Pragmata turned out to be quite the surprise. It's the first new IP Capcom has made in over a decade and despite Lost Planet being dead and Vanquish never getting a sequel, it manages to carry the torch those game did. There are major issues with it but when it comes to moment to moment gameplay it still manages to still feel fun even if it is easy to be an autopilot for much of the game after a point.
The story is a fine popcorn narrative. The interaction between Hugh and Diana do carry much of it. Seeing the latter's interest in humanity and how she wants to see the earth for herself. It sort of brings back a childlike wonder for things I used to have. Hugh in some ways representing the jaded adult I am now. I did always try to make small talk with Diana inbetween missions on the Shelter since her childlike wonder and curosity I found to be geniunely endearing.
Villains like Eight do an okay job at fuffling the role of the villain even if she can feel underdeveloped and never does much of anything interesting throughout the story.
My big gripes with the story is that Hugh can feel like there's pieces missing regarding his character. He worked with his crew at the start of the game for seemingly a while and yet he seems indifferent towards them when they die. This could be explained in a note but I argue a cutscene or even some line of dialogue should explain this.
Also I got no idea where in his characterization why he didn't just tell Diana that he was dying. Once again, it feels like there's pieces missing. Something to give me an idea on why he would keep it a secret. Maybe not wanting to worry her so she can focus on the mission? Maybe out of stocism to not show weakness? To be a stronger makeshift parental figure to Diana? It's all hard to tell within the way it's presented in the game.
Despite the premise, it's still ultimately a popcorn movie at the end of the day. Many of Capcom's game try to be this and this is one of their better efforts. It's still nothing amazing.
The combat is very interesting and it worked a lot better than I thought it would've when viewing it on paper. If you think "AAA gaming" these past years are lacking innovating ideas then give this title a look.
Enemies can't be damaged or even stunned unless you do a hacking minigame for the weakspots to be revealed. You aim your gun and the there is a screen right next to it where you do a puzzle with the face buttons. There is some depth to this system where you can find different nodes that stack damage effects upon a mini game completion. These might take longer and it's worth asking, "do I finish the mini game quick or hit different nodes to stack up the damage effects?"
There's different gimmicks thrown in like enemies having shields in the hacking mini game so you have to shoot them to make it easier. Nodes that can interrupt the hacking process or damage her or nodes that have to be avoided in order for the hack to continue. You can also equip different damage buffs in the Shelter too.
You have carry up to 4 weapons early game but then 6 later on. Some weapons can be charged like the Rail Gun. There area of effect like the grenade launcher. Devastating upclose weapons like the shotgun. Weapons that can also do accumulated heat damage like the assault rifle.
The way I'm describing this combat system makes it really sound like it could be one of the all time greats and well it's just missing one thing: difficulty that really brings out the heavy decision making. No, I'm not asking games to be extremely hard but Pragmata can have too many get out of jail free cards.
One of them being the defensive weapons. You in a tough spot? Use a decoy or later a shield and enemies won't really be able to gang up on you nearly as much. These weapons also have ammo replenish for them constantly.
Wait?! Are you in even more of one? Here's an overdrive like rage mode ability that freezes enemies and boost damage output.
Due to this, it can feel like much of the difficulty through much of the campaign can feel like you are going on autopilot. Get the slo mo dodge and it adds to that even more. It becomes a game of build heat with assault rifle, do mini game, then damage upclose. The enemy count, the enemy variety and the enemy behavior never really pushes you into getting out of this autopilot trance.
It might be a little hard early game due to the lack of upgrades and getting used to combat but then it turns into the autopilot state I described.
Bosses are also pretty easy too. I hadn't played the game in days on the 2nd boss and I beat it in my first try. The rest of the bosses is a game of effiectively remembering major damage dealing moves then using defense weapons and overdrive.
The final boss was the hardest part due to her extremely annoying chained tentacle swipes. It was a surprising jump in difficulty compared to the rest of the game.
Overall, Pragmata is solid but the combat has potential to be more
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