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A genuinely fresh shooter hook wrapped around an unexpectedly tender story proof original ideas still pay off.

Pragmata — Review
Score: 8.6/10
Big-budget single-player shooters are rare enough these days. Big-budget single-player shooters launching an entirely new franchise are rarer still. That Pragmata manages to be both, and to hang a genuinely novel mechanical hook off the whole thing, makes it one of the more quietly remarkable releases of the year.
Capcom has been on a run for a while now, but this is the studio proving it can still build something from scratch rather than mining its back catalogue.
The Moon, and the Slop That Built It
Humanity has industrialised the moon, spurred by the discovery of lunafilament — a material that can be 3D printed into anything from a chair to a skyscraper. When a lunar research base goes silent, a response team is sent to investigate. Only Hugh Williams survives contact with IDUS, the rogue AI that's already killed everyone inside. Resuscitated by Diana, an android in the form of a young girl, the two set about contacting Earth and getting out.
What makes this more interesting than standard sci-fi boilerplate is what the setting does with itself. The printed cityscapes are deliberately designed to look wrong — warped, soulless facsimiles of buildings that exist properly back on Earth, generated by an AI approximating human work without understanding it. Capcom has been explicit that this is meant to evoke present-day generative AI output, and it lands as pointed commentary precisely because human artists built the environments so carefully to look artificial. Everything on the moon is a replica of something someone misses. That's a genuinely melancholy idea, and the game trusts you to sit with it.
Visually it opens in a cold, Kubrickian register before spiralling into much stranger territory, and the RE Engine handles all of it beautifully — this is a sharp-looking, well-optimised game that runs comfortably even with heavy settings enabled.
Hacking and Shooting, at the Same Time
The core mechanic is the reason to play. You control Hugh in third-person combat while simultaneously directing Diana's hacking — navigating a hacking interface to break down enemy defences while physically positioning yourself and returning fire. It's genuine dual-attention gameplay, and the tension of managing both at once is what gives every encounter its character.
The obvious risk was that a hook this specific would exhaust itself within a few hours. It doesn't. The game keeps finding new wrinkles: hacking nodes you can route through mid-hack for buffs, spreading a hack across multiple enemies, effects that restore health or change what a successful break actually does. By the back half you're making genuine strategic decisions about routes through the hacking screen under pressure, and the system has grown enough to still feel like it's teaching you something.
Crucially, it rewards improvisation. Encounters can go sideways — a hacked bot regaining composure mid-fight, a plan collapsing and forcing you into a scramble — and the systems are deep enough that those recoveries feel like your own solutions rather than scripted outcomes.
Hugh and Diana Are the Heart of It
The relationship between the two is what elevates this above a clever shooter. There's no drawn-out warm-up period where they learn to trust each other; Diana needs guidance, Hugh is happy to give it, and the game gets on with letting them be a unit. High-fives and piggyback rides sit alongside genuinely tender moments, and the warmth between them contrasts sharply with the cold metal of the facility around them.
It's earnest in a way plenty of games would flinch from. The writing doesn't dig especially deep — it puts everything on the surface and means it — but that sincerity works. Plenty of games treat parenthood as a crucible that demands the protagonist be broken and rebuilt. Pragmata is more interested in someone who's already done that work and simply shows up for the kid.
Where It Falls Short
Not everything holds. The writing stumbles at points — Hugh accepts Diana with essentially no hesitation immediately after his entire squad has been wiped out by machines, which strains belief, and the dialogue occasionally tips into cloying as the game pushes the pseudo-parental bond harder than it needs to. The story is at its best when it lets the relationship breathe rather than underlining it.
The boss encounters are the clearest missed opportunity. Given how inventive the standard combat is, they're surprisingly conventional, rarely asking anything of the hacking system beyond what regular fights already demand.
At around twelve hours it's also short, though that's arguably a strength — this is a tightly paced game with very little filler, and it ends before the central mechanic could plausibly wear thin.
The Verdict
Pragmata is the rare new IP that arrives fully formed. The combat-and-hacking fusion is a legitimately fresh idea executed with enough depth to sustain an entire campaign, the setting has something real to say about the world it was made in, and the central relationship gives it warmth that most sci-fi shooters wouldn't bother reaching for.
The uneven writing and unimaginative bosses keep it from the very top tier, but this is a confident, inventive, tightly-made game — and the strongest argument in a while that big publishers should still be taking swings on original ideas.
