Pragmata feels like a throwback action game only Capcom could make
Deservedly, Capcom has a lot of trust in the bank right now with its decade-long run of action hits. It’s also producing games at a prolific pace, at a time when every other major games publisher feels like it’s on fire at the side of the road. That’s what makes original IP Pragmata such an intriguing prospect. Everything we’ve played so far feels distinctly throwback, in a way that most other developers would attract scrutiny. But that’s OK: The idea of a simpler, linear third-person shooter, with a sprinkling of Sad Dad narrative, feels pretty compelling amid today’s abundance of online shooters and RPGs, especially with the Devil May Cry house at the controls. Anyone who’s played the public demo will know that Pragmata’s sci-fi shooting mechanics – other than the one key puzzle-hacking twist – are comfortably familiar, and you can basically see how the game will play out structurally from the outset. Protagonist Hugh and his android companion Diana move from action set-piece to key-and-lock puzzle, occasionally returning to a hub to upgrade their weapons and gear, before being rewarded with a big boss and it’s yard-long energy bar. Read More...
Deservedly, Capcom has a lot of trust in the bank right now with its decade-long run of action hits. It’s also producing games at a prolific pace, at a time when every other major games publisher feels like it’s on fire at the side of the road.That’s what makes original IP Pragmata such an intriguing prospect. Everything we’ve played so far feels distinctly throwback, in a way that most other developers would attract scrutiny. But that’s OK: The idea of a simpler, linear third-person shooter, with a sprinkling of Sad Dad narrative, feels pretty compelling amid today’s abundance of online shooters and RPGs, especially with the Devil May Cry house at the controls.
Anyone who’s played the public demo will know that Pragmata’s sci-fi shooting mechanics – other than the one key puzzle-hacking twist – are comfortably familiar, and you can basically see how the game will play out structurally from the outset. Protagonist Hugh and his android companion Diana move from action set-piece to key-and-lock puzzle, occasionally returning to a hub to upgrade their weapons and gear, before being rewarded with a big boss and it’s yard-long energy bar.
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