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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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Darth Maul Close Up
Gaming Gear

‘Star Wars’ From Darth Maul’s Perspective Sounds Fascinating

by admin May 29, 2025


When Obi-Wan Kenobi cut Darth Maul in half over 25 years ago, most of us thought that was it. Maul was clearly one of the coolest and most interesting Star Wars characters ever, but George Lucas chose to kill him. However, as fate would have it, the character has now come back time and time again, in large part due to Lucas’s protégé Dave Filoni, and soon, we’re gonna get way more of him than we ever thought possible.

Maul: Shadow Lord, a new animated series, was announced at Star Wars Celebration Japan last month and it’ll bring the former Sith Lord back to the forefront in a big, big way. Speaking with fellow Star Wars star Katee Sackhoff, voice of Maul Sam Witwer revealed a few broad clues about what we can expect from the show, including how Maul perceives the plan formulated by his former master, Darth Sidious.

“This is a guy who knew that the Empire was coming, and he was part of that,” Witwer said on The Sackhoff Show. “He was supposed to be part of the Clone Wars. He was supposed to work with his master, and they were going to bring about the destruction of the Republic and the destruction of his hated enemy, the Jedi Order. He was raised to hate them. He trained his whole life to destroy them. Well, now we have a show where, OK, all of that was done, but Maul, yeah, you killed a bunch of Jedi during the Clone Wars, but you did not work with Sidious. You didn’t know the whole plan. And in fact, you got so scared about his plan that you tried to stop it at the last second.”

“Now the Empire’s here, which Maul would have known that that was his master’s intent,” he continues. “But now that he’s seeing it, he’s like, ‘Is this what he had in mind? Because this isn’t what I thought it would be…’ Maul comes from a time of swords and sorcery and magic and knights and now all of that color is being sucked out of the universe by this mechanized empire. And Maul’s like, ‘Is this right? Is this the universe that we were trying to build?’”

That’s fascinating, is it not? Seeing the grand plans of Emperor Palpatine through the eyes of someone who worked with him before Darth Vader. Before Count Dooku. Before Grand Moff Tarkin or Grand Admiral Thrawn. Someone who was there at the beginning and is now confused about what he thought the plan was, and what it ended up being.

But, as Witwer explains, that’s kind of the aim of Maul: Shadow Lord.

“It truly is a show about bad guys versus worse guys,” he said. “And our bad guys are still bad guys. This isn’t going to be a show where you go, oh, you find out Maul is just a real teddy bear, man. He’s just misunderstood… But the idea is, in fact, that even though he’s a bad guy, is he as bad as Sidious or Vader? And the answer is actually no. From the Sith perspective, this guy has flaws. And these flaws are… the humanity that seeps in at various points. And some of this is humanity he did not have maybe early in Clone Wars. But because of things that happened to him, he’s rethought a lot of things.”

Rethinking things is part of what is making Maul: Shadow Lord work too. Witwer explained that, as he was working with Filoni on Clone Wars and Rebels, they’d come up with ideas for Maul that they loved, but couldn’t fit in the show. Now, all those ideas are coming back.

“There were ideas that I had back in Clone Wars that I would present to Dave, or even in Rebels,” Witwer said. “And I also know things that Dave wanted to do. And Dave would go, ‘We’re going to cut this part out of the script that I have that I like so much because this isn’t Maul’s show.’ Or I’d say, ‘Dave, what if this happens?’ And he goes, ‘It’s not Maul’s show. You can’t go into that little level of detail. We’re seeing this from Ezra’s perspective or Ahsoka’s perspective.’ And every time he said, ‘This isn’t Maul’s show,’ it never occurred to me that Maul could have a show. So I just took those ideas and I’m like, well, I guess we’ll never see that. And now he’s like, well, it’s Maul’s show.’”

You can watch the full clip below and keep an eye out for Maul: Shadow Lord in 2026.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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May 29, 2025 0 comments
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