Pragmata is, by any account, a game with pretty strange gameplay, but it sounds like the gameplay loop at least might be more familiar to fans of Monster Hunter.
Pragmata’s director Cho Yonghee and producer Naoto Oyama sat down with Eurogamer to discuss what players are actually going to spend their time in the game doing beyond the unique shooter-puzzle hybrid gameplay.
The game is built around a “back and forth” style where, like in Monster Hunter, players will be bouncing between different stages and their Shelter, trying different weapons and growing stronger to take on more powerful enemies.
“We Want To Have A Game Where You Can Go Back And Forth”
Pragmata is designed to be non-linear, with players instead using their Shelter as the hub in a wheel-and-spokes world layout, travelling to stages by tram.
While there is a direct path through the game that players can steamroll through, that’s not how it’s meant to be played.
“We want to have a game where you can go back and forth, and try different weapons,” says Yonghee. “Go back, upgrade, change the weapons around, change the nodes around, and then try to take the difficult...
