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[STEAM] "There are only so many buttons on a controller": How Pragmata overcame huge design challenges to deliver a "memorable and satisfying" action game


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2026 has been a busy year for Capcom. Launching hot on the heels of
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came Pragmata, a third-person "dad-and-daughter" shooter set in a lunar facility overrun by a rogue AI. Themes of duality run through the whole game, a series of pushes and pulls that somehow balance one another out – humanity versus machine, shooting versus hacking, and two little android girls created with a very specific purpose in mind.

The response from the community has been
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. To learn more about Capcom's reaction to all the buzz, I managed to get some questions across to producer Naoto Oyama to fill in the gaps following our
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.

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(Image credit: Capcom)
A lot of reviews have compared Pragmata to an Xbox 360-era title as a compliment [a [
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]sentiment echoed by director Yonghee Cho[/url]]. Why do you think that is? What's your response to that?
Naoto: We take this as a compliment! We know many players from the Xbox 360 and PS3 console era resonate with compact action games which contain engaging gameplay mechanics. Each sector in Pragmata is designed to introduce new additions (weapons, hacking nodes) which layer themselves on previous mechanics, and this sort of design is something players from that era associate with the game.

As with other titles from that era, rather than opting for a dense open-world, each sector is a bespoke and tightly designed zone where combat encounters steadily introduce new mechanics that test the player and diversify their tactical loadouts.

Q: Do you see Pragmata as the potential start to a new series?
Naoto: We're very grateful for the positive reception from Pragmata and the responses we've seen from players. While we can't talk about future plans, the game has only just been released and we're going to work to get even more players to join Hugh and Diana on their journey.

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