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Yonghee Cho

Reporting and statements that mention Yonghee Cho.

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Retro Gamer

Capcom delivers its fourth hit of the year with early Onimusha: Way of the Sword reviews beating Pragmata

Capcom's Onimusha: Way of the Sword has launched to strong reviews, currently holding an 86 on Metacritic for PlayStation 5. This critical reception places it among the company's other successful 2026 releases like Resident Evil Requiem and Monster Hunter Stories 3, and ahead of the new IP Pragmata. The game is praised for its combat and humor, though some reviews note pacing issues.

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Eurogamer

Capcom says likelihood of a Pragmata sequel is high, citing strong sales and 'appeal' of its main character, Diana

Capcom has indicated a high likelihood of a sequel for its game Pragmata, following strong sales figures that exceeded internal expectations. The company cited the game's impressive 2.5 million sales and the appeal of its main character, Diana, as key drivers for this decision. This positive performance has also boosted Capcom's stock by approximately 19 percent.

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Gaming Bolt

Pragmata’s Success Has Increased the Likelihood of a Sequel, Says Capcom

Capcom corporate officer Yoshikazu Shimauchi indicated that a sequel to Pragmata is likely, following the game's successful sales of over 2.5 million copies. This follows previous statements from Capcom and the game's producers expressing interest in a follow-up. Despite early development criticism, the game has achieved a strong sales milestone across PC, PlayStation 5, Xbox Series X/S, and Nintendo Switch.

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Retro Gamer

Capcom can't stop winning, pointing to Pragmata's 2.5 million copies sold as it records a huge increase in…

Capcom reported an 83% increase in year-on-year profits, largely attributed to the strong sales of its new intellectual property, Pragmata, which has sold over 2.5 million copies. The company also saw significant sales from Resident Evil Requiem and the broader Resident Evil series, contributing to its overall financial success.

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Gaming Bolt

Pragmata Developers Reveal Harsh Internal Criticism During Early Stages of Development

Capcom developers revealed harsh internal criticism during the early stages of Pragmata's development, with feedback noting incompetence in puzzle and action design. Despite initial setbacks and a broken hacking system, the project was greenlit by upper management. Originally slated for 2022, the game was delayed and eventually released on PC, PlayStation 5, Xbox Series X/S, and Nintendo Switch, selling over 2 million copies in 16 days, leading Capcom to consider a sequel.

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Siliconera

Capcom Celebrating Father’s Day With Pragmata in Japan

Capcom will host a special Pragmata live stream in Japan on June 18, 2026, to celebrate Father's Day. The stream will feature the game's Japanese voice actors and development team, but will not include any game announcements. Additionally, Capcom is distributing Father's Day-themed postcards at its stores and select retailers in Japan.

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Retro Gamer

"I really couldn't sleep": In an absurd year for Capcom, Pragmata creators did not want to be the first…

Capcom director Yonghee Cho and producer Naoto Oyama discuss the development and launch of their new IP, Pragmata. Cho expressed significant pre-launch anxiety due to it being his directorial debut and his desire for the game to succeed for Capcom. Both were relieved when positive media and player reviews confirmed the game's success, comparing the pressure to a baton race within Capcom's strong 2026 lineup.

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PC Gamer

Pragmata director Yonghee Cho says it's not a sad dad game for a very simple reason: 'I'm not a sad dad,…

Pragmata director Yonghee Cho stated that the game is not a 'sad dad' title because he himself is a happy father of two. He explained that the relationship between protagonists Hugh and Diana is intended to highlight companionship and cooperation, making it relatable to a wider audience. Cho emphasized that the development team consciously focused on a 'buddy type feeling' rather than solely a parent-child dynamic.

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Gaming Bolt

Pragmata Director Regrets Announcing it Too Early

Pragmata director Yonghee Cho expressed regret over announcing the game too early, citing the pressure from high player expectations following its initial 2020 reveal. Despite multiple delays from its original 2022 release, player interest has served as a significant motivator for the development team. The game is now available on PC, PlayStation 5, Xbox Series X/S, and Nintendo Switch.

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Retro Gamer

Capcom did not expect people to like the first Pragmata trailer so much, and like Todd Howard wincing at The Elder Scrolls 6, kind of regretted announcing it so early

Capcom director Yonghee Cho and producer Naoto Oyama discussed the development of Pragmata, admitting they did not expect the initial trailer to generate such high player interest. This early reveal, despite leading to delays and internal reboots, ultimately served as a significant motivator for the development team. Cho also drew a parallel to Todd Howard's experience with The Elder Scrolls 6's early announcement, acknowledging a degree of regret but also the positive impact of sustained player anticipation.

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Retro Gamer

Why Pragmata disappeared for 6 years, and how Capcom built a new IP while the games industry imploded

Capcom director Yonghee Cho and producer Naoto Oyama discuss the challenging six-year development of the new IP Pragmata, including early announcement regrets and the evolution of its hacking and shooting gameplay. Despite production difficulties and the COVID-19 pandemic, the game achieved strong player satisfaction upon its 2026 release, with the developers highlighting the importance of strong character design and player feedback in its success.

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PC Gamer

Pragmata's developers take all your comparisons to Xbox 360 shooters as a 'huge compliment', though I'm not convinced by their theory for why players are making the connection

Developers of the upcoming game Pragmata are flattered by comparisons to Xbox 360 and PlayStation 3 era shooters, viewing it as a compliment to their innovative approach. Director Yonghee Cho and producer Naoto Oyama believe the similarities stem from that era's experimentation with new game types. The article also notes the game's blend of third-person shooting and hacking minigames, and suggests player hunger for linear, single-player action titles.

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Push Square

'Of Course': Pragmata Director Wants a Sequel to Happen Just as Much as You Do

Pragmata director Yonghee Cho expressed his desire for a sequel to the newly released game, stating he wants to see it happen as much as players do. While focused on promoting the current game's success, Cho acknowledged that the decision for a sequel rests with Capcom and not solely with him.

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Eurogamer

A Pragmata sequel? Well, "of course" Capcom's game director would love one, but alas, he is "not the only one who decides"

Capcom's Pragmata director Yonghee Cho expressed a desire for a sequel to the recently released space-based game, though he noted that the decision rests with multiple parties. Producer Naoto Oyama is currently focused on players experiencing the base game. Capcom USA COO Rob Dyer has previously hinted that Pragmata could become a franchise.

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Gaming Bolt

Pragmata Director Would “Love to See a Sequel”, But it’s Not Just His Decision

Capcom's Pragmata producer Naoto Oyama and director Yonghee Cho have expressed interest in a sequel, though the decision rests with Capcom. The game has achieved significant sales success since its April 17th release on PC, PlayStation 5, Xbox Series X/S, and Nintendo Switch, selling 2 million copies in 16 days. The game features a unique blend of third-person shooting and hacking mechanics.

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Retro Gamer

"Of course" the director of Pragmata would love a sequel, but he's "not the only one who…

Pragmata director Yonghee Cho expressed his desire for a sequel to the recently released game, though he emphasized that the decision is not solely his. Producer Naoto Oyama stated his current focus is on ensuring players experience the existing game, while Capcom PR actively managed the discussion around potential future installments. The article highlights Pragmata as a rare example of a new, single-player IP from a major publisher.

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Retro Gamer

Capcom uses Pragmata star Diana to make fun of Resident Evil heartthrobs Leon Kennedy and Chis Redfield

Capcom is using Diana, the star of its upcoming game Pragmata, to playfully tease fans and characters from its other franchises, including Resident Evil and Monster Hunter. The character has "hacked" into various game accounts on Twitter to comment on in-game events and fan curiosities, such as Leon Kennedy's marital status and Chris Redfield's strength.

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Nintendo Life

Review: Pragmata (Switch 2) - A Dazzling Puzzle-Shooter Driven By A Heartfelt Friendship

Pragmata is a dazzling puzzle-shooter for the Nintendo Switch 2, praised for its heartfelt story about the friendship between Hugh Williams and an android named Diana. The game features gorgeous sci-fi aesthetics, innovative combat combining hacking and shooting, and impressive performance on the new console. Despite some minor frustrations with boss fights, its engaging narrative and satisfying gameplay loop make it a standout new IP from Capcom.

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Gaming Bolt

Pragmata’s General Director Was Co-Director of Resident Evil 2 Remake, Resident Evil 4 Remake

Capcom has revealed that Yasuhiro Anpo, co-director of Resident Evil 2 Remake and Resident Evil 4 Remake, is the general director for the upcoming game Pragmata. The article also highlights discussions with director Yonghee Cho and producer Naoto Oyama about the game's AI-generated New York environment. Pragmata is set to release on April 17th for PC, PlayStation 5, Xbox Series X, and Nintendo Switch, with a free demo available.

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Gaming Bolt

Pragmata’s Developers “Painstakingly Worked” to Make its New York Environment Look AI Generated

Capcom developers Yonghee Cho and Naoto Oyama discussed the creation of Pragmata's New York-inspired environment, aiming for an "AI generated" aesthetic with deliberate distortions. They detailed the painstaking effort to balance uncanny visual elements with gameplay clarity. The conversation also touched upon the challenges of designing the android companion Diana, drawing comparisons to Akira Toriyama's Arale.

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