Why Pragmata disappeared for 6 years, and how Capcom built a new IP while the games industry imploded
Interview | Pragmata director Yonghee Cho's trip to the moon
Director Yonghee Cho was "incredibly nervous" the night before Pragmata's April 17 launch. Shipping a game is never easy, but it's not always this hard. Players had been waiting on Pragmata since 2020, the game marked Cho's directorial debut, and it was a new IP following up on Capcom behemoths like Resident Evil and Monster Hunter. "Capcom gave me a chance," Cho says, and he "really wanted the game to succeed." So on April 16, even after a warm critical reception (that included our own Pragmata review) and strong demo turnout, he couldn't sleep.
Pragmata was already Capcom's fourth big launch of the year, after Resident Evil Requiem, Monster Hunter Stories 3, and Mega Man Star Force Legacy Collection. "You almost feel like you're in a baton race," Cho says. "Everyone's passing the baton onto the next title, and of course, you don't want to be the one to trip and fall when it's your turn."
Producer Naoto Oyama likewise wondered, "Is this a game that our players will enjoy or not?" They were confident in what they'd made, but never certain of the response it would get. "We can't let our guard down," Cho felt at the time.
The immovable dawn came, and players dove into Pragmata – and if anything, were even more positive than critics. "The player satisfaction with the game actually went past my expectations," Cho says, "and I just have so much overwhelming appreciation for the players out there who ended up really enjoying the game, and all of their support." To Oyama as well, a month after launch, "the predominant emotion is being relieved."
It's a happy ending to multiple stories beyond just Cho and Oyama's, and Pragmata has become a bright spot of 2026. But behind the curtain, as that six-year wait suggests, its production was often extremely difficult, and not just because of the COVID pandemic.
Responses, via interpreter, lightly edited for clarity and length.
The origins of Pragmata
It all started with a man on the moon. Cho explains that a concept was raised within Capcom to "make a game set in the future on the moon," and he was chosen to direct it. Immediately, he went to brainstorming. He actually considered a survival game, either something scarier or with more of a survival-craft feel. "Ultimately, the team took it back to what people who play the game would want from a completely new IP," he says. "We wanted something that wasn't just about being on the moon. We wanted something that players hadn't really seen before, including the characters, the actual gameplay itself, the world that we were creating."
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The Pragmata we know is a third-person action game about protagonists Hugh and Diana dispatching rogue AI robots through a puzzle-shooter mix of hacking and blasting. To get to this point, Cho and the team worked backwards from the robots. Cho feels that it's the enemies that really make a game feel unique, so after the dev team settled on AI machines, "the next question was, how would you defeat an enemy that's rooted in AI?"
"If you just fought them, punch them until they're broken, that's really no different than any other action game concept out there," Cho continues. "What was something we could do that would be unique with AI? That led us to the idea of, well, you could hack it, you could mess with their code, you could stop them from moving. And once you do that, then you could defeat them with weapons."
It didn't meet our own internal quality standards
Naoto Oyama
This mix of hacking and shooting works well, but it was hard to get it to that point. I ask what took them so long, and this time Oyama answers. "To put it simply, we realized we needed more time to create a game that was truly fun to play," he says. I ask how you'd put it less simply, and Cho laughs.
Oyama continues: "From the very beginning, what you saw in the initial trailer of Diana being able to hack and Hugh being more action-oriented, that was there and didn't change. What took more time was the representation in gameplay of hacking. Initially, the dev team had a different mechanic for the hacking which we were prototyping, and it felt interesting for a small section of the game. But when looking at it and saying, 'Does this work for a full game from start to finish?' it didn't meet our own internal quality standards. We didn't think it could be truly engaging for the entire game, so it took a lot of trial and error to rework the core game system. And that took a lot of time."
About that announcement trailer
That trailer, released all those years ago, was a big deal – in both good and bad ways. "When we made that initial announcement trailer, we honestly did not expect user interest to be as high as it was," Cho says. "Of course, the dev team wanted to make a good, fun game. But when we saw the player reaction and expectations, we realized making just a good game is now no longer enough. We have to make something that's even better than we initially imagined."
My mind goes to Bethesda boss Todd Howard, who's kindly asked The Elder Scrolls fans to please forget that whole Elder Scrolls 6 announcement trailer. I ask Cho if he regrets announcing Pragmata so early, and he lets out the kind of sigh that only game development can produce.
"Of course" there is some regret, he says. "Had we not announced it as early as we did, it might have been better for us. But ultimately, had we not released that trailer when we did, we wouldn't have the Pragmata that we have now." Cho stresses that the player response to the trailer really fueled the team. "That was a huge element that pulled Pragmata through its development." And ultimately, he's "happy" they did things this way.
After Pragmata's announcement, it became one of the mystery games talked about in hushed tones every time a reveal showcase rolled around. What was that Pragmata game, again? Will we see it at this Summer Game Fest, this Tokyo Game Show, this Future Games Show? Cho was keenly aware of this anticipation: "Internally, I was just thinking, 'I'm so sorry! Please, just wait a little bit more, we're still working very hard!'"
But once again, "it was very encouraging to see that, even after so much time had passed from the initial announcement, players were still so interested in the game. That helped boost the spirits of the dev team."
Cho, especially, enjoyed a pick-me-up. "Debuting as a director, honestly, every single day was a challenge," he remembers. "It was almost like discovering a side of the games industry I had never known, even having been involved in it for so long. It was a completely new world for me." He doesn't think he's suddenly mastered the role, but does feel that Pragmata was a great crash course in "learning what a director is."
The other side
Oyama reflects on how Pragmata found its footing at a time when major publishers frequently circle the same properties as they work to de-risk large projects. He points to the stars of the show, Hugh and Diana, arguing that strong characters make strong IP.
"We had a set of characters that users really resonated with very quickly," he says. "After users resonated with the characters, they were more likely to try out the demo that the team put out, and obviously the demo users enjoyed it and that led to purchases of the actual game." That throughline of strong characters immediately turning heads in and then keeping players on the hook throughout the experience "was a key element of Pragmata's success," he says. And if you're wondering, Hugh was actually made first; Diana's concept followed and she went through a lot of design revisions.
I'm incredibly humbled that the game we've created has delivered such a personal experience
Yonghee Cho
Diana ended up stealing the show for many people – partly because she's very endearing, and partly because her relationship with Hugh shows a positive parental bond that contrasts with the usual damaged relationships of gaming's many sad dads. I mention the story of the fan who saw his late daughter in Diana and formed a strong emotional connection to the game. Cho says he's humbled by this kind of player experience.
"I don't know what they're feeling," he says. "I'm not in a position to know what they've been through. But I'm incredibly humbled that the game we've created has delivered such a personal experience and such an important experience to people around the world. That fact alone makes me very humbled that I was able to enter the game industry and create a game like this."
Having survived its development, Cho says he'd love to see a sequel to Pragmata, but is quick to stress that this is up to Capcom, not just him alone. (He and Oyama also love when people say it feels like a PS3 game, because that era was a great time for games.) After everything that's happened, he considers what advice he'd give his past self. He pauses as he seems to find it, and repeats it for good measure.
"You gotta pull through it. You gotta stay in the game. You can't give up!"

Austin has been a game journalist for 12 years, having freelanced for the likes of PC Gamer, Eurogamer, IGN, Sports Illustrated, and more while finishing his journalism degree. He's been with GamesRadar+ since 2019. They've yet to realize his position is a cover for his career-spanning Destiny column, and he's kept the ruse going with a lot of news and the occasional feature, all while playing as many roguelikes as possible.
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