And I finished it today.
Overall it is a very competent TPS, probably moreso than I'm able to realistically give it credit for, having only finished it on normal difficulty without diving much into the post game.
While it lacks a bit in enemy variety, the core mechanics of the combat are surprisingly strong enough to carry the game. Which mostly comes down to its mod system, that lets you equip up to 6, depending on how often you've upgraded, perks that affect the combat and gives you a rather impressive number of ways to specialize your build. Now, this isn't something you'll likely ever particularly need during a normal mode playthrough, make no mistake, but it's really interesting it's there. I came into Pragmata expecting a story first game but I got something that was rather mechanically sophisticated, in a 7th gen action game sort of way. Particularly the boss fights stood out as being very well designed, even if it was rather easy to upgrade your way out if any challenge. Nevertheless, they all made for very impressive setpieces. Pragmata does definitely share a lot of DNA, both artistically and mechanically, with Vanquish, if not quite with the same priorities.
This is never clearer than with its VR Training missions, that I ignored for a pretty big part of the game, but turned out to have some of the most mechanically interesting challenges in it. While I don't exactly think that Pragmata's controls lend themselves all that well to the platforming and movement exercises these make you do, they stress the actual mechanics and your aptitude more than the regular story does, most of the time. And they are definitely something the developers want you to engage in, considering they hid quite a lot of upgrade material and unlockables behind them. Then again, if you do upgrade too much, you will very likely be overpowered for the finale, which I definitely felt when I got there.
Meanwhile the story was nothing much to write home about. Pragmata was announced with a rather evocative trailer, that brought some of the early teasers for Death Stranding to mind, but Pragmata isn't really taking any big swings. It's not the heady, weird science-fiction I was hoping it would be, it's much rather something that could have been a B-tier Neil Blomkamp movie. And, you know, I really don't want to be too harsh, for one, because I know I'm biased. For reasons that should be self explanatory, my receptivity for stories that expect me to humanize machines has drastically diminished over the last couple of years. Although, yes, I know, it probably makes more sense to think of Diana and her sister as something more like clones. But the other thing is, it all plays out fairly predictably, in a very 00's Japanese action sci-fi way. Which, don't get be wrong, will surely be part of the appeal for many of its fans. I'm sure this says more about me than about the game, but aspects of its plot and the way it played out brought to mind Sonic Adventure 2, of all things, for me.
Now, again, I don't want to be too down on it, because the character writing is quite good. For a game that really only has two characters actively present in it, both of these characters are pretty well characterized and well acted. They are very archetypal, of course. Hugh is the goofy dad, Diana is the precious, precocious daughter. Their personalities are established in the very beginning and they basically stay where they are up to the end, with all the big emotional moments you'd expect from this kind of story. But these emotional moments work because Hugh and Diana embody the character types they represent very well, you do grow attached to them and you do empathize with their relationship. So while Pragmata couldn't exactly be confused for some existentialist science-fiction masterpiece except, perhaps, by the same people who confuse Nier Automata for one, it's a very effective little action drama that knows how to hit the right notes.
I doubt Pragmata will likely make it into my Top 5 of the year by the end of it, although I could see why, for many, it would. It's a very confident, start for a new IP that avoids any feeling of feature- or scope creep, wraps up in a lean 15 hours and delivers a simple, but satisfying, action experience with a simple, but satisfying, story. It is, no doubt, quintessential Capcom, one foot on the side of modern, cinematic action, one foot firmly planted at the arcade. And I don't blame anyone for treating it as a breath of fresh air, because compared to a Naughty Dog or Remedy style cinematic TPS with 40 hours of playtime and 10 hours of cutscenes, it is refreshingly modest and to the point. Now, it's not exactly the sort of thing I go crazy for but neither could I say anything bad about it. It's a good game that knows exactly what it wants to be.