Six Years in the Making β Worth Every Day
Pragmata is proof that development hell doesn't have to mean a dead game. After six years of delays, Capcom has delivered something genuinely new: a tightly designed sci-fi action game built around a mechanic nobody else has tried, starring two characters you'll be thinking about long after the credits roll.
The Setup
The game takes place on The Cradle, a remote lunar research facility run by the Delphi Corporation, where humanity has been experimenting with Lunafilament β a material capable of 3D-printing almost anything given the right data. When the station goes dark, an investigation team is sent up. They don't last long. Astronaut Hugh Williams survives the initial disaster, barely, and almost immediately crosses paths with Diana β a Pragmata android built from Lunafilament who looks and behaves like an eight-year-old girl, and who has the ability to hack every hostile system on the base. The station's rogue AI, IDUS, wants them both gone. The game is their attempt to get home.
What sounds like a familiar setup β stoic soldier, precocious AI child, collapsing corporate dystopia β is executed with more care than you'd expect. Hugh is warm, not dour. He immediately treats Diana as a partner rather than cargo, naming her, explaining things about Earth she's curious about, and genuinely enjoying her company. Their banter never overstays its welcome, and the quiet Shelter scenes between missions where Diana asks Hugh about sandcastles and butterflies are some of the most quietly affecting moments in games this year.
The Combat: Something Nobody Has Done Before
Pragmata's combat is its defining innovation. Hugh handles the shooting. Diana handles the hacking. You control both simultaneously.
Every hostile robot on the station is protected by an armoured shell that makes standard gunfire almost useless. While you're moving, dodging, and managing ammunition, Diana's hacking matrix appears as a two-dimensional grid beside each enemy β navigated with the face buttons. You route through nodes to expose weak points, disable shields, or trigger special effects like confusion or friendly fire. The key is that neither system pauses for the other. You're tracking enemy positions, managing positioning via Hugh's jetpack, and reading the grid simultaneously. It's an exhilarating, slightly absurd juggling act that feels unlike anything in the third-person action space.
Capcom keeps adding complexity throughout the game's 12-hour runtime. New grid node types introduce confusion effects, ally-conversion, shield bypass, and area bursts. Hugh's arsenal expands from a humble six-shot sidearm into an impressive battery of energy weapons, railguns, and the spectacular Lim Recycler β a weapon that converts enemy projectiles into damage. Boss encounters push the dual-system to its limits, demanding that you master both halves before you can reliably win.
The Shelter and Progression
Between missions, Hugh and Diana return to the Shelter β a safe hub where you spend Lunafilament to print new weapons, upgrade hacking nodes, and unlock abilities. It also functions as the emotional core of the game: this is where most of the quieter character scenes play out, including Diana's drawings, the hide-and-seek sequence, and the memory exchanges that gradually reveal the station's backstory. Upgrade management is flexible, with builds favouring either gunplay intensity or hacking depth, and the system rewards revisiting the Shelter frequently rather than hoarding resources.
The World and Exploration
The Cradle is a mostly linear space, but Capcom has packed each sector with hidden rooms, combat challenges, data logs, Holo-Walls, and Mini Cabins that reward careful exploration. The in-game map is notoriously unhelpful β a valid criticism β but the radar ping system that highlights nearby items does enough to compensate once you get used to using it. Each sector has a completion percentage displayed in the menu, so you always know when you've been thorough enough. The standout environments include a pitch-perfect simulacrum of a New York City block (deliberately distorted and uncanny, entirely hand-crafted to look AI-generated without actually using AI) and a holographic beach shoreline that doubles as an emotional gut-punch.
Story and Characters
The story's plot beats are largely predictable β there are no shocking twists, and the corporate-AI-gone-wrong premise is well-worn territory. What makes Pragmata's narrative land anyway is the restraint and warmth of its central relationship. Hugh and Diana are simply written, but genuinely well performed. David Menkin voices Hugh with a grounded sincerity that avoids tough-guy clichΓ©s, and Grace Saif gives Diana a quality that could easily have been insufferable but instead lands as charming and occasionally heartbreaking. The secret ending β only accessible at 101% completion β recontextualises one key detail in a way that makes the second viewing of the finale considerably more meaningful.
The one legitimate complaint is Diana's tendency to over-explain during encounters. She flags enemy positions and puzzle solutions loudly and constantly, interrupting moments that should feel self-discovered. It is, as one reviewer noted, more aggressive hand-holding than Atreus in God of War RagnarΓΆk. A toggle would fix it instantly; hopefully it comes in a patch.
What Works
- Dual-system combat is one of the freshest ideas in action games in years
- Hugh and Diana are an all-timer duo β warm, funny, earned
- Combat complexity scales perfectly across the 12-hour runtime
- RE Engine visuals are stunning, especially in Performance mode
- The Shelter hub genuinely adds to the story, not just the numbers
- Secret ending rewards completionists meaningfully
- Tight, repeatable boss fights with real skill expression
What Doesn't
- Diana's constant in-combat callouts undermine player discovery
- In-game map is genuinely unhelpful for backtracking
- Story beats are predictable β no major surprises before the finale
- Returning to the Shelter to restock every time feels like a friction tax
- ~12 hours feels short for the price at launch
- Lunatic difficulty isn't available in New Game+
Unregistered Legend β Full Platinum Roadmap
Difficulty: 6/10 β Estimated Time: 30β50 hours β Missable Trophies: 1 β Online Required: No β Minimum Playthroughs: 2
Pragmata's Platinum is earned in two structured playthroughs. The list is tighter and more focused than most modern Capcoms β 36 trophies total, a healthy chunk unlocking naturally through the story. The main challenge is the Gold Lunar Supremacy trophy, which requires completing the game on Lunatic difficulty. This isn't unlockable in New Game+, so you must run a dedicated Lunatic campaign from scratch.
Step-by-Step Roadmap
π Story Playthrough β Any Difficulty (10β14 Hours)
Play through the full campaign on any difficulty (Standard or Hard recommended). Focus on exploration alongside the story β check every room, activate all Escape Hatches, and grab collectibles as you go. Most story trophies unlock automatically.
- Buy every item at the Shelter printer as it unlocks β required for Can't Stop, Won't Stop
- Talk to Diana in the Shelter after every mission β required for Talk to Me
- Win the hide-and-seek game when Diana initiates it β required for Found You
- Complete at least one Training Sim β required for Simulation Active
- Find and shoot one Mini Cabin β required for Cabin Fever
π Unknown Signal Mode β Collectible Cleanup (10β15 Hours)
After finishing the story, Unknown Signal Mode opens. Use the tram to revisit every sector and reach 100% completion in each. This covers all data logs, Holo-Walls, Mini Cabins, REM items, Cabin Stamp Boards, and Training Sims.
- Reach 100% progress in every sector β required for Perfect Record
- Find all 50 data logs β required for Historian of the Moon
- Shoot every Mini Cabin across all sectors β required for Cabin Demolisher
- Complete all REM series β required for Dream Weaver
- Complete all Cabin Stamp Boards β required for Philatelist
- Unlock every Escape Hatch in every sector β required for Emergency Protocol
β‘ Combat Trophies Cleanup (2β5 Hours)
Mop up any remaining combat-specific trophies in Unknown Signal Mode or during your Lunatic run. Enemies respawn after using any Escape Hatch, so farming specific encounters is straightforward.
- Deal 6000 damage in one second β required for IT'S OVER 6000! (needs fully upgraded weapon)
- Defeat 3 enemies simultaneously with the Lim Recycler β required for Return to Sender
- Confuse an enemy and borrow its shield β required for Identity Theft
- Defeat a Sweeper Bot β required for You're Not Getting Away That Easy
- Complete every Training Sim β required for Simulation Master
π Lunatic Difficulty Run (~10 Hours)
Start a fresh campaign on Lunatic difficulty. This is the hardest trophy and cannot be done in New Game+. Come prepared β enemies hit harder, resources are scarcer, and some encounters that felt manageable on Standard become genuine puzzles. The final boss on Lunatic is a highlight for many players: one of the most satisfying fights in the game once cracked.
- Upgrade your gear with Pure Lunum before any major boss β makes a significant difference
- Learn the hacking grid patterns from your first playthrough β they're the same on Lunatic
- Use the environment: turrets and security systems can be turned against enemies via hacking
- Conserve ammo β find the reload node type that extends magazine size and prioritise it
- The toughest section is the IDUS Sector 4 boss β confuse abilities are essential here
π Unregistered Legend β Platinum Unlocked
All 35 other trophies claimed β Unregistered Legend unlocks. At ~14.6% Platinum rate on PSN, you're in a solid minority. The game's tight design means every run builds genuine skill β most players report the Lunatic run feeling earned rather than grinding.
Full Trophy List
| Trophy | Grade | How to Unlock | |
|---|---|---|---|
| π | Unregistered Legend | Platinum | Obtain all other trophies |
| π₯ | Complete Unknown Signal | Gold | Complete Unknown Signal Mode β 100% all sectors after story. β Guide |
| π₯ | Lunar Supremacy | GoldLunatic | Complete the full game on Lunatic difficulty. Hardest trophy β no NG+ option. β Guide |
| π₯ | Historian of the Moon | Gold | Find all 50 data logs across every sector of the Cradle. β Guide |
| π₯ | Memories of the Blue Planet | Gold | Find all Earth-related memorabilia and Shelter items. β Guide |
| π₯ | Can't Stop, Won't Stop | Goldβ Missable | Print every obtainable weapon, hacking node, and ability during the main story. β Guide |
| π₯ | Rendezvous | Silver | Story β Chapter 1 complete. Automatic. β Guide |
| π₯ | Power Trip | Silver | Story β restore power to the first sector. Automatic. β Guide |
| π₯ | Sentinel Breach | Silver | Story β defeat the first IDUS Sentinel boss. Automatic. β Guide |
| π₯ | Our Promise | Silver | Story β complete the main campaign. Automatic. β Guide |
| π₯ | Perfect Record | Silver | Reach 100% completion in every sector of the Cradle. β Guide |
| π₯ | Simulation Master | Silver | Complete the main objective in every Training Sim. β Guide |
| π₯ | IT'S OVER 6000! | Silver | Deal 6000 damage in a single second β requires fully upgraded weapon + Pure Lunum. β Guide |
| π₯ | Dream Weaver | Silver | Complete all REM series β memory fragment collectibles. β Guide |
| π₯ | Talk to Me | Bronze | Talk to Diana in the Shelter β do this after every mission. β Guide |
| π₯ | Found You | Bronze | Win at hide-and-seek when Diana initiates the game. β Guide |
| π₯ | Gift Exchange | Bronze | Receive a picture from Diana and give an REM as a present. β Guide |
| π₯ | Philatelist | Bronze | Complete a full Cabin Stamp Board. β Guide |
| π₯ | Cabin Fever | Bronze | Shoot your first Mini Cabin. β Guide |
| π₯ | Cabin Demolisher | Bronze | Shoot every Mini Cabin across all sectors. β Guide |
| π₯ | Explorer Protocol | Bronze | Find a Holo-Wall for the first time. β Guide |
| π₯ | Emergency Protocol | Bronze | Unlock every Escape Hatch across all sectors. β Guide |
| π₯ | Top-Shelf Item | Bronze | Upgrade a weapon using Pure Lunum β rare material found in late-game sectors. β Guide |
| π₯ | Return to Sender | Bronze | Defeat 3 enemies simultaneously with the Lim Recycler. β Guide |
| π₯ | Identity Theft | Bronze | Confuse an enemy with hacking and borrow its shield. β Guide |
| π₯ | Cleansing Fire | Bronze | Cleanse three or more enemies simultaneously with one hack effect. β Guide |
| π₯ | You're Not Getting Away That Easy | Bronze | Defeat a Sweeper Bot β limited spawns, but one in Terra Dome respawns infinitely. β Guide |
| π₯ | Red Zone Cleared | Bronze | Secure a Red Zone β high-danger combat area found in most sectors. β Guide |
| π₯ | Simulation Active | Bronze | Complete the main objective in any one Training Sim. β Guide |
| π₯ | Special Operations | Bronze | Complete a mission in a special sector β unlocked mid-story. β Guide |
| π₯ | The Purr-fect Guide | Bronze | Story milestone β automatic. β Guide |
| π₯ | Another Pragmata | Bronze | Story milestone β automatic. β Guide |
| π₯ | Mission Unveiled | Bronze | Story milestone β automatic. β Guide |
| π₯ | Awakening | Bronze | Story milestone β automatic. β Guide |
| π₯ | Entrusted Memory | Bronze | Story/secret ending milestone β requires 101% completion. β Guide |
| π₯ | Repel the Digger | Bronze | Repel the LunaDigger while progressing through the Lunum Mines β story related. β Guide |
Deep-Dive Guides
Story & Shelter Trophies
All chapter milestones, hide-and-seek, Shelter conversations, REM gifts, secret ending, and Unknown Signal Mode.
Combat & Hacking Trophies
Can't Stop Won't Stop, IT'S OVER 6000!, Return to Sender, Training Sims, Sweeper Bot, Red Zones and all weapon challenges.
Collectibles & Exploration
All 50 data logs, every Mini Cabin, Holo-Walls, Escape Hatches, Cabin Stamp Boards, REM series, and 100% sector progress.
Lunatic Difficulty Guide
Full Lunatic run strategy, boss-by-boss tips, upgrade priority, best hacking nodes for survival, and the secret ending.