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Pragmata's blend of shooting and hacking is the most stressful new idea I've seen in a shooter in generations, and it's brilliant
Game Reviews

Pragmata’s blend of shooting and hacking is the most stressful new idea I’ve seen in a shooter in generations, and it’s brilliant

by admin August 21, 2025


We’ve said it before, here, already: Pragmata represents Capcom at its weird, experimental best. To me, it’s in line with Exoprimal and Kunitsu-Gami: Path of the Goddess as a game that shows the publisher is confident to let its studios run with any ideas they have. Whilst those two may not have been commercial (or in Exoprimal’s case, critical) successes, I think Pragmata has a bigger shot at penetrating through the mainstream thanks to three key things: it’s a shooter, its main character is more of an everydad – his name is Hugh Williams, for goodness sake – and it has one of the most exciting genre hybrids I’ve seen in a while.

Pragmata

  • Developer: Capcom
  • Publisher: Capcom
  • Platform: Played on PS5 Pro
  • Availability: Out 2026 on PC (Steam) and PS5

In a recent demo at Capcom’s offices ahead of Gamescom, the publisher let me loose on a new demo of the game: a slightly beefier version of the Summer Games Fest demo Alex wrote about in the preview above. The main difference took the form of a boss fight against a mechanised walker that stomped all over an arena that’s also an elevator (standard) that put me in mind of Lost Planet, Vanquish, and I guess… Watch Dogs?

Like I said, it’s a really peculiar grab bag of genres glued together with what seems like a plot that would have to have more structure to be paper thin. But that doesn’t matter. I don’t think people are going to be picking this one up expecting a Hugo-winning tale of redemption and loss, to be honest. What you get with Pragmata, instead, is a very video game-y video game. Strafing around shooting a boss that looks like something from Metal Gear’s cutting room floor whilst a young girl that’s also an android hacks into its systems is peak video game. For me, this is a good thing.


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Everything about the demo is peak video game. Hugh wanders around gruffly, muttering about whatever as he solves simple environmental puzzles, exchanging a little bit of mumbly dialogue with Diana (the android). Every now and then, the GLaDOS-like security system wakes up some robot goons that you need to kill, and you push on. The mob enemies all have shields, so Diana needs to hack them before you shoot them. It’s pretty, with this nice clean space station sci-fi aesthetic, and a great little training ground for you to figure out the third-person shooting/hacking dichotomy before the boss.

So, enter the boss. It’s here the twin strands of Pragmata’s DNA form into a beautiful helix that shows off what the game is going for. As the walker slams about the platform and you dodge out of the way of missiles and AoE splashes on the floor, you need to use one of your three guns (it looks like there’ll be four in the final game) to inflict damage. There’s a pistol with a relatively low damage output and slow reload time that makes up for its shortcomings by having infinite ammo, a shotgun that has ridiculous damage-per-second but can only hold six shells at once, and a fun little stasis net that slows down your prey and does a little damage over time.

Diana and Hugh fend off a bad robot. | Image credit: Capcom

It’s a nice trio of arms. Swapping between them to maximise damage whilst minimising threat to yourself is the aim of the game, here, and it all ends up feeling a bit like a combat puzzle you solve on the fly as you strafe around the room. It’s not exactly Halo, but that’s where the Lost Planet reference earlier came from. Bosses like the walker have weak points (identified by Diana as you aim down sights), and in the case of this mechanical lump, it was a fuel tank on it’s back.

Once you’ve got the lay of the land, and you’ve identified where to ‘spend’ your limited shotgun shells, you pop out a stasis net, circle around the back, and get to work. I let out a horrible little laugh as everything came together in my preview – after slowing it down with the net, I unloaded a full clip of shotty shells into the tank whilst I used Diana to hack to the machine, immobilising it and spending some of her resources in order to lower its defence. The way it all mingles together under your fingers feels natural, like I’ve done this before. But, of course, I haven’t. Because this whole concept is completely batshit.

You shoot and aim with your standard trigger setup, then use the face buttons to solve a very easy puzzle and hack an enemy mid-fight (there’s the Watch Dogs nod). You can also jump and dodge, using the shoulder buttons, making your fingers hop across the whole pad in a glitchy, frantic little dance. It’s overwhelming, but in a flustering way that scratches the same part of my brain Vanquish did back in 2010. And once you’re au fait with the scheme, that desperate dance you do with hacking and shooting feels surprisingly natural.

Probably not a paranoid android. | Image credit: Capcom

Watching my footage back, I really don’t think what you see on screen does justice to Pragmata; it’s very much the sort of game that you need to feel in your hands in order to understand. I pray Capcom releases a demo (for its own sake), because the elevator pitch may be a little too obscure for some. It represents Capcom’s confidence, though, and hooks onto the same philosophy that Dead Rising did back in 2006: take a well-established genre, take it apart, and put it back together in a wholly new way.

There are still some anachronistic game design decisions in Pragmata (most of the story is told to you via text logs left scattered around the deserted moon base or projected holograms, very is still very 2006), but mixed in with these new ideas and genuinely fascinating combinations of genres. Pragmata is intriguing. I think games like this represent Capcom at its best: experimental, weird, and willing to break away from the triple-A pack in order to do something left-of-centre, a bit bizarre, a bit proggy. And ultimately, to arrive at something that’s all the better for it.



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August 21, 2025 0 comments
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Product Reviews

Denshattack! is a blend of Tony Hawk, trains and shonen anime

by admin August 19, 2025


Denshattack! is what happens when Tony Hawk trades in his skateboard for a high-speed Japanese train. Yes, you read that correctly.

Denshattack! is the latest game from Barcelona indie studio Undercoders, and it’s a delirious, high-speed action experience complete with flow states, a banging original soundtrack, flamboyant characters and coming-of-age drama. Players attempt to keep their train moving while jumping, wall riding, spinning, landing tricks and nailing combos. Between the rail-hopping action, there’s a fully voice-acted story (in English and Japanese) about overcoming oppression and finding your true friends. It’s a wacky mix of ideas, but it all comes together in a Jet Set Radio type of world that looks like a real thrill.

Undercoders is based in Spain, but the studio founders have spent a lot of time backpacking through Japan, visiting the trains specifically. In a virtual briefing ahead of Denshattack!‘s reveal at Gamescom Opening Night Live 2025, director David Jaumandreu and his team couldn’t stop giggling about how much they loved trains, and it was all fairly adorable.

Denshattack! is due out in early 2026 for PC, PlayStation 5 and Xbox Series X/S, and it’ll be available day-one on Game Pass. It features music from lead composer Tee Lopes, who’s best known for Sonic Mania, Sonic Frontiers and Teenage Mutant Ninja Turtles: Shredder’s Revenge, and additional artists from video game music label Kid Katana will contribute to the soundtrack.



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August 19, 2025 0 comments
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Dune Awakening is the perfect blend of survival, MMORPG, and house envy
Game Reviews

Dune Awakening is the perfect blend of survival, MMORPG, and house envy

by admin June 10, 2025


Dune Awakening is out at last, and it’s a strange, wonderful blend of an MMORPG and an open world survival game. This melding of genres results in a game of two halves, weaved together with a rich and deep care for the source material. Funcom, somehow, has managed to juggle these components expertly. The result? A game unlike any I’ve really played before.

The game itself is massive. Already I’ve sunk 30+ hours into it and still find myself with plenty to explore, heaps to build and the fog of war covering portions of the map. In that time I’ve explored the majority of the main map: Hagga Basin. I’ve narrowly avoided getting vored by a worm, and I’ve experienced something I only thought 40-year-old home owners get to experience: house envy.

The soul of survival in Dune Awakening is an ever-present core of every play session you’ll have with the game. When you start, you’re building scrap metal knives and plant fibre rags, but soon enough you’ll find yourself constructing more elaborate, more expensive goodies. The survival cycle is thus: build a base, gather materials, construct new gear.

Watch the Dune Awakening launch trailer here!Watch on YouTube

You repeat that until you’ve finished crafting everything you want from the tier of materials available, at which point you hop on a bike or buggy and drive into the perilous unknown in order to do it all over again. It’s a moreish process that even 30 hours in I’ve not gotten tired of yet.

There’s something about cutting an ore node apart with a laser that feels and sounds fantastic, something about the audio visual feast you get when floating down from great heights. Dune Awakening’s survival gameplay may follow a traditional cycle, but its repackaged in such fine wrapping paper it’s hard to get bored of.

As for the world itself, it’s rich in lore, secret hideaways, and well, sand. It doesn’t matter what shade the grain is, nor how rocky one zone is compared to another, the vast majority of Dune Awakening that I’ve seen so far is a sun-seared brown. Obviously right, it’s Dune. But it’s worth noting for those who quickly tire of a lack of visual variety.

Hope you like sand! | Image credit: Eurogamer

Those with a greater tolerance for such matters will find the initially minute differences between zones forces you to adapt the way you play. Zones I’ve entered appear to get progressively hotter, which means water management is more important, which means you may struggle to roam thirsty and carefree.

Bizarrely, the worms themselves take a back seat around the 15-hour mark, replaced instead with grand vertical spires of stone, covered with snipers, heavy gunners, and buffer enemies. Here you must learn to make use of your suspensor belt, practice good stamina management, and prepare for battles against four or five shielded foes at once. I found myself pleasantly challenged by the steady difficulty curve present here.

One worry I did have previewing the game prior to its launch was how easy and repetitive melee combat can be. Enemies weren’t dodging out of combos, and you could rinse and repeat slow stabs to make short work of even the henchest shielded foe. This has been addressed! Enemies do actually hold their own now, and if you find yourself overwhelmed, dying is not a rare occurrence.

You’ll want at least a basic base to store all your hardfought gains. | Image credit: Eurogamer

When you do die, you drop a portion of your materials and all your equipment suffers damage. You’ll then have to trek back to collect your lost goods, which thanks to a handy checkpoint system and craftable respawn beacons isn’t frustrating at all. The exception is the worms. If you get eaten, all your gear is gone. Permanently.

This may sound like a nightmare, and I’ll confess the one time I got all my steel gear and mark 2 bike eaten I was exceptionally tilted, but it ultimately adds to the experience. If the worms were a joke, the majority of the survival portion wouldn’t be nearly as enjoyable.

That’s the trick, you see. The trick to making both a great survival game and a faithful send-up to the Dune universe. Make it hard. Not unfair, not cheap, but difficult in meaningful ways. Funcom, by bringing in elements of the sci-fi classic and implementing them into a survival game structure, has created an endearing base from which it can build an MMO upon. A sturdy survival game which hundreds of hours can be perched atop.

Unlocking better gear itself is a lengthy process, one that is paramount to your survival in harsher climates. | Image credit: Eurogamer

As the survival elements start to become a laborious process of rushing back and forth between the nearest ironworks, or mineral extraction facility, the MMO portion starts to kick in. More often than not you’ll see an Orniphopter flying overhead, and driving through a region will present you with plenty of houses of other players.

As such the harsh desert of Arrakis quickly feels more like a suburb of stone shacks and more elaborate houses for the creatively inclined. Here I discovered a feeling I didn’t think I’d experience until I owned a real home of my own.

There is a player on my server, a short hop away from my front door, with a beautiful house. We both snatched up great real estate near Pinnacle Station and set up shop, except while I busied myself with contracts peppered across the map they seemingly busted out the CAD software and sketching paper, and built a mansion. Peering through their windows, I see they’ve put down a carpet, and a portrait on the wall.

Here’s someone else I’m jealous of. That row of wind generators may as well be Greg next door getting solar panels installed. Makes the whole street feel inadequate! | Image credit: Eurogamer

I hate them, for two good reasons. One, they have a nicer house and vehicle than me. I see them flying from their roof in their ornithopter while I slide down a makeshift ramp in my basic buggy. Second, they’re Atreides.

Early on in Dune Awakening you’re introduced to the two great houses, but your engagement with the politics of the situation remains almost entirely a PvE matter. Around the 30 hour mark things start to get a touch more player focused. Players with disposable income buy customisation for their clothes and bikes, so you can see which faction someone aligns with. They can also engage in the Landsraad system.

I haven’t interacted with the Landsraad yet, I am guildless and poor, but already it has interacted with me. By forming guilds and aligning with a faction, players can fight over the vote of smaller houses dotted around Dune Awakening. Put simply, if a faction has more votes than another, they get to vote on a powerful faction-wide boon for the next real world week. The Atredies won the first week, somehow.

On my server, the Atredies chose to gain access to a special vehicle shop that only they can browse and buy from. You see how the tensions between players naturally fosters in Dune Awakening? Not only does my neighbour have a nicer house and car than me, he also shops in the nicer part of town? Maybe next week I’ll work to win the Landsraad, and maybe I’ll build a flamethrower to help me do it.

While I’ve not yet reached the “end game” and all it entails, Dune Awakening has this beautiful gradual shift from a pure survival experience to a more MMO-centric one. It shifts slowly in the background, in a fluid manner that quietly encourages everyone (even those who may just be around to craft a cool car and drive it around) to take up arms against their fellow player, literally or through other endeavors.

It’s a tantalizing all out war of blades, guns, and minds built upon a wonderful survival game foundation that is well worth playing. So tantalizing in fact that it was hard to pull myself away from the game to write about it. You can thank a server maintenance window (coinciding with the weekly reset) for this set of thoughts existing.

It’s too early for a full review, but as of right now I see little reason not to recommend giving Dune Awakening’s unique offering a chance.



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June 10, 2025 0 comments
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