produce a cure for Daisy and was shelved away. The next iteration, Eight, showed promise in clinical trials; when Delphi caught wind of this, they rushed into things, seeking profits out of sheer corporate greed, and applied the early treatment to Daisy. She tragically died, and Higgins collapsed, feeling completely desolated. Eight now seeks to enact the will of the Doctor. When she learns about her past, Diana has an identity crisis, believing herself to be useless and worthless, junk without a soul; yet Hugh comforts her and reassures her that she matters and that her soul is in her choices.
Production of Lunafilament by the rogue IDUS caused both pollution in the form of filament waste, much like 3D printing waste, and Dead Filament, similar to the Tar in Death Stranding or the Gloom in Zelda Tears of the Kingdom, which can infect and kill anyone who touches it and is incurable. This was the reason behind the collapse of the Cradle; after Hugh and Diana stop IDUS, Eight betrays them, showing dominion over the dead filament. She now desires to pollute the Earth with the Dead filament to teach Humans a lesson and avenge Higgins, since the Doctor desperately warned Delphi's deaf ears about the side effects of lunafilament to prevent disaster; from a Jungian standpoint, with this, they confront the archetype of the Shadow.
This is where the game hits its narrative Apex: Diana gets infected with Dead Filament, and Hugh seeks to rebuild her; in doing this, he becomes infected himself, and even though Diana gains the ability to purify Dead Filament from the environment after recovering, it is impossible to clean it from organic beings. Knowing that time is ticking for him, Hugh decides to put on a strong front for Diana's sake as they seek to stop Eight: this leads to a final battle between Hugh, Diana and Eight, who assumes a new form as a massive cyborg, after which they have to evacuate the Cradle because she turns into a Resident Evil-style Dead Filament Kaiju. In a climactic scene, Hugh finally deals with her with a massive Proton Cannon and, manages to help Diana escape to the Earth in a cargo shuttle, before finally revealing to her that he's infected and he's not going to survive (which is the reason why he kept his face hidden throughout most of the game). With the last of his strength, he sends Diana off: he promised to her from the bottom of his heart, that one day he'd take Diana to see the Beach. The game concludes with Hugh's death and the reveal that Diana made it to Earth in safety; standing on the beach, she longingly reaches out to Hugh on the Moon -- by the way, the RE Engine logo was always a reference to this, did you get it?
The slow sections are a fantastic contrast to the action segments, where you're encouraged to simply talk to Diana to pass time and to discover how your relationship to her as Hugh is evolving. There are a massive amount of hidden interactions, such as seeing her playing with toys, dancing, "doing the robot", or listening to her share some of her feelings about the Doctor or Eight; her oversized, puffy jacket is an adult size, which Doctor Higgins picked for her because he thought she might be cold. This is what bumps up the game from a "Good" to an "Amazing" rating for me, that someone really, really cared about these characters and wished to give them all the joy and emotion in the world --Diana will even pout if you stop interacting with her for too long, and her face will tremble as if she was about to cry in the ending. She will jump like a little monkey when she's happy to receive a new toy, or sit down in peace to watch TV in her room. This is also how you learn that... Diana is barefoot because she charges her battery through her feet (...yeah, I know). Special kudos to the voice actors: this is one of the very rare cases in games when I actually liked the English dub better than the Japanese tracks, simply because they excellently nailed their parts.
I would like to praise this game for it being chock-full of bonus content, such as unlockable outfits, a completely exclusive series of files with a side story from a Journalist, Doctor Higgins' Brother in Law, who infiltrated the Cradle that serves as a prologue of sorts, a Sound Test, additional game modes and many weapons and perks, most of which never even show up until after the endgame. This is all incredibly rare, because these kinds of things are not usually unlockables nowadays: they sell them. I also loved the gunplay because it's very crunchy and visceral in a way that I haven't felt in games since Doom (2016), but the recourse of Call of Duty-like perks falls a bit flat for me, since I don't like perk systems like that.
After clearing the game once, you will gain access to New Game Plus, Lunatic Difficulty, and an additional mode with secret content: Unknown Signal, which actually contains the true ending of the game. In Unknown Signal you will revisit all levels and re-fight tougher versions of four of the bosses: there's a quasi-metroidvania aspect to this mode, too, because you will realize that many wings of the levels were previously out of reach because you didn't have the ability to clear out Lunafilament debris or Dead Filament. This will unlock extra-hard superlevels that play VR Mission-style: if you manage to clear Unknown Signal 100%, the true ending will play after you defeat Eight and help Diana escape to Earth, in which it will be revealed that Hugh actually managed to survive and return to the Cradle with Cabin, fulfilling the Jungian Hero's myth phase of Death and Resurrection.
Again, it is easy to be cynical about games like these when Dad Games are everywhere, they being indicative of game studios' awareness of their aging populace and that their audience is now of family-bearing age: a part of my mind tells me that the "Dad Game" is intended more for gamers to cope with being childless rather than to identify with their own families, but I will not elaborate on that right now. In any way, Pragmata definitely deserves your attention. Some people will even mock its implications, or simply deride it, but those people are not to be listened to. Ultimately, Pragmata shares an etymology with "Pragmatic", Pragma, from Greek, meaning "instructions" or "practical things of the World", "those things we know that work". Even though Diana is a robot, intended to simply fulfill a function, she is shown to transcend mere matter, and thus it entices its audience to reframe humanity: is Humanity in Identity, or in the choices we make? I can't wait for Pragmata 2.















