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"Plagrama" Hands-On Impressions & Joint Interview: New Features Revealed, Including Base Upgrades and Gifts for Diana [TGS2025]

Note: the original Japanese article can be found at:
https://www.4gamer.net/games/512/G051239/20250927051/

Writer: Sen'ichi Yagimoto | 2025/09/27 15:00 (UTC)

The new Capcom action game “Pragmata,” scheduled for release in 2026 (available on PC / PS5 / Xbox Series X|S), has provided an exclusive hands-on opportunity and joint interview. This experience revealed fresh aspects of the game, including base upgrades and interactions with Diana—features not available in earlier versions.

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The setting of “Pragmata” is a lunar facility mining a new material called “Lunafilament,” capable of copying the shape and properties of objects. The protagonist, Hugh Williams, was part of an investigative team sent to a facility that had lost contact—only to be struck by a moonquake and left severely injured.

It was Diana, his android partner, who rescued Hugh. Together, they form a duo dedicated to exploring the lunar facility.

The photo shown is in English, but at the event, players could experience both Japanese text and Japanese voice acting versions. Thumbnail image No.003: “Pragmata” Hands-On Impressions & Joint Interview. New elements like base enhancements and gifts for Diana unveiled [TGS2025] Thumbnail image No.004: “Pragmata” Hands-On Impressions & Joint Interview. New elements like base enhancements and gifts for Diana unveiled [TGS2025]

This playable version is more advanced than the one showcased at Tokyo Game Show 2025, with a higher difficulty level closer to what players can expect at launch.

The standout features are the base known as “Shelter” and interactions with Diana. Players collected resources by defeating bots, upgraded equipment and produced weapons, then ventured across the facility—pausing periodically to talk with Diana or give her gifts—an experience that mirrors the full gameplay loop of the final product.

Thumbnail image No.005: “Pragmata” Hands-On Impressions & Joint Interview. New elements like base enhancements and gifts for Diana unveiled [TGS2025]

The combat system remains consistent with previous descriptions. When Hugh aims a weapon and targets bots within his field of view, Diana can hack them. On the “Hacking Matrix,” players move a cursor using directional inputs similar to a cross-key, connecting commands and “Execution Nodes” through continuous-line puzzles. This enables damage or debuffing of enemy bots.

Diana weakens enemies while Hugh finishes them off with gunfire—a battle system embodying the core theme: teamwork between two partners.

Thumbnail image No.006: “Pragmata” Hands-On Impressions & Joint Interview. New elements like base enhancements and gifts for Diana unveiled [TGS2025] Thumbnail image No.007: “Pragmata” Hands-On Impressions & Joint Interview. New elements like base enhancements and gifts for Diana unveiled [TGS2025]

Thumbnail image No.008: “Pragmata” Hands-On Impressions & Joint Interview. New elements like base enhancements and gifts for Diana unveiled [TGS2025] Thumbnail image No.009: “Pragmata” Hands-On Impressions & Joint Interview. New elements like base enhancements and gifts for Diana unveiled [TGS2025]

This version is more difficult than previous ones, making combat even more intense. Tactics like shooting at the legs of humanoid bots to immobilize them, using close-range “Shockwave Gun” attacks effectively, or freezing movement with the “Stasis Net” have become increasingly crucial.

Thumbnail image No.010: “Pragmata” Hands-On Impressions & Joint Interview. New elements like base enhancements and gifts for Diana unveiled [TGS2025] Thumbnail image No.011: “Pragmata” Hands-On Impressions & Joint Interview. New elements like base enhancements and gifts for Diana unveiled [TGS2025]

Other firearms beyond the basic “Grip Gun” are disposable. In earlier versions, players could only collect items like the Shockwave Gun or Stasis Net from the map—but in the final version, these can also be produced at Shelter.

Once a weapon is collected, its blueprint is registered on Shelter’s terminal. Using Lunafilament gathered from defeating bots and boxes around the facility, new weapons can then be manufactured. Additionally, individual weapon performance can be upgraded separately from production.

Preparing powerful weapons in advance when facing tough enemies could greatly improve battle chances. Also worth noting: returning to Shelter revives defeated bots on the map, so players won’t run out of ammo or materials.

Thumbnail image No.012: “Pragmata” Hands-On Impressions & Joint Interview. New elements like base enhancements and gifts for Diana unveiled [TGS2025] Thumbnail image No.013: “Pragmata” Hands-On Impressions & Joint Interview. New elements like base enhancements and gifts for Diana unveiled [TGS2025]

Scattered across the map are “Upgrade Components,” rare materials that enhance Hugh’s suit, Grip Gun, or Diana’s hacking ability. These often hide in high-risk areas or off-path locations—adding significant motivation to explore.

Hugh’s suit boosts maximum HP and defense; the Grip Gun increases damage and recoil resistance; Diana’s hacking improves armor breach duration and inflicted damage. Choosing which upgrades to prioritize is part of the fun.

Thumbnail image No.014: “Pragmata” Hands-On Impressions & Joint Interview. New elements like base enhancements and gifts for Diana unveiled [TGS2025]

One standout feature of this hands-on session was the communication with Diana. Beyond simple conversation at Shelter, she reacts dynamically to events—like mentioning a defeated bot in a specific encounter or giving advice based on recent battles.

For instance, after being attacked by a spherical-bodied bot, Diana might say: “That round bot was tough,” or suggest avoiding its stomping attacks with jumps—offering valuable hints for strategy.

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Various item data for gifts to Diana are scattered across the map. Bringing them back to Shelter allows creation via 3D printer—though a fun side note: documents found in the facility suggest that staff meals are also printed.

For example, giving Diana a globe makes her excitedly spin it while asking: “Where was Hugh born?” or expressing curiosity about why Earth has so many lines on globes when real Earth doesn’t.

Though an android herself, Diana appears remarkably like a genuine child. Combined with the Japanese voice acting in this hands-on session, the bond between Hugh and Diana felt even more intimate and authentic.

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Now, here’s a recap of the joint interview with Producer Naoto Oyama and Director Rong-hi Cho.

— “Pragmata” combines two distinct tasks: shooting and puzzle-solving. How are you balancing these elements? What special attention goes into balance tuning?

Producer Naoto Oyama Thumbnail image No.017: “Pragmata” Hands-On Impressions & Joint Interview. New elements like base enhancements and gifts for Diana unveiled [TGS2025]

Oyama:
We aim for a balance that satisfies core gamers with meaningful challenge, while still being accessible and enjoyable for casual players. We want players to feel real tension, then experience satisfaction by upgrading Hugh and Diana to overcome those challenges. While I can’t disclose details yet, we’re also implementing system-driven adjustments to fine-tune this balance.

Director Rong-hi Cho Thumbnail image No.018: “Pragmata” Hands-On Impressions & Joint Interview. New elements like base enhancements and gifts for Diana unveiled [TGS2025]

Cho:
The TGS 2025 version was designed as an accessible entry point, with slower enemy movements. However, this is only for the demo—product version difficulty increases gradually as players progress.

Oyama:
In contrast to the demo, Shelter-based upgrades aren’t available there. This was intentional—to let first-time players focus purely on combat.

— Diana’s cuteness left a strong impression. She reacts enthusiastically when Hugh gives her gifts like a globe and shares insights based on battles. What went into shaping her personality?

Cho:
We deliberately avoided an overly anime-style look, aiming instead for a realistic teenage girl aesthetic. We focused on creating a childlike quality that inspires protectiveness—she’s cute but not intended as a romantic character.

Oyama:
On cuteness, we also avoided anything too exaggerated or artificial—we aimed for natural charm.

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— What kinds of enemies can we expect in the final version? Earlier types included drone-like flying bots, humanoid androids, and durable walking bots with round upper bodies.

Cho:
Each stage introduces new enemy types—so players should look forward to them.

Oyama:
One key goal during “Pragmata’s” development has been ensuring the game remains engaging all the way through. Enemy design evolves as gameplay progresses, offering fresh experiences with every encounter.

— How does exploration work? Are there branching paths allowing selection from multiple stages?

Oyama:
Exploration centers on cooperation between Hugh and Diana. Hugh uses his suit’s thrusters for movement, while Diana performs hacking to activate facilities or scans terrain to reveal new routes. Some stages are designed with 3D depth to fully showcase thruster mechanics. While there are no branching paths, players can revisit previously explored areas to find hidden content they may have missed.

Thumbnail image No.021: “Pragmata” Hands-On Impressions & Joint Interview. New elements like base enhancements and gifts for Diana unveiled [TGS2025]

— When Hugh or Diana gain new abilities, can they access previously unreachable areas?

Cho:
Yes, absolutely.

Oyama:
I can’t reveal specifics yet. But if you closely examine the TGS demo version, you’ll likely find places that make you wonder: “Hmm… how do I get past this?”

— “Pragmata” has undergone multiple delays and even a full rework. What criteria guided those reworks?

Cho:
While our core concept was clear, we kept iterating because we didn’t want the game to feel repetitive or stale. We continuously asked: “Is this really working?” Eventually, we finalized the current direction—and production speed accelerated.

Oyama:
A key criterion became whether players would want to replay it multiple times.

Cho:
Personally, I value combat mechanics above all. The experience from just the battle system—something that makes you want to return even after finishing the story—is something we’ve carefully built into “Pragmata.”

— Diana solves continuous-line puzzles during hacking. Was this design different in earlier development stages?

Oyama:
We originally explored alternative ways to represent her abilities—but those didn’t sustain long-term engagement despite being fun short-term.

Cho:
Shooter games are familiar territory for many players. So we looked for a fresh, unique gameplay layer—leading us through trials and errors until we settled on the current continuous-line puzzle system: something that feels unmistakably like a Capcom game.

Thumbnail image No.022: “Pragmata” Hands-On Impressions & Joint Interview. New elements like base enhancements and gifts for Diana unveiled [TGS2025]

— With many games now supporting two-player modes, was a co-op version ever considered for “Pragmata”?

Oyama:
We did consider it. But what we value most in “Pragmata” is the unique blend of “the busyness and joy of one player managing both action and puzzles simultaneously.” Splitting roles between two players would turn one into a pure shooter while the other only handles puzzles—diminishing that combined synergy.

— Earlier interviews mentioned technical improvements due to delays. How did these advancements affect development?

Cho:
One major improvement was Diana’s hair simulation. Early versions couldn’t achieve today’s realistic look, but now her hair appears much more natural and lifelike.

Oyama:
The RE Engine has also advanced significantly with new features added over time. These enhancements are reflected in game production—making development both richer and easier.

Thumbnail image No.023: “Pragmata” Hands-On Impressions & Joint Interview. New elements like base enhancements and gifts for Diana unveiled [TGS2025]

— I heard the “Pragmata” development team includes many young staff members.

Oyama:
Not exclusively young talent. Our first development division has deep experience creating action games like Resident Evil and Devil May Cry. Many of those seasoned developers are also contributing to “Pragmata.” It’s a blend: fresh ideas from younger team members supported by veteran expertise, with diverse age groups working together.

— Thank you very much for your time today.

At the Capcom booth during Tokyo Game Show 2025, “Pragmata” was available for hands-on play. Focused solely on combat—with no base upgrades or Diana interactions—it still lets players fully enjoy the core fun of shooting and hacking. If you’re curious, visit the Capcom booth to experience it early.

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Official “Pragmata” Website