Branching Path: Pragmata might just end up being worth the wait

Branching Path: Pragmata might just end up being worth the wait

During the PlayStation 5 reveal showcase, Capcom announced a brand-new IP in Pragmata. Ever since, that's more-or-less all we've known; a teaser trailer, and very little to go off of. We didn't know what the gameplay would be, what sort of game it is, nothing. During Summer Game Fest 2025, however, everything has changed. Pragmata releases in 2026, and we had the chance to go hands-on with the game. While we're not quite sure if it's an RPG - there's hints to RPG elements that might fit within our wheelhouse, though Capcom isn't willing to clarify things just yet - it's already looking like there's moon than enough reason for Pragmata to be worth your time.

On the surface, Pragmata may look like a typical 3rd-person shooter. However, there's a twist - enemies will be heavily resistant to damage by default, requiring you to make use of Diana's ability to hack machines. While aiming with L2, players can use the face buttons to guide a cursor through a hacking minigame puzzle while still maintaining full control of your character. The goal is to reach the green icon on the grid - avoiding blockages and highlighting buffs along the way. The more blue icons you connect before completing a hack extends the duration an enemy will be vulnerable; players can pick up consumable icons that offer additional effects when connected during a hack. For example, a debuff that will lower an enemy's defense even further when connected during a hack. 

Shockingly, the hacking minigame works incredibly well during the heat of combat. While it's undoubtedly helpful to make use of additional debuffs, the fact that players have to actively work towards or around them in order to decide when these consumables are best used adds an additional wrinkle to the gameplay. While protagonist Hugh has access to a weak pistol that recharges its ammo by default, you can also pick up alternative firearms through the course of a level. Shotguns deal significantly more damage with each shot, but necessitate Hugh be up close and personal - and require a lengthy reload period. Other weapons aren't just meant for damage directly, either - a Stasis Nest will leave a lingering AOE that will stun any enemy within it, making revealing their weaknesses with a hack that much less stressful.

In-between combat engagements, Diana's abilities are also used for puzzle solving. Disabling and activating machines when necessary; moving or raising platforms. These minigames don't always play out the same way, either. Sometimes you simply need to press each face button a specific number of times to complete a circuit. Others you'll be faced with pressing a specific combination of face buttons in order. While it will remain to be seen how engaging those will feel several hours into the game, at least for now it strikes a good balance of maintaining your attention while not slowing the game down to a crawl whenever an object requires an interaction. What helps matters is that not every object in the game requires this additional input.

Periodically as rewards from chests and dropped from enemies we received a sort of currency; a voice line from Diana mentioned that we should be able to upgrade our equipment, though we were unable to find a way to do so during the demo session. When pressed, Capcom relayed that they weren't quite ready to detail the game's longer-term progression systems. At a glance Pragmata seems quite similar to Resident Evil in how it wants players to consider the consumables at their disposal - yet at the same time, I'd really love if there were enough RPG elements that could warrant another look from us. 

Capcom has something special on their hands with Pragmata, and it's clear the team knows it. Our demo ended right as we encounter a boss fight; which certainly explained the snickering I heard when I found myself in the clear boss arena and proceeded to swap out my expended weapons for fresh ones on the floor before activating the cutscene. Hopefully we'll have more to share about the game in the months ahead.