When I first played Pragmata at Summer Game Fest in June, I certainly came away intrigued, but I didn’t really know what to think on the whole. Of course, any new IP from Capcom automatically warrants attention, and in this case, it’s a long-gestating sci-fi title centred around unique hacking-based third-person shooter gameplay.
But I wanted to see more, especially since the demo ended right before a big boss fight. Now, after getting to play an extended version of that same demo at Gamescom last week that included that boss fight, I’m much more bullish on Pragmata.
In case you haven’t seen much of it over the past few years, Pragmata follows spacefarer Hugh and his little android companion Diana as they fight to escape a lunar research station and return to Earth. It’s a fun premise that paves the way both for a striking Death Stranding-style sci-fi aesthetic and, potentially, a charming core relationship. With respect to the latter, it was sweet to see Hugh try to teach Diana about human things like high fives, and hopefully, that dynamic blossoms into something more meaty and emotional.
But for now, though, I just appreciate how well they work together in actual gameplay. As Hugh trudges around in his spacesuit, he’ll encounter various robots that have been taken over by a rogue AI. To fight them, he’ll need to use different weapons that fire special kinds of rounds. The problem, however, is that his firearms don’t do a whole lot of damage to the plated machines.
That’s where Diana comes in. Using her techno abilities, she can tap into the robots’ neural network and prompt a hacking minigame in which you navigate a line through a grid Snake-style to reach a target tile, avoiding obstacles on the way. The genius of this system, though, is that the game doesn’t pause during it, so you still have to maneuver Hugh in real-time to avoid incoming damage by running, jumping and jetpack-thrusting your way to safety. Once you successfully hack the robot, it’ll fall into an “Open” state in which it becomes stunned and vulnerable to significantly more damage. This creates a uniquely engaging rhythm that I’ve rarely seen in an action-focused game, as you have to juggle the puzzle-like hacking with traversal and shooting.

Combat becomes even more exciting through the addition of limited-use weapons to complement Hugh’s basic gun, which has unlimited ammo but recharges over time. This includes a powerful shotgun and a stasis rifle that entraps enemies for short periods. On top of this, you can pick up one-time use power-ups that add buffs in the hacking minigame, encouraging you to make a detour on the grid to scoop them up before reaching the destination tile.
In this way, there’s a bit of a satisfying, almost Resident Evil-like risk-reward element here, as you have to manage your limited resources on the fly. The stasis field might be handy for crowd control against a few grunts, but it could also help you against more powerful foes, like an upcoming boss. On the flip side, saving the stasis for a well-timed shot when an enemy is successfully hacked can actually briefly extend its period of vulnerability. Similarly, do you risk pursuing all of the buffs in one go, knowing that it will take longer to do so and thus require you to be agile for longer periods? And finally, when should you use Diana’s slowly charging super move, Overdrive Protocol, which automatically stuns all enemies and leaves them vulnerable?
Naturally, these strategic contemplations only become more important when you face off against a boss. In my demo, it was the “SectorGuard,” which is basically just a tank with legs that admittedly felt a little generic from a visual design standpoint. But the mechanics with which you engage it are where it comes alive. In this case, there were vulnerable spots on his back that would only open once he’s hacked. But of course, this being a boss meant that he had a bigger and deadlier arsenal than the regular bots, including missiles and thruster-powered body slams.

Dodging all of his attacks proved to be a welcome challenge, especially considering your hacking minigame resets if you take damage. It’s the perfect way to balance your abilities by creating a sense of risk while also still keeping the core hacking simple enough to do while simultaneously controlling your character. Indeed, that’s probably the most impressive thing about the whole demo: it just feels responsive. I never felt overwhelmed as if the game was asking too much of me at once; it felt like a manageable, satisfying level of difficulty.
I’m glad Capcom finally included the SectorGuard encounter in the latest demo because with it, the whole combat system really clicks into place. I had been wondering how it would hold up beyond fights with a few grunts, and so far, I love what I’m seeing with how a boss can take it all several steps further. I still have questions about the broader story, given that we’ve seen so little of it, but assuming that Capcom hones in on that promising Hugh and Diana dynamic while offering more well-designed guns, power-ups and bosses, Pragmata could be a real winner.
Pragmata launches on PS5, Xbox Series X/S and PC sometime in 2026.
For more on Capcom at Gamescom, check out my hands-on previews of Resident Evil: Requiem and Onimusha: Way of the Sword.
Image credit: Capcom
MobileSyrup may earn a commission from purchases made via our links, which helps fund the journalism we provide free on our website. These links do not influence our editorial content. Support us here.
