Review

Rage Against the Machine: Pragmata is a hit

Rainer Etzweiler
13.4.2026
Translation: Patrik Stainbrook

After several delays, Capcom’s new sci-fi IP has finally made moonfall – and what an arrival! A sophisticated combat system, a likeable duo, all tied together by the RE Engine performing at its usual high standard.

What are they putting in the water at Capcom? They have to be doing something weird. How else do you explain the consistency the Japanese developer has maintained, dropping high-quality games for over a decade? Need a little reminder?

  • 2017: Resident Evil 7 Biohazard
  • 2018: Monster Hunter World
  • 2019: Resident Evil 2 Remake
  • 2020: Resident Evil 3 Remake
  • 2021: Monster Hunter Rise
  • 2021: Resident Evil Village
  • 2023: Resident Evil 4 Remake
  • 2023: Street Fighter 6
  • 2024: Dragon’s Dogma 2
  • 2025: Monster Hunter Wilds
  • 2026: Resident Evil Requiem

Every title on this list is a banger, even if some «Resi» fans only grudgingly grant that distinction to the 2020 remake. Fair enough, but the fact remains: Capcom delivers both quality and quantity. And with Pragmata, a new title is joining this distinguished lineup. The sci-fi game’s a bona fide hit – with a few minor flaws but a great combat system.

Early stumbles

Pragmata is announced in the summer of 2020, with an optimistic release date set for autumn 2022. The trailer looks great, but it doesn’t give much insight into the game. There are also some striking similarities to Death Stranding: a dude in baggy clothes, a mysterious atmosphere and a sidekick who’s up way past their bedtime. Still, people look forward to the game. A new IP from a AAA studio is always a big deal, and curiosity is the first step toward hype.

Still, fans had to be patient a little while longer. In 2022, the release is pushed back to the following year – with no specific date set. First to the end of 2023. Then nothing. Eventually, someone at Capcom just says, «Screw it!» – or something similar in Japanese – and announces a new release date: April 2026. And that’s final.

Houston, we have a problem

Sometime in the future, a space shuttle docks at a Moon base. There are four technicians on board, tasked with investigating why all contact with the research facility has been lost. You play one of them, Hugh Williams. And he’s about to have a terrible day at work.

Friend or foe?
Friend or foe?
Source: Capcom

But for now, the four men are still in good spirits and joking among themselves. For a moment, I worry that the Marvelisation of dialogue made its way to Capcom as well. The relaxed atmosphere, however, is short-lived. A lunar quake rocks the station and leaves only one survivor from the rescue team.

First contact

A short while later, Hugh regains consciousness deep inside the facility. There, he encounters Diana, an android girl. Diana’s story makes up part of the plot of Pragmata. And unfortunately, it’s turned out rather formulaic, involving misguided scientists, an overzealous AI and a whole host of aggressive robo-creatures out to get our duo. The story is told through a few short cutscenes and spread across log entries, holograms and e-mail exchanges.

PSPSPSPSPSPS!
PSPSPSPSPSPS!
Source: Capcom

The plot’s as predictable as a Scooby-Doo episode. Anyone who doesn’t have at least a clue where the story’s headed after two hours was probably just as surprised when the ship sank in Titanic.

Hugh’s likeable, and I’m touched to see how Diana grows on him. Their conversations often made me go, «Aww!», like when Hugh tries to explain the concept of adoption to his protégé or when the fidgety girl impatiently waits for a high-five after they’ve teamed up to take down a robot straight out of Attack on Titan.

Pragmata isn’t a horror game, but this thing is CREEPY.
Pragmata isn’t a horror game, but this thing is CREEPY.
Source: Capcom

But: Hugh and Diana aren’t Joel and Ellie. Memorable moments are few and far between, and rarely carry enough emotional weight to support the story.

Moon Metroidvania

After the initial chaos, Hugh and Diana decide to leave the Moon base. To do this, they have to traverse various sections of the facility. Initially, this follows a strictly linear path. However, attentive players will likely notice right away that the levels are packed with items and collectibles that appear out of reach.

You can’t collect everything you see on your first try, but coming back later is worth it.
You can’t collect everything you see on your first try, but coming back later is worth it.
Source: Capcom

As the adventure unfolds, Hugh and Diana unlock new skills that expand their range of abilities. What at first seems like an insurmountable barrier eventually turns out to be an invitation to return. Pragmata rewards consistent memorisation.

A useful tool in your quest for collectibles: your Shelter. From there, a gondola system connects various areas of the base, making travel back and forth a piece of cake. Still, Pragmata isn’t a full-fledged Metroidvania. Choosing to complete levels now or later is up to you. You can head straight to the final boss without looking back, but you’ll miss out on story beats and valuable upgrades that make your daily life in space easier.

Teamwork

Pragmata features a sophisticated dual-control system in which you control both Hugh and Diana at the same time. Hugh takes on enemies face-to-face with a wide range of weapons at his disposal. On the one hand, there’s your standard shooter fare like pistols, shotguns, and grenade launchers; on the other, you also get futuristic weapons like lasers and homing missiles. The kit is rounded out by a few defensive tools that can paralyse or distract enemies.

A fitting weapon for every foe.
A fitting weapon for every foe.
Source: Capcom

By himself, however, Hugh would struggle: the bots are barricaded behind armour that first has to be hacked. Diana takes over from the piggyback position.

Her hacking itself happens on a grid that must be navigated in real time. Its layout varies depending on your enemy: a simple square for easy foes, a winding maze for tough enemies and bosses. So-called hacking nodes add an additional strategic layer. These blue and yellow tiles either boost your attack or cause the robots to overheat.

You choose which path you take through the grid. Do you head straight for the target zone to minimise the time you’re vulnerable, or do you capture as many hacking nodes as possible to set up the best possible attack? The risk-reward system leaves this decision up to you.

Hacking starts out as a simple minigame, but quickly turns into a challenging multitasking test as projectiles fly at you – and the space to dodge is often limited.

Break room

You also have to rely on limited ammunition. Only the pistol (and later the machine gun) has a regenerating magazine. All the other guns run out after a few shots. However, resource management isn’t really necessary: supplies are scattered throughout levels, and every checkpoint you reach gives you access to your Shelter. There, you can restock to your heart’s content.

The Shelter is more than just an ammunition depot and a central hub for backtracking too. You can also level up Hugh’s arsenal and unlock new abilities. If you so wish, you can extend the time window for hacks and increase your weapon damage.

What’ll it be: better defence or more punch?
What’ll it be: better defence or more punch?
Source: Capcom

Later on, a training simulator is added. It includes over 20 challenges that require you to have mastered your moveset and know the weaknesses of all your enemies inside out. If you play your cards right, you’ll be rewarded with upgrade materials and costumes.

Finally, you’ll also find your collected items here. First among them: the so-called REM modules, which display a nostalgic hologram of Earth. Diana loves every single one of them and regularly rewards you with drawings for your efforts. Her artwork should fit perfectly on my fridge door gallery. From an art critic’s perspective, that’s not a compliment for Diana. Or for the children who usually gift me drawings, really.

You’re… you’re missing a head there, Diana.
You’re… you’re missing a head there, Diana.
Source: Capcom

Beautiful views

Still, Diana’s artistic talent pales in comparison to what Capcom manages to pull off on-screen. The RE Engine flexes its muscles once more, with some stunning set pieces that are more varied than the trailers suggest.

Barren lunar landscape? Yeah right.
Barren lunar landscape? Yeah right.
Source: Capcom

You don’t really see Hugh much, since he stays in his suit the entire game and rarely shows his face. Diana, on the other hand, is beautifully animated. Mind you, she didn’t just visit the Uncanny Valley – she set up camp there. This was likely a deliberate decision on the part of the developers.

A journey into the past

Pragmata is a video game. Admittedly, this might sound like an obvious realisation, but let me explain. Aside from its sophisticated combat system, Capcom’s new IP is a charmingly old-fashioned game. You play an astronaut and fight robots as you collect shiny stuff, all while being treated to a slightly silly story. This really is «Video game: The Game»™.

On the run.
On the run.
Source: Capcom

In that way, the sci-fi shooter reminds me of a bygone era that shaped game design in the early 2000s. Games like the first Killzone, Black, or – deep cut alert – Binary Domain. I don’t want to romanticise the past, but this kind of simplicity in a AAA title is refreshing. Pragmata knows exactly what it wants to be and consistently sticks to that vision.

It doesn’t bother me much that the story isn’t very deep or that the Metroidvania elements suggest more complexity than there actually is. In the end, Pragmata’s simply a video game. A really good one.

Pragmata’s available for PS5, Xbox Series X/S, Switch 2 and PC. I tested the PS5 version provided to me by Capcom.

In a nutshell

Mission accomplished

Shortly after hacking my first robot, I briefly wondered whether the concept would really keep me interested all the way through. Happily, the game quickly dispels that uncertainty. Pragmata strikes a balance between accessibility and challenge without ever losing its footing. The combat system evolves alongside you, battles stay fresh right to the end and the Shelter ensures making progress never feels like a chore. Yet even though Hugh and Diana’s relationship grows throughout, I couldn’t care less about the flimsy plot. Regardless, Capcom’s moon landing is a success.

Pro

  • Fabulous dual combat system
  • Beautiful setting
  • Exploring pays off
  • Cool boss battles…

Contra

  • … there just aren’t enough of them
  • Forgettable soundtrack
  • Predictable story
  • Action can become chaotic at times

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In the early 90s, my older brother gave me his NES with The Legend of Zelda on it. It was the start of an obsession that continues to this day.


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