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Cho Yonghee

Reporting and statements that mention Cho Yonghee.

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Retro Gamer

Pragmata had a team of "Diana Police" overseeing Capcom's development of the now-iconic android girl to ensure she wasn't "too cute," and I don't think they succeeded

Capcom implemented a special team nicknamed the "Diana Police," comprised of women, to oversee the development of the android character Diana in the game Pragmata. This team aimed to ensure Diana had a natural, childlike innocence without being "annoying" or "too cute," though the article suggests they may have ultimately succeeded in making her very endearing. The development process involved specific direction for voice acting and motion capture to achieve a realistic portrayal.

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Eurogamer

Pragmata's development team included a group of women known as the "Diana Police" to convincingly capture her child-like innocence

Capcom's space game Pragmata achieved significant success, selling 2 million copies by May. The development team, including a group of women nicknamed the "Diana Police," focused on capturing the child-like innocence of the android companion Diana. Director Cho Yonghee suggested women are better at detecting subtle "cunning" cuteness in female characters. A free "Scribble Suit" update for Hugh is now available, and the director has expressed interest in a sequel.

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Eurogamer

It's not just Resident Evil Requiem pulling in the numbers for Capcom, Pragmata also just crossed another impressive sales milestone less than one month after its acclaimed release

Capcom's Pragmata has achieved 2 million sales less than a month after its release, according to director Cho Yonghee. The game, which was initially announced in 2020 and experienced several delays, has been met with critical praise and is being considered a potential franchise by Capcom USA's COO Rob Dyer.

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Retro Gamer

The full story of the Pragmata fan grieving his late daughter, who went so viral he even made it to Capcom: "I wasn't expecting this to reach so many people"

A Reddit user's story about how the game Pragmata helped him connect with his late daughter's memory went viral, reaching Capcom and resonating with many players. The user, who had not played games in 30 years, found the game therapeutic and a way to bond with his current daughter. Capcom director Cho Yonghee acknowledged the touching story.

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Retro Gamer

Pragmata director and former Nier: Automata weapon artist Cho Yonghee gets a shoutout from Yoko Taro as the new IP holds…

Capcom's upcoming game Pragmata is directed by Cho Yonghee, a former Nier: Automata weapon artist and Metal Gear Rising: Revengeance character designer. Yoko Taro, creator of Nier and Drakengard, praised Yonghee's work and expressed interest in playing Pragmata.

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PC Gamer

Pragmata has sold over 1 million copies in just 2 days, after 3 delays dragged out development by 4 years

Capcom announced that its new action game, Pragmata, has sold over one million copies in its first two days of release. The game, developed by a team of younger Capcom developers, experienced three delays during its four-year development cycle. Despite a turbulent development, Pragmata received an 87 in review, with its demo also achieving over two million downloads and wishlists.

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Gaming Bolt

Pragmata Crosses 1 Million Sales in Just Two Days

Capcom's new IP, Pragmata, has achieved over one million sales across Xbox Series X/S, PlayStation 5, PC, and the upcoming Nintendo Switch 2 within two days of its April 17th launch. The publisher attributed the success to marketing initiatives, including a playable demo and early availability on the Nintendo Switch 2. The game also set a new record for peak concurrent users on Steam, surpassing Resident Evil 3 Remake.

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Gamedeveloper.com

How Capcom's Pragmata blends puzzle-solving with sci-fi combat

Capcom's upcoming game Pragmata blends third-person sci-fi combat with real-time puzzle-solving, requiring players to manage both shooting and hacking mechanics simultaneously. The game director and producers discussed how they aimed to create a unique experience beyond a standard shooter, focusing on the bond between characters Hugh and Diana and a strategic combat flow.

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N4G

Pragmatas New York setting was made by human developers to look AI generated

Pragmata director Cho Yonghee and producer Naoto Oyama discussed the creative process behind the game's New York setting, explaining how human developers intentionally designed it to appear AI-generated. The interview focused on the artistic choices made to achieve this unique aesthetic for the upcoming title.

Rock Paper Shotgun

If Pragmata's fake New York looks AI-generated to you, good, it's meant to, but the tech itself hasn't touched the game

The game Pragmata intentionally features a distorted, AI-generated-like New York to create an uncanny feel, according to director Cho Yonghee and producer Naoto Oyama. While the developers painstakingly recreated this effect without using actual AI technology, the article discusses the broader implications of AI in game development and its potential to create unsettling results.

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Rock Paper Shotgun

If Pragamta's fake New York looks AI-generated to you, good, it's meant to, but the tech itself hasn't touched the game

The game Pragmata features a New York setting intentionally designed to look AI-generated, with distorted elements and uncanny errors to convey its artificial nature. Developers meticulously incorporated mechanisms to express this AI-like feel without actually using AI technology in the game's development. This approach is discussed in the context of the broader industry's conversation around artificial intelligence in game creation.

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PC Gamer

Pragmata's devs created human-made AI slop to mimic the 'uncanny feel' of LLM art

Capcom developers for the upcoming game Pragmata intentionally incorporated 'AI-like uncanny feel' into the game's environments, mimicking the distortions and errors found in AI-generated art. Producers Naoto Oyama and director Cho Yonghee explained that the team worked to recreate 'fake New York' with subtle distortions to make familiar locations feel slightly off, a process they found surprisingly difficult to balance.

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Eurogamer

Pragmata's New York-like cityscape was intentionally designed to feel "AI-generated" and "distorted"

Capcom developers intentionally designed the cityscape in Pragmata to feel 'AI-generated' and 'distorted', incorporating deliberate 'errors' like inverted streets and buses sprouting from walls. This approach aimed to convey that the New York-inspired setting is not the real city. The game is slated for release on PlayStation 5, Xbox Series X/S, PC, and Nintendo Switch 2.

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Push Square

Pragmata's Uncanny New York Stage Was Meticulously Crafted By Humans to Look AI-Generated

Capcom's upcoming game Pragmata features a New York-inspired cityscape that was intentionally designed to appear AI-generated, despite being meticulously crafted by human developers. Director Cho Yonghee and producer Naoto Oyama explained that the team aimed for a 'slightly distorted' familiar location, incorporating subtle errors like sinking taxis and buses emerging from walls to achieve an uncanny, AI-like feel without being overly distracting.

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PC Gamer

AI is the villain in Pragmata, but director Cho Yonghee wants to stress that his evil AI is slightly different to our real-life evil AI thanks to 'the presence of an AI character like Diana'

Capcom's upcoming game Pragmata features an AI named IDUS as its antagonist, which has taken over a moonbase. Director Cho Yonghee explains that the AI's villainy is distinct from real-world AI concerns due to the presence of a helpful AI character named Diana. The game explores themes of AI for both good and bad purposes, with Diana learning to cooperate with the human protagonist, Hugh.

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PC Gamer

Pragmata's director appreciates all the comments likening it to an Xbox 360 game of old: 'I'm someone who's got a lot of happy experiences and memories from that generation'

Pragmata director Cho Yonghee expressed pleasure that the game is being compared to classic Xbox 360 and PlayStation 4 titles, seeing it as a positive reflection of the generation's unique games. Producer Naoto Oyama discussed the iterative design process, emphasizing the team's goal of creating a cohesive and satisfying gameplay experience.

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PC Gamer

Pragmata's devs urge players to test out the demo beforehand to figure out whether controller or mouse and keyboard is best for them: 'There are some people who find keyboard and mouse too tricky'

Capcom's Pragmata director Cho Yonghee encourages players to test the game's demo to determine their preferred control scheme, noting that both controller and keyboard/mouse have been optimized. The game features a hacking mechanic that is particularly well-suited for controller input, offering a faster and more intuitive experience compared to mouse and keyboard.

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PC Gamer

Pragmata's action is saved by its hacking, making it feel like a third-person shooter of old: 'Finding the sweet spot has been one of the main focuses in development'

Capcom's upcoming game Pragmata combines third-person shooting with hacking mechanics, a core focus of its development. Director Cho Yonghee and producer Naoto Oyama discuss the challenge of balancing these elements to create a satisfying gameplay experience. The hacking is integrated into combat and exploration, making it essential rather than an optional addition.

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