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General Gaming / Re: 6th Annual NWR Four on Four
« Last post by Evan_B on Today at 05:51:11 PM »
Pragmata is the game I forgot that I needed. While I’ve been out of the Resident Evil loop for quite some time and would be curious if more recent games reflect this mentality, Pragmata very much reminds me of Resident Evil Revelations, a game that I got partially because I wanted a graphical powerhouse for my Nintendo 3DS and ended up adoring because of its pacing, variety, and absurdity. In a similar way, I needed something that felt a bit more premium on my Nintendo Switch 2, and Pragmata’s demo did a great job of selling its potential. Like a good demo, it also doesn’t give away too much of its narrative and gameplay conceits, so starting and playing a hefty chunk of Pragmata over the weekend was a surprise and delight.

While enemy variety isn’t incredibly varied, it’s the thoughtful combination of environmental design and the number of enemies that keeps Pragmata feeling consistently fresh, though the slow trickle of new weapons also helps things also. The great thing about a science fiction game is that the weapons get increasingly cool: you start with a pea shooter, then a shotgun, then a grenade launcher… and you eventually get your railgun, decoy spawner, concussive shield, mini rockets, and autonomous drones. The one thing that feels only a bit underbaked is Diana’s hacking system, which has sorts of strange modal variations and a chip system that is much more random than the loadout prep system would lead you to believe. In my opinion, the game could have leveraged less health packs (especially with the evasive movement Hugh possesses) and more chip slots, though I understand dispersing them throughout the hacking planes might have been too extreme a task.

Jeez, I’m not doing a great job of explaining the hacking. I will say that the targeting system is elegant and allows for much more freedom of action than I initially thought. I was a bit worried that breaking eye contact would reset a hacking plane, but your progress on multiple enemies is saved if you should have to break line of sight due to evasive measures. It’s a bit unfortunate that the D-Pad and the weapon wheel are on the same side of the controller, as switching guns mid-hack can be a bit cumbersome, but I also think the appeal of Pragmata is its clunkiness. Even if you are supposed to be controlling two characters simultaneously, their controller real estate makes them feel like a single unit, and it’s satisfying to get more proficient with their particular quirks. There are a couple of things you can do to make the game feel a bit less flow-chart-y: it can sometimes feel like the gameplay is always “Execute your Diana actions first, then deal damage with Hugh,” but some of the modal modifications you can make to Diana’s side of things can make dealing damage during a hack more rewarding. There’s also some weapons that Hugh possesses that work well as pre-Diana actions, such as dropping decoys, knocking enemies off their feet, and some neater, weird mid- to endgame options. I do think the Right Bumper is unfortunately underutilized in gameplay, which is weird since the Left Bumper is used consistently throughout the game, becoming a full-on contextual attack in the final act. Said contextual attack is also far from a permanent solution, with Hugh having to do some fast shooting in order to properly capitalize on exposed enemies.

While the data logs in the game are pretty light fare and inconsequential overall, the narrative is well-paced, to the point where I am reminded that games don’t have to be these protracted, grind-heavy experiences in order to justify their price. Rather, a game can present a nice, ten to twelve hour narrative and enough novel scenarios to still feel premium. The story is twisty enough to satisfy some, but I found it a bit predictable in its main hooks, with a third act introduction of some context that is hinted at environmentally, but still feels like a late trickle. The nature of the environments you visit never really feel justified, save for the lunum mines that are impressive from a scale and gameplay expansion standpoint. Still, the lack of environmental context is excused by the fun inherent in the scenarios: why do we have a wonky, 3D-printed version of a city being stalked by giant toddler robots? Why am I exploring varied biosphere simulations? Because it’s fun.

There’s a couple of ways that Pragmata pads its playtime and limited environmental space: its chock-full of collectables tucked in every corner, an extensive and sometimes unreasonable set of training missions, and a few progression gates- both literal and metaphorical- that you’ll have to double-back on in order to unlock. But all of these things are easy to access, with a pretty generous scan feature that shows your direct proximal relationship to items in the environments. The map could be a little less obscure, but every location is linear and telegraphed enough that it’s never too tedious to get where you’re going. I do wish you could fast travel between emergency exits a bit more immediately instead of having to return to the Shelter in order to pop up somewhere else in the same environment. The game leans heavily on making sure your initial loadout can get you where you need to go, so it’s somewhat excusable, but its also pretty generous about giving you weapons before and even during enemy encounters. This loadout feature is a core part of the game’s challenge: for half of the campaign (and even after that point, though slightly lessened) you will have to complete a sequence of encounters with a limited set of tools, and whatever scattered extras the game is willing to offer you in a certain arena. The fast travel system works for the forward momentum of the campaign, less so in doubling back.

In some ways, Pragmata is a movement shooter, if only because Hugh’s thruster dodge makes him a lot more slippery than one might expect upon first impression. With the amount of evasive opportunities you are given and how range focused the encounters are, you’ll be zipping around arenas and avoiding enemy attacks on the regular. One of the game’s most intense boss fights pits you against a highly mobile enemy with a number of area-filling attacks, but it all feels as if its in good fun. Verticality is not Pragmata’s strong suit, however, and the few areas that do possess levels often prove a bit more cumbersome than one might hope. You can avoid a larger enemy early on in the campaign simply by climbing up on a ledge that it could very easily surmount, itself.

…I should have just put this in reader reviews.
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TalkBack / Re: Splatoon Raiders Arrive July 23
« Last post by broodwars on Today at 05:47:50 PM »
I would be interested in a SP-only Splatoon game...but it's kind of unclear from the release date trailer what this game even is. What they showed look like Salmon Run with treasures and crafting, and that's not super appealing to me. I'd need to see more gameplay.
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General Gaming / Re: 6th Annual NWR Four on Four
« Last post by broodwars on Today at 12:40:11 PM »
Well, the plan was to play Pragmata (great game, btw) until Saros came out, but it appears we have a New Challenger for the rest of the month:

Oh how I have been waiting for this one. This one's been vexing me for 20 years, it and the game that came after it. Both PS2 games. Completely incompatible with the PS3 backwards compatibility. XSEED told everyone to forget those games ever getting re-released again. Vengeance shall be mine.   ;)

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I don’t agree that the trope only became mainstream in the Age of Sail, works like The Odyssey already made it central much earlier. It feels more like a timeless idea that just evolved into modern formats.
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Wow, I did not see this series starting this way. The Penguins, despite their massive experience advantage, look like the team that's not ready for this. Sidney Crosby and Kris Letang have been playing in the NHL longer than Porter Martone has been alive, and boy does Letang especially look his age right now. Rick Tocchet got a lot of **** all season from the fan base, but man does he have these kids ready to play.
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What a game! Porter Martone with the winner in his first career playoff game, only his 10th NHL game period. That kid is going to be a star. Really shouldn't have even been that close, Flyers just suffocated the Penguins and easily could have had 5 or 6 goals if not for Skinner making big saves. Love to see the rivalry back in full swing.
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General Gaming / Re: 6th Annual NWR Four on Four
« Last post by broodwars on April 18, 2026, 11:14:48 PM »
I have rolled credits on the Rogue Prince of Persia after lucking into a damn good run, where I got situationally the best weapon in the game early, plus the medallions needed to make it always Crit.

I proceeded to absolutely annihilate all 4 of the run's bosses, including netting me 3 most of the no-hit boss trophies I was missing (I already had the no-hit from the 4th boss). I'm not just missing 1 of those. I also got the trophy for no-hitting one of the trap-ladden levels.

Didn't think I was going to go for the Platinum on this one, but the game's a lot of fun and the Platinum's surprisingly do-able for a rogue-like.

As for the story, it's pretty standard issue Prince of Persia, right down to the ending being kind of lame, really.
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Hey everyone! I'm new here!
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General Gaming / Re: 6th Annual NWR Four on Four
« Last post by M.K.Ultra on April 17, 2026, 01:39:59 PM »
I hit an end to my time with Chicken Wiggle on 3DS. I was playing this via the atooi collection from Limited Run. As is well documented online, there is a game breaking bug on the second to last level (8-5). It prevents players from accessing the last two levels. I did 100% complete all levels before this. With no official patch and not wanting to mod my 3DS I am going to consider this completed.
I really enjoyed my time with this game (~5.5 hours). The controls are tight, the game looks great (especially the 3D  8)), and the level design was strong. I sharing features are no longer available and I did not try using the level creation tool. It was nice to get back into using my 3DS. I had not played it since I wrapped up Etrian Odyssey last year. I am not a little more motivated to tackle that part of my backlog.
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General Gaming / Re: 6th Annual NWR Four on Four
« Last post by broodwars on April 17, 2026, 01:13:30 PM »
Completed my time with the Switch version of Yooka-Laylee & the Impossible Lair, getting all the Coins, Tonics, and Bees you can get without clearing the lair hit-less.

That sounds like the level of completion I had. What do you get for clearing the impossible lair without getting hit?

The game's final tonic, which makes the duo Gold.

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