Pragmata interview: combat, hacking, resource management, and more

Pragmata interview: combat, hacking, resource management, and more

Capcom’s upcoming PlayStation 5 title Pragmata , launching on April 17, is a bold new sci-fi adventure that combines puzzles and action to deliver an experience that is both thrilling and deeply strategic.

During the recent hands-on, we also spoke with the game’s director, Yonghee Cho, and producer, Naoto Oyama, who shared some insight into the game’s development as well as its PS5-specific features.

(Left) Yonghee Cho, Pragmata director, Capcom (Right) Naoto Oyama, Pragmata producer, Capcom

Note: the following interview has been condensed for brevity.

PlayStation Blog: How have players been reacting to the Pragmata Sketchbook demo that’s out now?

Oyama: We’ve gotten a lot of positive feedback. We expected more mixed reactions, so it’s been a pleasant surprise to see how much the players enjoyed it.

I think it’s one of those games where you can’t fully understand what makes it special until you actually play it. That’s why we decided to release the demo fairly early, and we’ve been thrilled by the amount of positive feedback. The game experienced multiple delays, being first revealed in 2020 with a 2022 release window, which was later moved to 2023, and then delayed indefinitely. Even so, the team never lost focus and kept pushing forward. Now that players can finally try the demo, I feel equal parts relief and anxiety.

Cho: We never imagined the game would attract this level of anticipation. Although our goal was always to create something unique, every new trailer seemed to amplify the buzz. With that attention came greater pressure, and trying to meet every player’s expectation probably played a part in the delays.

The intricately designed streets of New York really stand out, as did details like Diana’s smooth, flowing hair and the metallic finish of the enemy bots. Could you tell us more about the attention to detail that went into the visuals?

Cho: I’ve always felt that bold, intentional designs are essential when creating artificial machines. The mechs in this game have a sleek, near-futuristic aesthetic, which gives the visuals a very different feel from other Capcom games like Resident Evil or Devil May Cry. To create beautiful mechanical designs, I worked closely with the modeling and background teams. Natural elements are full of visual information, like a zombie’s blood in Resident Evil. Mechs, on the other hand, can easily appear flat or sterile, so we focused on ways to add depth and nuance. Adding decals and carving subtle grooves helped us create a sense of complexity and scale.

Oyama: For the enemy bots, we refined every component, paying attention not only to their smooth exterior, but also how they look after their shields are destroyed by Diana’s hacking.

​​

What inspired the idea to combine gun shooting action with hacking-based puzzle elements? How did those ideas come about and why did you decide to implement them?

Cho: From the start of development, we wanted to make something that set itself apart from traditional shooters. That’s how the idea of combining gunplay with hacking in combat came about. Hacking felt like a natural match for the sci‑fi tone we were aiming for, and as we experimented with ways to make it fun and meaningful in gameplay, it gradually evolved into the puzzle‑based system we have today.

Oyama: It actually didn’t start out as a puzzle. We went through a lot of trial and error, testing various ideas to see how we could incorporate hacking into gameplay. After exploring various options, we found that the current puzzle system offered the most intuitive controls and the kind of depth that keeps players engaged over time.

After playing the game, the mix of shooting and puzzle gameplay felt remarkably well-balanced. How did you nail down that fine balance?

Cho: Our goal from the start was to blend shooting and puzzle elements into one seamless experience. If players could finish a battle using only one of those mechanics, it would undermine the concept we were aiming for. In early prototypes, hacking sequences were automatically triggered during firefights, but we quickly realized that approach wasn’t very engaging. On the other hand, giving players total freedom led many to rely exclusively on gunplay. To ensure hacking felt both meaningful and essential, we conducted extensive playtesting to find the right balance.

Oyama: It took quite some time before we settled on the idea of turning hacking into a puzzle mechanic. Even after making that decision, we spent a great deal of time fine-tuning it. We wanted the puzzles to feel engaging rather than mandatory, so we refined everything from the visual and sound effects to the way the puzzle grid shifts. We also brought in new playtesters regularly, incorporating their feedback until it all finally came together.

In the demo and the hands-on, players can use hacking to disarm traps, weaken enemies, or deflect incoming missiles. Can players expect to see a wider range of hacking options in the final game?

Oyama: Each area introduces its own set of enemies and unique gameplay. With every new location, players will encounter new challenges and mechanics that keep the experience engaging from start to finish.

Cho: There are also special hacking sequences where Diana comes to Hugh’s aid. Each sequence is tailored to different enemy encounters and features its own unique visuals that we hope players will enjoy.

The demo and hands-on preview featured Hacking Nodes like Decode, which weakens enemy defenses, and Multi-Hack, which propagates effects to surrounding enemies. What other types of nodes are available in the game?

Oyama: There will be plenty of different types of nodes. We’ll leave the rest for players to enjoy once the full game is released.

Cho: As you progress, players can carry a greater variety of Hacking Nodes at once and experiment with different combinations. For example, pairing Decode with Multi-Hack allows you to lower the defenses of multiple enemies with a single hack, setting them up for shotgun blasts. 

Oyama: Mixing and matching various nodes and weapons really broadens your tactical options. The more weapons and nodes you unlock, the more freedom you have and the more satisfying the combat feels. Players can also use upgrades to tailor their approach and choose to focus on shooting or hacking. With enough hacking upgrades, you can even out-damage guns and take down groups of enemies with a single powerful hack.

Cho: Some players who tried the demo might be wondering whether hacking will get even more challenging in the later sections of the game. However, as you unlock and upgrade more nodes, each hack becomes more powerful and efficient, making the overall gameplay feel faster and smoother.

I noticed that conserving Hacking Nodes against weaker enemies is an important part of resource management.

Oyama: That’s true. However, you can easily replenish them by returning to the Shelter, so you don’t need to worry about extremely strict resource management. Players are encouraged to use nodes freely, but if you’re being careless, you might find yourself running out at a crucial moment.

Cho: You’ll also find a fair number of nodes scattered throughout the areas, so we encourage players to swap them out and experiment with different types.

Players will be able to unlock new outfits for Hugh and Diana during a second playthrough that will drastically change their look.

What kinds of approaches or ideas went into the 3D Audio sound design?

Oyama: Our goal was to create an audio experience that makes players feel truly present in the game environment. To achieve more realistic spatial representation, including reverberation, we analyzed environmental data and generated segmented datasets for each room. We built detailed geometry to simulate early sound reflections, which was then used to calculate spatial audio fields. When enemies close in from all directions, directional sound cues become essential for immersion. Thanks to the sound team’s innovative approach, we were able to achieve an exceptionally high-quality audio design.

Cho: The game takes place on the moon, so we also focused on portraying the silence when transitioning from an indoor area onto the lunar surface. We’re excited for players to experience it themselves.

Capcom’s proprietary development engine, RE Engine, has achieved remarkable results in PS5 games such as the Resident Evil series. Are there ongoing efforts to further evolve or expand the applications of the engine?

Oyama: Our research efforts are ongoing. The key advantage of the RE Engine lies in its flexibility, which allows us to keep adding new features to meet the unique requirements of each title. Feature expansions implemented in one project can be carried over to other titles in development. New capabilities developed through ongoing research can then benefit future releases. Its ability to adapt to internal demands and evolve continuously is what makes it such a powerful development engine.


Pragmata launches on PS5 April 17.

Advertisements

Leave a Reply

Your email address will not be published. Required fields are marked *