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Experimental

Pragmata is a fascinating genre mash-up, and Capcom at its experimental best - hands-on
Game Reviews

Pragmata is a fascinating genre mash-up, and Capcom at its experimental best – hands-on

by admin June 12, 2025


I love it when Capcom experiments. It’s true that with a staple of franchises and characters like those it has, there isn’t all that much pressure on Capcom to experiment. It has most of what it needs to make that corporate profit line go up, in truth. But every now and then the company nevertheless experiments with something new – and usually, backed up by those successful franchises, the company can strike gold.

Pragmata

  • Developer: Capcom
  • Publisher: Capcom
  • Availability: Releases in 2026 on PC (Steam), PlayStation 5, and Xbox Series X/S.

My favourite Capcom experiment of all time is undoubtedly Dead Rising. We shouldn’t take that Dead Rising came to exist for granted – with one successful zombie IP, Capcom had little call to create another. But it did, and in differentiating itself from Resident Evil we ended up with a mechanically glorious offering. Pragmata, I think, could very well be that sort of Capcom experiment. More Dead Rising than Exoprimal, so to speak.

After years in what certainly looked like development limbo, Pragmata has emerged as a third-person sci-fi shooter where a bloke in a spacesuit (Hugh) stomps around smashing up androids and solving the odd environmental puzzle to progress. Fun enough, but certainly like a hundred other video games out there. There must therefore be a twist – and Pragmata’s is delightful.

Watch on YouTube

Basically, it’s a puzzle game. The enemy robots I encounter in a 20-minute hands-on demo all have some sort of shielding that renders bullets useless. That’s where Pragmata’s little girl sidekick Diana – who is actually (of course) an android herself – comes in.

Squeeze the left trigger to aim down sights at the robot and a little sliding block puzzle appears on the right hand side of the screen. You must use the controller face buttons to move through a maze quickly to deactivate the robot’s shields. Sometimes you just have to move an icon from point A to point B, while other times bonus objectives lay along the way, where if you navigate to the end of the hack while also hitting key points along the way you might unlock a damage bonus for when you start shooting.

Crucially, combat does not pause or slow while you’re hacking – it happens in real time, meaning you might need to dodge mid-hack, or cancel a hack midway if the combat positioning situation deteriorates. The challenge of doing both things at once is the point.

The hacking portion of Pragmata’s gameplay was brilliant in the short demo, but it’ll need to remain engaging over the whole game. | Image credit: Capcom

With the shields down, you’re free to blast the robot to bits. So a flow emerges – hack while backing off from attacks, then get in there and blast away.

I often tire of hacking mini games in RPGs or shooters and the like, and so that is where Pragmata is most impressive – I enjoyed hacking, and found it intuitive and challenging to do while juggling the other requirements of third-person combat. When you end up in encounters with two or three enemies players have to do some quick thinking and make tough choices – which hack should they do first? Should you hack all of the foes and only then start blasting, or should you pick them off one at a time?

It’s multitasking: the game, with players asked to juggle two characters each with unique skill sets at once. I find it fascinating, and honestly I can see why Pragmata took so long to emerge in a playable state – I can easily imagine it took a heck of a lot of iteration to get the basic controls to a point where hacking and shooting, controlling both Hugh and Diana at once, feels natural and intuitive. In the section I played, it does.

How big the game world is and what there is to explore remains to be seen. | Image credit: Capcom

The vibes are myriad. I get a little bit of God of War, or The Last of Us, or one of those other Sad Dad games, from the pairing of Hugh and Diana. Some of the visuals give me Lost Planet vibes. The experimental gameplay systems design certainly echo Dead Rising, even if it’s mechanically something very different. The concept of hacking robots to expose their weak points even made me briefly think that this has the vibes of a realistic Mega Man reboot. Which is a strange but welcome thought.

As you likely appreciate, I really think it’s rather good. Though it’s also true that a 20-minute demo against a limited range of enemies doesn’t stretch the concept very far – and the system could easily wear thin and take on the status of a gimmick. Capcom will need to show us more to prove that this system can work writ-large, then – but as a concept, it’s already got me very excited to see how far this design can be taken. We’ll find out when Pragmata releases in 2026.



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June 12, 2025 0 comments
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An Experimental New Dating Site Matches Singles Based on Their Browser Histories
Product Reviews

An Experimental New Dating Site Matches Singles Based on Their Browser Histories

by admin June 12, 2025


Unlike most dating apps, which charge monthly or annual fees for their paid tiers, there is only a one-time payment of €9 to sign up granting users unlimited matches; a free option limits users to five matches. Depoorter says he doesn’t want to exploit users by having them pay on a recurring basis. When I suggest that that kind of pay model is mostly unheard of today, he pushes back. “I’m an artist, I like to do things differently.”

Early reviews and reactions have been mixed. “Super weird,” one app developer noted on X.

“This is the wildest idea,” said another user on Product Hunt. “I love the audacity.”

“Good to see the privacy focus from the start given how sensitive some of this data might be,” a programmer posted on Bluesky.

The biggest concern for users—justifiably so—is around privacy and user safety, and given the amount of personal data the Depoorter is asking people to fork over, those issues are also on his mind. The site scans up to 5,000 recent browser searches or goes back as far as search history is stored, which could be several years, but never exceeds the maximum number of entries. (Browsing data from Incognito mode sessions cannot be uploaded). Depoorter uses Firebase, Google’s open-source tool for developing AI apps, to store and manage data.

“It’s not exposed to the internet.” Depoorter says of the AI processing, which he says happens locally. “I don’t want to expose any browser history to another company.”

Already there have been complaints of lagging email verification and the site not allowing users to delete their profile; Depoorter says he has since fixed these issues. Browser Dating doesn’t currently allow for the uploading of photos, but Depoorter is working to change that, and says he plans to implement more features in the coming months, including an app for easier communication between connections and a recommendation feature that suggest possible first date locations.

The idea originally came to Depoorter in 2016 at V2, an experimental art and tech center in Rotterdam. He was hosting a workshop that explored unique connections between attendees who were familiar with his work and who agreed to share a year’s worth of their search history.

The nature of Depoorter’s art as a digital provocateur has sought to interrogate the subtext of hidden connections, taking a “critical and humorous” approach to some of the most urgent questions of his generation. Surveillance, AI, machine learning, and social media are recurring themes across his explorations. “Difficult subjects,” he says when we speak over Zoom. “But there is no big message. I want to leave that open. If anything, I want to show what is possible with technology in a playful way.”

In 2018, in a series titled “Jaywalking,” he turned live surveillance feeds into video art, forcing viewers to confront the use of public data as a means of privacy invasion. He followed that with Die With Me, a chatroom app that could only be accessed when your phone had less than 5 percent battery life; though Depoorter is quick to reject definitive interpretations of his art, it read as a comment on the value of time and how we choose to use it when one knows it’s running short. For those who can look beyond the shock of Brower Dating’s initial conceit, the question is also an urgent one: What if the curiosities we try so hard to conceal are actually the things that can bring us together?

Depoorter, 34, doesn’t claim to be any kind of dating guru. “I’m not a specialist,” he tells me. He surfed Tinder in the app’s early days but has been with his partner for 10 years. He promises that despite his work as an artist, the site is not a gimmick, and he wants to continue to scale. Already people have suggested that it might work better for matching potential friends rather than romantic partners. Depoorter anticipates there will be hurdles but doesn’t sugarcoat them; he is aware of just how difficult it may be to onboard users hesitant to share their personal anxieties and desires.

“Either people are fans of the idea or they are not,” he says. “There is no convincing them.”



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