Pragmata is one of Capcom’s long-awaited sci-fi action-adventure games, which had its first trailer released back in 2020. Set in a dystopian future on a desolate Earth and beyond, the game follows a space-suited protagonist, Hugh, and a mysterious young girl named Diana, as they navigate surreal, gravity-defying environments.
We had the honour of speaking with the creative minds behind Pragmata — producers Edso Edwin and Naoto Oyama, along with director Yonghee Cho, to learn more about the inspiration, challenges, and vision driving Capcom’s upcoming sci-fi adventure.
Disclaimer: These sentences have been paraphrased for ease of reading.
1. Pragmata was been announced more than half a decade ago, and has gone through a couple of release delays. Was there ever any talk about scrapping the project? Did the extra time allow for additional content and mechanics that weren’t initially planned?
Since the early concept trailer that came out in 2020, the team has been working hard to create the game we wanted to have achieved. So since the delay, even back then, we worked hard to create the game system we want to have, to create a game that is actually fun for everyone.
Rather than add new things to it, we’ve been focusing on the base concept and working on how to make that work as a full game.
2. Considering the rapid advancements of AI in real life, did that influence any story themes or design choices in production?
In terms of design, the game wasn’t influenced by the current rise of AI as the theme was decided long before 2020. Back then, AI wasn’t as prominent, but we thought it would make an interesting focus for the story.
As development progressed, real-world AI technology advanced rapidly, which felt almost prophetic. While these changes didn’t alter the core of Pragmata, they did subtly influence some aspects of the game. Since it’s set in the near future, it’s fascinating to see reality catching up with our vision.
3. Pragmata looks like such a unique game. Do you have a message to gamers on how they should approach Pragmata and what to expect?
The base concept began with the idea of creating a sci-fi action game, but we didn’t want it to be just another shooter game. Instead, we aimed to blend science fiction with an emotional, human story that is set in a cold, artificial world where robots and sterile facilities define the environment.
Our goal was to bring the feeling of heartfelt warmth through the bond between Hugh and Diana. Their friendship becomes the emotional core of Pragmata, standing out against the desolate, lonely backdrop of space and the moon. As players follow their journey, they’ll experience how their connection brings life and hope to an otherwise lifeless world.
4. Assuming that there will be difficulty options for Pramata in the full release, do you think the Diana puzzle box will also get more complicated the higher the difficulty option is?
In Pragmata, the hacking mechanic varies based on enemy strength — weaker enemies use a 3×3 grid, while stronger ones use a 5×5 grid. This adds strategic depth and visual variety to each encounter. As players progress, they’ll face a wider range of enemies and gain new abilities, allowing for more flexible and engaging gameplay.
The difficulty gradually increases throughout the story, but so does the player’s power, ensuring the experience stays balanced and fun from start to finish. The demo version was designed to introduce the core hacking and action systems at a slower pace, but the full game will feature faster, more challenging sequences to keep players hooked until the end.
5. How did the development team come up with the idea for the demo?
Since we’ve been developing Pragmata for quite some time, the team has naturally become very skilled at the game, which sometimes challenges us to make the game harder without us realising it. To keep the balance, we regularly approach new testers who have yet to experience the game before to get fresh feedback. This helps us fine-tune the difficulty so both newcomers and experienced players can enjoy the game.
6. Since the game is as huge and dynamic as the two main protagonists, have you considered making it a two-player game?
We’ve considered a few ideas, but the core concept of Pragmata is that one player controls two characters simultaneously — that’s what makes it unique. The entire system, including hacking and combat, was designed around a single-player experience. Splitting control between two players would reduce the gameplay depth and break that design balance. So, we’ve focused on perfecting the one-player, two-character mechanic to deliver the most engaging experience possible.
7. How many trials have you had in terms of gameplay, considering the balance between action and hacking at the same time, before you were able to create the current form of Pragmata?
The game went through many iterations. Originally, Diana handled hacking while Hugh focused on action, with players controlling both simultaneously. Early on, hacking wasn’t even a puzzle element, so we had to experiment with various ways to integrate it smoothly into the gameplay.
We’d like to once again thank the Pragmata team for sharing their thoughts with us! Check out more about the game and its latest updates via the official Capcom website.
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