La figlia del clan racconta la ’ndrangheta a caccia della libertà
di Raffaella Calandra
by Luca Tremolada
There's a little girl, an AI and a base on the moon. There's something familiar about Capcom's new sci-fi adventure. Pragmata starts with an accident, a lunar station out of control, and two unlikely protagonists: Hugh, an astronaut in a heavy suit, and Diana, a child-looking android. It is not just an escape. It is a man-machine relationship that builds as everything around collapses. A road movie in space, with zero gravity and dialogue reduced to the bone.
The game moves along two tracks. Action and hacking. The first is familiar: gunfire, cover, pacing. The second is the real signature: while Hugh fights, Diana 'hacks' into enemy systems. Translated: real-time mini-puzzles that break up the flow and make it more strategic. It's like driving and programming at the same time. Risky, but when it works, it's a little magic.
Visually, Pragmata is a technological manifesto. Metal, silence, cold lights. The Moon becomes a hi-tech ghost town. The reviews emphasise just that: strong atmosphere, elegant worldbuilding, and a lead duo that holds its own even without rivers of dialogue. What Capcom imagines is an introspective but over-the-top science fiction. Not the usual screaming blockbuster, but a strange, almost auteur-like object.
Then there is the gameplay: a two-handed system. Hugh shoots, Diana hacks. Continuous coordination. You're not just a soldier: you're an operational pair. And that changes the pace. Less blind frenzy, more control.
For Capcom, it's a winning bet because producing a triple-A game these days is like living through a horror film. In a market worth over 180 billion dollars, where it has become very easy to make mistakes, Pragmata tries to differentiate itself not with quantity, but with design.