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Pragmata Success Leads Capcom to Consider Series Development

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4
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Updated
19 days ago
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SummarySYNTHESIZED

Despite a challenging development marked by internal criticism and early announcement regrets, Capcom's Pragmata has achieved significant commercial success. Sales exceeding two million units have prompted the publisher to actively consider turning the new IP into a full series. Developers focused on capturing the character Diana's innocence, even debating her hairstyle to manage animation costs.

Coverage across 4 outlets

7 articles
Retro Gamer

Pragmata devs almost gave Diana a bob cut to save on the time and money it would take to animate her hair

Developers for Capcom's Pragmata considered giving the character Diana a bob cut to reduce the significant time and cost associated with animating her long hair. Despite the animation challenges, the team ultimately decided to keep her original hairstyle, believing it suited her personality. The game has been a commercial success, selling over 2.5 million copies and increasing the likelihood of a sequel.

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Retro Gamer

Pragmata's initial internal feedback called devs "incompetent at level design" and "unable to make compelling puzzles" during the difficult development of Capcom's sci-fi shooter

Internal feedback during Pragmata's development revealed significant challenges, with developers being called "incompetent at level design" and "unable to make compelling puzzles." Despite a troubled production, the game was eventually a success, selling two million copies in its first month and leading Capcom to consider it as a series.

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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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Nintendo Everything

Capcom says it will consider developing Pragmata into a series

Capcom is considering developing Pragmata into its own series following strong initial sales of over two million units on Nintendo Switch 2 within its first 16 days. The company noted that development costs were comparatively lower than its major IPs and highlighted the success of fresh ideas from younger staff. The director of Pragmata has also expressed interest in making a sequel.

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Retro Gamer

Capcom says it out loud: Pragmata has done so well that it will "consider the possibility of developing it into a…

Capcom is considering turning its new IP, Pragmata, into a series due to its critical acclaim and strong sales of over two million copies within 16 days. The publisher highlighted the game's fresh gameplay, compelling characters, and world setting as key factors in its success. Capcom also noted that Pragmata is a good example of successful collaboration between younger and experienced staff.

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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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