PRAGMATA: Aiming for the Best of Both Worlds with 'Puzzle and Shooting'

Pragmata image

PRAGMATA

🏢 DeveloperCapcom
🏢 PublisherCapcom
📱 PlatformPC, PS, Xbox
🎮 GameplayPS5
📅 Release DateApril 24, 2026
🔧 Keywords#Shooting #Puzzle #SF

On April 24, Capcom will launch its new IP, 'PRAGMATA.' The game previously generated buzz among gamers through two witty announcement trailers featuring 'Diana.' The subsequently released 'Sketchbook Demo' topped download charts across platforms, contributing to the game reaching 1 million wishlists.

What is the vision behind 'Pragmata,' a title that highlights a 'combination of puzzle and shooting' as its core gameplay? Ahead of the game's release, Capcom hosted an event featuring key developers—Director Cho Yong-hee and Producer Naoto Oyama—along with a special guest, providing an opportunity to learn more about the project.

'PRAGMATA': A look at the game, including a demo by actor Shim Hyung-tak

Producer Oyama explained that the story of 'Pragmata' revolves around a dream material found on the lunar surface called 'Luna Filament.' Luna Filament is a substance capable of replicating the form and function of objects, much like 3D printing.

Director Cho added, "The protagonist, Hugh Williams, is dispatched to the moon to investigate an accident. Along the way, he becomes separated from his investigation team and encounters 'Diana,' an android girl made of Luna Filament. Diana’s strengths are her curiosity and high intelligence, and she develops a synergy with Hugh, who uses his experience to teach and guide her."

Director Cho also noted, "The pace accelerates as the game progresses. As Hugh grows and players become more accustomed to the mechanics, they will find the experience increasingly engaging."

▲ From left: Actor Shim Hyung-tak, Director Cho Yong-hee, Producer Naoto Oyama

The 'special guest' was actor Shim Hyung-tak, well-known as an avid gamer, who took time to demo Pragmata. After playing, Shim shared his thoughts: "I believe the essence of a game is fun, and this is quite fun. The graphics and the tactile feel are excellent, and I hope Pragmata becomes a long-running series like Monster Hunter."

Q&A

▲ From left: Director Cho Yong-hee, Producer Naoto Oyama

These days, I believe that with the growth of YouTube and streaming platforms, the 'fun of watching' is just as important as the 'fun of playing.' Could you share any thoughts you've had regarding the 'fun of watching'.

Director Jo Yong-hee= That is something we have thought about a great deal. We considered whether a game that feels great and is fun to play would also be entertaining for viewers. Since 'Pragmata' features a variety of firearms and hacking skills, it allows for diverse gameplay strategies. We believe this will provide a unique experience for every player, which should, to some extent, satisfy the 'fun of watching.'

The combination of 'shooting' and 'puzzles' is fresh. What was the inspiration behind this, and as a director, how do you address concerns that it might feel fresh at first but become fatiguing later on.

Director Cho= It is the result of our development team constantly striving to create a game that is neither boring nor lacking in satisfying gameplay. Regarding concerns about the latter half, I can say here that our internal QA team has concluded that 'the second half is not boring.' (Laughs)

Given the many attempts in the SF genre, I imagine there was some pressure regarding the concept.

Director Cho= Rather than pressure, we wanted to use the SF genre as a 'background' or 'blueprint' so that players wouldn't find it too daunting. The core of the story is the connection between 'Hugh' and 'Diana.'

Producer Naoto Oyama: As you mentioned, there are many SF works, some of which are very deep. However, if we use overly complex themes, the message might not reach the players effectively, so we were careful to keep that in mind during development.

▲ The game is balanced so that 'shooting' and 'puzzles' do not become fatiguing even in the later stages.
▲ The connection between 'Hugh' and 'Diana' is central to the work

It would be great if you could mention any works that inspired the development of 'Pragmata.'

Jo Yong-hee: I think that as I consume and experience various works, some of those influences naturally find their way into my development process. Personally, I am a fan of the Tom Cruise film 'Oblivion' and the anime 'Battle Angel Alita' (Gunnm).

You received a lot of feedback after the 'Sketchbook Demo.' Is there anything that left a lasting impression.

Director Cho= We received so much feedback. As this is my debut as a general director and not a massive project, I am very grateful for this level of interest. I personally appreciated the praise for the gameplay and the anticipation for the full game.

Naoto Oyama= The download numbers exceeded the team's expectations, and the feedback has been positive. However, some people were concerned about the same thing you asked earlier: 'Will the full game be fun until the end?' I would like to ask them to trust us, as we are prioritizing 'quality' and 'fun' above all else.

During the demo, it was mentioned that there are areas you can revisit as 'Hugh' and 'Diana' grow. Is revisiting specific zones mandatory?

Director Cho= It is not mandatory. If you enjoy collecting or want to upgrade everything, you can obtain useful items by revisiting areas.

Naoto Oyama= Sometimes, good or rare items are placed in areas that are difficult to reach early in the game.

▲ As 'Hugh' and 'Diana' become more powerful, they can reach various locations.

What do you consider the most fun aspect of the combat.

Naoto Oyama= The 'dopamine' rush when facing multiple enemies at once is significant. I think players will find fun in making split-second decisions on which enemies to neutralize with hacking and which to engage with weapons.

What is the expected playtime until the ending, and are there any elements for a second playthrough.

Naoto Oyama= Director Cho has a background in the art department for Resident Evil 3, and our team is composed of people who developed Resident Evil. Therefore, we designed the playtime with the Resident Evil remake series as a benchmark. You can expect about 10 to 15 hours. We have also prepared plenty of content for a second playthrough, though I ask for your understanding that I cannot reveal details at this time.

In closing, Director Cho said, "I will continue to work hard so that Capcom can release more titles with Korean dubbing. I hope you look forward to it, and I will keep doing my best," concluding the showcase.

▲ 'PRAGMATA' will be released on April 24.
This article was originally written in Korean and translated with the help of NC AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom. [Read Original]

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