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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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15 years ago, Kane & Lynch 2 took the crown as the most relentlessly miserable game of all time. It still is - and is still brilliant
Game Updates

15 years ago, Kane & Lynch 2 took the crown as the most relentlessly miserable game of all time. It still is – and is still brilliant

by admin August 17, 2025


At first blush, it’d be easy to take Kane & Lynch 2: Dog Days as just another third-person action shooter of the Xbox 360 era – a period absolutely replete with such games. To be honest, that description is certainly true of its predecessor – a game probably now more broadly remembered for its role in one of games media’s largest scandals. But the sequel is something more – something special, unique, and worth remembering.

15 years old today, the most famed aspect of Kane & Lynch 2 has aged well. Revisiting it briefly for its anniversary, it’s obvious that it’s an aged shooter of a bygone era with all of the mechanical foibles that framing brings – but this is also a game that does and says things that few in the decade and a half since have attempted.


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Much of this is about the aesthetic of Dog Days’ presentation. Broadly speaking, it’s shot in a way intended to be candid. The camera shakes like it’s being held by some poor spectator battling a relentless avalanche of adrenaline. In a time when games were pushing for an increasingly cinematic look Kane & Lynch’s bloodied misadventures aren’t shot or framed with any heroic portraiture.

At the same time, presentational touches suggest the curation of the footage. Colours blow out as if you’re viewing the action off a worn-down VHS tape, and techniques are deployed to make your interactive decisions in gameplay infect the visuals. Looking directly into the brightest neon lights or burning incandescent bulbs makes the footage flare. An explosion doesn’t just fulminate in Kane & Lynch 2’s world – it rips through that camera lens too, the footage warping and distorting as a result.

Audio will outright cut out from time to time, or distort amidst the most intense action. The shakiness of the camera sells the chaos of events: weapons can routinely feel inaccurate, encouraging you to spray indiscriminately. All of this tells a story about this world, Kane, Lynch, and their situation.

The most graphic violence is presented with a pixelated blur, like some sort of overworked censor is desperately intervening in real-time to prevent you from getting too grossed out. You’ll squeeze the trigger to blow someone’s head off and instead of carefully-modelled ultra-realistic gore spluttering out the head disappears behind a mesh of pixelated suppression.

Censor this.

As is often the case with such censorship, the way your imagination fills in the gaps is far more visceral and brutal than anything Kane & Lynch 2’s developers could’ve cooked up themselves. The vibe is deliberately evocative of some sort of eastern European horror film that’d be refused classification for release in the UK. It feels like you’re watching something on LiveLeak.

Back in 2010, Kane & Lynch 2 was one of those ‘Marmite’ games. Some people understood and appreciated what it was shooting for more than others. Some failed to see its merit and were just pretty disgusted by what it presented. You can look at the review scores from back in the day to see this. This very website awarded Dog Days a 4/10 and compared it unfavorably to Army of Two: The 40th Day, another co-op shooter of the time. But here’s the interesting wrinkle now: Army of Two is now largely forgotten, but a certain stripe of sicko still speaks fondly of Kane & Lynch 2. In this sense I feel the years since have been kind to this game; it has been revealed as a sort of cult classic.

One thing I love the game for with today’s hindsight is how it manages to be both unique from and reflective of its era in the same breath – which is difficult to do. A lot of that reflection is in the violence. You can’t look at Kane & Lynch 2’s cover-based third-person combat without considering Gears of War, right? The setting, too, is loosely evocative of Stranglehold’s bloodied Hong Kong gang wars. But where those games are simply about being ‘awesome’ – chainsawing through aliens and slow-mo John Woo flipping one’s way to mass murder with the occasional bit of hamfisted introspection in a cutscene, Kane & Lynch 2 is something else. You don’t feel like an awesome badass playing this game. In fact, you often feel dirty.

This can almost entirely be credited to the game’s aesthetic and that utterly genius choice of camera. At the time, in the review period, I remember marvelling that in many ways it was probably the world’s first ‘true’ third-person shooter – by which I mean, the game’s camera angle genuinely appears to be presented from the viewpoint of a third person who stands astride the titular antiheroes quaking and cowering, squeamish as they spill pint after pint of blood on the streets of Shanghai.

It was the vest of times.

Somehow this combines with the video nasty aspect and draws the player in – you perceive being closer to everything taking place on-screen, gameplay and cutscene both. The interactive violence is unpleasant, even if the action is scintillating. The narrative is worse; an escalating cycle of suffering and torment that only gets worse as the story wears on.Every chapter delivers another narrative fist to the gut. It grinds on you, and Kane & Lynch 2’s four-hour runtime feels like an admission of fact: any more of this horror show would be too much. The length of two films, experienced over a stomach-knotting night or two, is perfect. So that’s what it is.

This differed from many games of the day – Amy of Two: The 40th Day, the other major co-op third-person shooter released in 2010, is double the length. Kane & Lynch 2 doesn’t feel deficient, though – it’s the right amount of game for the sotry being told, and I don’t remember as much hand-wringing over that as we today see with shorter games like Mafia: The Old Country.

That difference slots into a broader theme, which is that there’s something to be said about Dog Days in relation to the other games of the time. The Xbox 360 and PS3 era was filled with ultra-violent shooters pushing boundaries. This game is in many ways the most ultra-violent and unpleasant of them all. But it takes no pride in it; these protagonists are not awesome dudes. They’re horrible, in fact. In this sense a gauntlet is casually laid down, and a commentary is made on the nature of adult games.

Yes, Kane & Lynch are mass murderers – but this game is honest about that, and not in a way that is cynical. They have body counts akin to those of Messrs Drake, Yuen, Rios, Salem, Fenix, and whoever else – but unlike those guys, they’re not awe-inspiring heroes. They’re real pieces of shit. In this, I hold Kane & Lynch 2 alongside Spec Ops: The Line as a shooter of this era that actually had something to say about the inherent violence in much of gaming, without a smirking quip or badass brofist in sight.

Making something so relentlessly brutal and miserable is a choice – and I think it speaks to IO Interactive’s strengths as a developer, both then and now. Agent 47 has always been a more positive sort of anti-hero, carefully bumping off billionaire assholes and warmongering generals before they can do even more harm, living in a fantastical and beautiful world not dissimilar to that of James Bond, which makes IO a perfect pick for the next 007 game. But Kane & Lynch are something else entirely.

When you’re done playing Dog Days, there’s not the same sense of satisfaction as other games. If anything, there’ll be a sense of relief that the cavalcade of misery is over. You’re free of these characters at least – even if they aren’t free of their disconsolate lives. At the same time, like some of the best disquieting horror movies, the experience is still ‘fun’ – albeit the sort of fun that leaves you with a vaguely queasy feeling.

It’s a totally unique experience. It’s brutal, grim, and strangely gripping. The fact it remains so 15 years after release, with not another big-budget game like it in sight, perfectly underscores why it is so special. So, happy birthday to Kane & Lynch 2 – except nothing about this pair is happy. Have a miserable birthday, guys.



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August 17, 2025 0 comments
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LG’s Blazingly Brilliant G5 OLED Is the Pacesetter for Best TV of the Year
Product Reviews

LG’s Blazingly Brilliant G5 OLED Is the Pacesetter for Best TV of the Year

by admin May 22, 2025


More annoying is the fact that the TV froze on me a few times while streaming with both Apple TV+ and Disney+, usually when trying to rewatch or fast-forward a scene. A streaming box is an easy solution, but I’m hoping LG will address these issues in a future update.

The G5’s Gaming Portal is the only place I couldn’t seem to kill the ads, but the 2025 iteration makes up for it with the addition of Xbox Cloud streaming, alongside options like Amazon Luna, Nvidia GeForce Now, and others. The TV is built for gaming on all fronts, with four full-bandwidth HDMI 2.1 inputs, support for VRR at up to 165 Hz with compatible PCs, and Auto Low Latency Mode (ALLM). Games look brilliant by default, and LG’s Game Optimizer provides loads of customization options.

There are plenty of other ways to customize your experience, including multiple “AI” features such as LG’s AI Picture and Sound modes. AI is a big theme with the G5 (it’s even in the full name), including the new AI Concierge, which is a helpful if clunky navigation tool.

Speaking of navigation, the new remote is more stylish and more confusing. I’m glad LG kept the Wii-like point-and click-cursor, but the lack of a mute key requires you to hold the volume key down to mute, which I had to look up to figure out. The lack of a dedicated input key also tripped me up until I tried the encircled home key, which pulls up the full input list alongside a dedicated smart hub. In keeping with the AI theme, both Google Assistant and Alexa are supported, as is streaming over AirPlay and Google Cast.

Photograph: Ryan Waniata

On Picture Modes

I’ve got a detailed guide to locking in a great picture, and you can certainly get in the weeds with the G5’s many options and cinema-forward modes, but the most accurate picture proved delightfully simple to achieve. After futzing with modes and settings like the Professional Mode for precise tone mapping at different mastering levels, the Filmmaker Mode looked nearly perfect as-is for both SDR (standard dynamic range) and HDR10 (LG doesn’t support the fancier HDR10+).

If Filmmaker is too dim, you can raise the backlight in SDR or turn on Tone Mapping for HDR10 for a serious boost. That’s not available for Dolby Vision, so I used the slightly brighter Cinema Home with a few minor tweaks, including turning off motion smoothing. For consistent testing, I also turned off the TV’s light sensors in the eco and picture mode settings.

Picture Perfect

LG’s revolutionary MLA OLED panel pushed TVs to a whole new level, evidenced by last year’s G4 and Z95A. Adding truly impactful HDR brightness to a screen that emits light from a perfectly black void is a stirring experience, with everything from menus to a flickering candle seeming to emerge from the blackness like ink drawn with flame. Those TVs are bright enough for nearly any use case, especially since most streaming content is capped at just 1,000 nits.

The G5 is brighter still, but like Sony’s excellent Bravia 9, LG is judicious with its new Brightness Booster. Most scenes look refined and even resigned in the Filmmaker modes. That keeps films and prestige dramas looking rich, saturated, and almost sumptuous as the TV follows the director’s intent, saving the true glitz and punch for select highlights. But when this TV pops, it really pops, especially when you feed it high-nit 4K Blu-rays.



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May 22, 2025 0 comments
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