Animation Movies

Action Movies

Comedy Movies

Animation Movies

Action Movies

Featured Movies

Damon and Baby: hands-on with the ridiculous twin-stick shooter, out March 26

Damon and Baby: hands-on with the ridiculous twin-stick shooter, out March 26

Damon and Baby: hands-on with the ridiculous twin-stick shooter, out March 26 https://ift.tt/3cqNtJA

Arc System Works and Executive Director Daisuke Ishiwatari are known for fighting games, and their upcoming game, Damon and Baby, is a huge shift. It’s an action-adventure game that’s defined by an overhead viewpoint, twin-stick shooter mechanics, a lighthearted, cartoonish art style, and a wry, satirical wit — a departure from series like Guilty Gear and BlazBlue.

Damon and Baby is an expansive game that packs a surprising amount of depth and challenge. I recently played through the first 10 hours of Damon and Baby ahead of its release to get a first-hand feel for its blend of action mechanics and comedy stylings.

You take on the role of Damon, a demon with aspirations for greatness, who has what turns out to be an unfortunate friendship with a priest. At the start of the tale, the priest shows up mortally wounded and entrusts Damon with a baby. Little does Damon know that, through supernatural shenanigans, the two have become inseparable, and if Damon wanders too far away from the baby, he’s instantly teleported back to her.

Stuck with putting his demonic plans on hold to care for a cute child, Damon sets out to find a way to separate himself from the baby. But he quickly discovers that while he wants to get rid of the kid, there are demonic forces, led by Death, who will do anything to claim her. And while Damon is a curmudgeonly demon, it turns out he has a heart of gold, so he grabs some guns and sets about fighting through hordes of supernatural enemies.

Fast, furious twin-stick combat

And you will fight a lot of enemies in Damon and Baby, using a close-range melee strike and four different types of weapons: pistols, shotguns, machine guns, and rocket launchers.

Each of the gun archetypes comes in all sorts of variations, sporting different stats and nuanced capabilities. Some guns might add additional bullets to their spread, pierce through enemies, or fire in powerful, short bursts rather than continuously.

Each weapon is good for specific situations, encouraging you to change them up often as you fight all kinds of enemies. From easily-defeated knife-wielding spirits, to giant, flying, shield-wielding fiends, there’s a huge number of threats to deal with and you’ll have to constantly shift strategies in order to stay alive.

Toss that baby!

Damon and Baby gives you a few interesting tools to help you, as well. Before long, Damon realizes he can use that whole baby curse thing to his advantage, giving you the ability to throw the baby, which causes Damon to teleport to wherever she is and catch her. That move allows you to cover big gaps that you couldn’t normally jump over, and it serves as your primary dodge to escape enemy attacks.

You’ll need to use that baby throw ability a lot, because enemies hit hard. While Damon and Baby might look cartoonish on the surface, it packs some serious challenges.

Even normal enemies can be huge and powerful, but the bosses take things up a notch — like a giant, katana-wielding wolf dressed like he belongs in Kill Bill, or a moth who uses a massive sniper rifle against you in a grocery store. They’ll clobber you if you’re not on your game.

Throwing the baby is also just one of the many abilities that help you explore its sprawling areas. As Damon earns a double-jump and wall jump, and “ultimate” abilities that let him do things like smash through certain kinds of objects, you can revisit earlier areas to discover secrets and power-ups, or earn money for buying new weapons. Damon and Baby’s levels are huge, and offer almost as many nooks and crannies to check as demons to shoot.

Heaven and Hell have bureaucrats, too

The thing I liked most in my preview of the game, though, was Damon and Baby’s comedic sensibility. It’s set in a world where demons, angels, and monsters are old hat for normal folks, and dealing with Heaven and Hell is mostly a bureaucratic annoyance, and it’s a paperwork snafu that costs Damon his powers at the start of the game.

Damon’s ultimate goal is to get to Sedona — as in, Arizona — and he’s helped out by a demonic insurance agent, a vampire mafioso who transforms into a bat to help you in combat, and an angelic cook, among other weirdos.

It’s a game that imagines a goofy supernatural world that’s full of spirits and creatures trying to help you save the world, but who still have to work within a society full of mundane tasks and arbitrary rules. The absurdity leads to a lot of good jokes, especially as Damon complains his way through the journey.

You’ll get a chance to explore the enormous, ridiculous world of Damon and Baby when it launches on PS5 and PS4 on March 26.

Peni Parker revealed for MARVEL Tōkon: Fighting Souls 

Peni Parker revealed for MARVEL Tōkon: Fighting Souls 

Peni Parker revealed for MARVEL Tōkon: Fighting Souls  https://ift.tt/iUtNAS7

Hello everyone, I’m Takeshi Yamanaka, Producer of MARVEL Tōkon: Fighting Souls.

Earlier today at the Arc World Tour 2025–2026 Finals in Korea, we revealed the second team to appear in the game: the Amazing Guardians. If you haven’t seen the latest Team Reveal Trailer yet, be sure to check it out below.

Peni Parker revealed for MARVEL Tōkon: Fighting Souls 

A new team takes the stage: The Amazing Guardians

The Amazing Guardians are a team made up of heroes from a new generation.

Leading the group is your friendly-neighborhood Spider-Man (voiced by Josh Keaton), who answers the call with both great power and great responsibility. He’s joined by the up-and-coming Ms. Marvel (voiced by Dalia Rooni), the profit-seeking space pirate Star-Lord (voiced by Scott Porter), and the interdimensional gadget whiz Peni Parker (voiced by Risa Mei).  

How did these four heroes come together? How will they face an overwhelming threat? Can they work as a team despite their differences? You’ll find out in Episode Mode, where their story unfolds!

New playable character: Peni Parker

One of the newly announced characters is Peni Parker. A Japanese-American student, Peni is a brilliant (and maybe a little eccentric) young scientist.

She pilots SP//dr, a powerful mech suit created by her father, and fights as the spider hero of a parallel universe. In MARVEL Tōkon: Fighting Souls, Peni brings SP//dr into battle, using a wide range of gadgets and unique tools to improvise strategies on the fly.

Though she grew up in the United States, Peni occasionally slips into speaking Japanese. Keep an ear out for how this detail is brought to life across different language voiceovers.

Our Master of Ceremonies appears: The Promoter

The trailer also introduces a mysterious new figure known as the Promoter (voiced by Sabrina Fest). Her true name is Xirena Awhina, and she’s an Elder of the Universe — an ancient alien race that has existed across the cosmos since time immemorial.

True to her title, Xirena travels the galaxy organizing entertainment on a supernova scale.

The Promoter invites our heroes to a high-stakes tournament that will determine the fate of planet Earth.

How will our heroes, and villains, rise to the challenge? And is the Promoter acting alone? Stay tuned… more will be revealed soon.

New feature: Automatic Team Name Generation

We know players love building their own four-character dream teams—and giving them a name to match.

Starting with the latest build, we’ve added a fun new feature: Automatic Team Name Generation. (No, we didn’t patent it!)

Based on your selected characters, the game automatically creates a team name that references Marvel lore. The name appears on screen and is even announced by a ring announcer. Try out different combinations to discover cool, surprising, or just plain fun team names.

Improvements based on the Closed Beta tests feedback

Based on feedback from our two Closed Beta tests last year, we’ve made a number of refinements and improvements to the game.

Watch this video for an overview of the latest gameplay changes.

Detailed patch notes are available on the Discord Server.

To everyone who played the demo and shared their thoughts—thank you! Our development team is continuing to fine-tune the experience right up until launch.

Play the latest demo at EVO Japan 2026

Next, we’ll be bringing the latest hands-on demo to EVO Japan 2026, taking place in Tokyo from 1- 3 May.

This build will feature Peni Parker as a playable character, along with the Knowhere battle stage, which is closely tied to the Amazing Guardians team, bringing the total of playable characters to 12 and 4 stages to choose from at EVO Japan. If you’re attending EVO Japan, we’d love for you to stop by and give it a try.

See you at EVO Japan 2026!

Microsoft Flight Simulator 2024: a deep dive into PS VR2 mode

Microsoft Flight Simulator 2024: a deep dive into PS VR2 mode

Microsoft Flight Simulator 2024: a deep dive into PS VR2 mode https://ift.tt/ep1KTgk

When Microsoft Flight Simulator 2024 was announced last year for PlayStation 5, you could almost hear the inevitable question on everyone’s lips:

“Will it support PS VR2?”

Asobo Studio and the Microsoft Game Studios team at Microsoft wasted no time with the immediate and welcome revelation that, yes, you’ll be exploring new heights in one of the most advanced flight sims available with a free PS VR2 update launching early this year. But as with any VR mode, it’s not just a matter of pressing a magic button to get the job done.

“Cockpit interactions in Microsoft Flight Simulator 2024 are complex,” explains Jorg Neumann, Head of Microsoft Flight Simulator. “There are so many different instruments, knobs, and switches to interact with. Every interaction model had to be redesigned to fit the PS VR2 Sense controllers to action them in a natural and intuitive manner.”

On top of the control elements, there were many technical aspects that posed a variety of challenges to the team, especially those related to ensuring a smooth framerate, something essential to such a visually demanding game. “Getting foveated rendering with Flexible Scaled Rasterization right was quite a challenge,” said Jorg. “It impacts the entirety of the rendering pipeline, and subtle off-by-on-pixel bugs during development could result in dramatic quality issues.

“Another tech developed specifically for PS VR2 support was frame duplication, where the render thread would iterate twice for one frame of the main thread, updating the camera position in-between. This technical approach was another key in achieving the framerate needed for PS VR2 support.”

Inspirations, feedback and fun

With the heavy focus on technical quality there’s always a risk of losing sight of what can make – and keep – a game being fun, but the development team’s strong emphasis on community feedback from prior versions kept their vision clear. Jorg revealed that they also looked at how Gran Turismo 7 effectively used VR as a form of inspiration. Placing the player into the seat of a high powered vehicle is an obvious overlap, with the feeling of being within the high flying environments offered by Microsoft Flight Simulator 2024 being something that the studio felt they had to get absolutely right in VR.

“It’s the sense of scale,” says Jorg. “On a flat screen, you see a mountain. In VR you feel the sheer mass of the rock wall as you hover your helicopter next to it. Also, flying through a storm is a completely different experience when you can lean forward to look through a clear patch in the windshield.”

Navigating with over 100 aircrafts  

One of the other factors that had to be taken on board for VR was that different aircraft archetypes provided their own quirks and characteristics, which  meant more considerations. “Airliners were used a lot during development, especially the Boeing 737-8,” said Jorg. “In general, airliners are the most challenging archetype because of their requirements on performance, the sheer complexity of the cockpits, readability, as well as interactions. But now that it all works really well, taking off with a 737 in VR is immensely satisfying!

“Helicopters like the Guimbal Cabri G2 are also particularly interesting and immersive in VR, because the peripheral vision in these aircraft is unmatched. In VR, you do not just fly a helicopter, you feel like you are suspended in mid-air. It is a great way to enjoy the scenery.”

And while being able to take in the many different environments at your leisure is a big part of the experience, when asked about some of the more thrill-seeking moments in VR, Jorg had a clear favourite. “With the PS VR2 Red Bull Air Races are jaw-dropping, they take on a whole new dimension in terms of authenticity. The ability to look into a high-G turn to spot the next pylon is simply incredible.”

“A true-to-life experience”

With up to 125 different aircraft to try out, many providing a very different experience via VR, Microsoft Flight Simulator 2024 is looking to deliver an enhanced level of authenticity in simulated flying for both fans and newcomers alike. And if – like me – you’re a little apprehensive around heights, this could be as real as it gets to flying an actual aircraft, which is no mean feat.

“For those of us who are pilots, it is uncanny how our body movement mimics what we do when flying a real aircraft when simming in VR,” says Jorg. “Looking over your shoulder for the runway, looking through the side windows for orientation … the actual movement and muscle memory are very similar to flying real planes. VR is making flight simulation a true-to-life experience, and with Microsoft Flight Simulator 2024 on PS VR2, console players can experience this incredible sensation for the first time.”

Share of the Week: Ghost of Yōtei Legends

Share of the Week: Ghost of Yōtei Legends

Share of the Week: Ghost of Yōtei Legends https://ift.tt/gLyPmYF

Last week, we asked you to take on the new Ghost of Yōtei Legends mode using #PSshare #PSBlog. Here’s are this week’s highlights:

nna_Roc shares a Legends version of Atsu poised to strike

Leumir4 shares a portrait wielding a kasurigama in the Kitsune mask

call_me_xavii shares their character standing before a corrupted torii gate

pannn03_ shares Atsu with an eye-patch, ready to throw something

UkkoVP shares their character approaching a dark see of watchful eyes

LosBjornOs shares a black and white portrait leaping into action with a katana

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme, or be inspired by other great games featuring Photo Mode. Want to be featured in the next Share of the Week?

THEME: Resident Evil 30th Anniversary
SUBMIT BY: 11:59 PM PT on March 25, 2026 

Next week, we’re celebrating 30 years of Resident Evil. Share your scariest moments from any game in the iconic horror series using #PSshare #PSBlog for a chance to be featured.

Pragmata interview: combat, hacking, resource management, and more

Pragmata interview: combat, hacking, resource management, and more

Pragmata interview: combat, hacking, resource management, and more https://ift.tt/8GEiTgC

Capcom’s upcoming PlayStation 5 title Pragmata , launching on April 17, is a bold new sci-fi adventure that combines puzzles and action to deliver an experience that is both thrilling and deeply strategic.

During the recent hands-on, we also spoke with the game’s director, Yonghee Cho, and producer, Naoto Oyama, who shared some insight into the game’s development as well as its PS5-specific features.

(Left) Yonghee Cho, Pragmata director, Capcom (Right) Naoto Oyama, Pragmata producer, Capcom

Note: the following interview has been condensed for brevity.

PlayStation Blog: How have players been reacting to the Pragmata Sketchbook demo that’s out now?

Oyama: We’ve gotten a lot of positive feedback. We expected more mixed reactions, so it’s been a pleasant surprise to see how much the players enjoyed it.

I think it’s one of those games where you can’t fully understand what makes it special until you actually play it. That’s why we decided to release the demo fairly early, and we’ve been thrilled by the amount of positive feedback. The game experienced multiple delays, being first revealed in 2020 with a 2022 release window, which was later moved to 2023, and then delayed indefinitely. Even so, the team never lost focus and kept pushing forward. Now that players can finally try the demo, I feel equal parts relief and anxiety.

Cho: We never imagined the game would attract this level of anticipation. Although our goal was always to create something unique, every new trailer seemed to amplify the buzz. With that attention came greater pressure, and trying to meet every player’s expectation probably played a part in the delays.

The intricately designed streets of New York really stand out, as did details like Diana’s smooth, flowing hair and the metallic finish of the enemy bots. Could you tell us more about the attention to detail that went into the visuals?

Cho: I’ve always felt that bold, intentional designs are essential when creating artificial machines. The mechs in this game have a sleek, near-futuristic aesthetic, which gives the visuals a very different feel from other Capcom games like Resident Evil or Devil May Cry. To create beautiful mechanical designs, I worked closely with the modeling and background teams. Natural elements are full of visual information, like a zombie’s blood in Resident Evil. Mechs, on the other hand, can easily appear flat or sterile, so we focused on ways to add depth and nuance. Adding decals and carving subtle grooves helped us create a sense of complexity and scale.

Oyama: For the enemy bots, we refined every component, paying attention not only to their smooth exterior, but also how they look after their shields are destroyed by Diana’s hacking.

​​

What inspired the idea to combine gun shooting action with hacking-based puzzle elements? How did those ideas come about and why did you decide to implement them?

Cho: From the start of development, we wanted to make something that set itself apart from traditional shooters. That’s how the idea of combining gunplay with hacking in combat came about. Hacking felt like a natural match for the sci‑fi tone we were aiming for, and as we experimented with ways to make it fun and meaningful in gameplay, it gradually evolved into the puzzle‑based system we have today.

Oyama: It actually didn’t start out as a puzzle. We went through a lot of trial and error, testing various ideas to see how we could incorporate hacking into gameplay. After exploring various options, we found that the current puzzle system offered the most intuitive controls and the kind of depth that keeps players engaged over time.

After playing the game, the mix of shooting and puzzle gameplay felt remarkably well-balanced. How did you nail down that fine balance?

Cho: Our goal from the start was to blend shooting and puzzle elements into one seamless experience. If players could finish a battle using only one of those mechanics, it would undermine the concept we were aiming for. In early prototypes, hacking sequences were automatically triggered during firefights, but we quickly realized that approach wasn’t very engaging. On the other hand, giving players total freedom led many to rely exclusively on gunplay. To ensure hacking felt both meaningful and essential, we conducted extensive playtesting to find the right balance.

Oyama: It took quite some time before we settled on the idea of turning hacking into a puzzle mechanic. Even after making that decision, we spent a great deal of time fine-tuning it. We wanted the puzzles to feel engaging rather than mandatory, so we refined everything from the visual and sound effects to the way the puzzle grid shifts. We also brought in new playtesters regularly, incorporating their feedback until it all finally came together.

In the demo and the hands-on, players can use hacking to disarm traps, weaken enemies, or deflect incoming missiles. Can players expect to see a wider range of hacking options in the final game?

Oyama: Each area introduces its own set of enemies and unique gameplay. With every new location, players will encounter new challenges and mechanics that keep the experience engaging from start to finish.

Cho: There are also special hacking sequences where Diana comes to Hugh’s aid. Each sequence is tailored to different enemy encounters and features its own unique visuals that we hope players will enjoy.

The demo and hands-on preview featured Hacking Nodes like Decode, which weakens enemy defenses, and Multi-Hack, which propagates effects to surrounding enemies. What other types of nodes are available in the game?

Oyama: There will be plenty of different types of nodes. We’ll leave the rest for players to enjoy once the full game is released.

Cho: As you progress, players can carry a greater variety of Hacking Nodes at once and experiment with different combinations. For example, pairing Decode with Multi-Hack allows you to lower the defenses of multiple enemies with a single hack, setting them up for shotgun blasts. 

Oyama: Mixing and matching various nodes and weapons really broadens your tactical options. The more weapons and nodes you unlock, the more freedom you have and the more satisfying the combat feels. Players can also use upgrades to tailor their approach and choose to focus on shooting or hacking. With enough hacking upgrades, you can even out-damage guns and take down groups of enemies with a single powerful hack.

Cho: Some players who tried the demo might be wondering whether hacking will get even more challenging in the later sections of the game. However, as you unlock and upgrade more nodes, each hack becomes more powerful and efficient, making the overall gameplay feel faster and smoother.

I noticed that conserving Hacking Nodes against weaker enemies is an important part of resource management.

Oyama: That’s true. However, you can easily replenish them by returning to the Shelter, so you don’t need to worry about extremely strict resource management. Players are encouraged to use nodes freely, but if you’re being careless, you might find yourself running out at a crucial moment.

Cho: You’ll also find a fair number of nodes scattered throughout the areas, so we encourage players to swap them out and experiment with different types.

Players will be able to unlock new outfits for Hugh and Diana during a second playthrough that will drastically change their look.

What kinds of approaches or ideas went into the 3D Audio sound design?

Oyama: Our goal was to create an audio experience that makes players feel truly present in the game environment. To achieve more realistic spatial representation, including reverberation, we analyzed environmental data and generated segmented datasets for each room. We built detailed geometry to simulate early sound reflections, which was then used to calculate spatial audio fields. When enemies close in from all directions, directional sound cues become essential for immersion. Thanks to the sound team’s innovative approach, we were able to achieve an exceptionally high-quality audio design.

Cho: The game takes place on the moon, so we also focused on portraying the silence when transitioning from an indoor area onto the lunar surface. We’re excited for players to experience it themselves.

Capcom’s proprietary development engine, RE Engine, has achieved remarkable results in PS5 games such as the Resident Evil series. Are there ongoing efforts to further evolve or expand the applications of the engine?

Oyama: Our research efforts are ongoing. The key advantage of the RE Engine lies in its flexibility, which allows us to keep adding new features to meet the unique requirements of each title. Feature expansions implemented in one project can be carried over to other titles in development. New capabilities developed through ongoing research can then benefit future releases. Its ability to adapt to internal demands and evolve continuously is what makes it such a powerful development engine.


Pragmata launches on PS5 April 17.

Starfield is coming to PlayStation 5 on April 7

Starfield is coming to PlayStation 5 on April 7

Starfield is coming to PlayStation 5 on April 7 https://ift.tt/ipL68tW

On April 7, Starfield is coming to PlayStation 5, inviting a whole new community of explorers into the Settled Systems. At the same time, Starfield’s biggest free update yet, Free Lanes, and the all-new Terran Armada story DLC will go live across all platforms. For those of you stepping onto the Frontier for the first time, this version of Starfield is the result of years of love from Bethesda Game Studios and the Starfield community. Bigger, deeper and packed with even more ways to play.

Starfield is coming to PlayStation 5 on April 7

PlayStation 5 features

Every firefight and dogfight in Starfield hits harder with the PlayStation 5 DualSense controller. Adaptive triggers change from weapon to weapon (including your starship loadout), the light bar keeps tabs on your health and ship integrity, and the touchpad lets you jump between first- and third-person POV or instantly access your map and hand scanner. 

On top of that, in-game audio logs and non-local ship intercoms will pour through the DualSense controller speaker, immersing you deeper in the action. Starfield has also been visually enhanced for the PlayStation 5 Pro, with a Visual mode that runs 4K resolution at 30 fps and a Performance mode that features improved visuals at 60 fps.

Free Lanes update (free for all players)

The Free Lanes update is built around Starfield’s core values: rewarding exploration; allowing deep, meaningful customization; and making the experience smoother than ever so you can get lost among the stars, following your curiosity and crafting your story.

  • Free Lanes touches nearly every major element of the game:
  • Expanded space travel options that allow you to freely fly between planets within a star system
  • New space encounters have been added and encounter frequency has been increased
  • A new resource has been added to give you even more control over your gear and ship customization
  • New options for upgrading your Starborn abilities and bringing your favorite gear with you into New Game+
  • And so much more

With Free Lanes, the Settled Systems are more alive than ever. All you need to do is pick a direction and see what you find.

Terran Armada (new story DLC)

The Terran Armada has risen and they’re bringing “unity” to the Settled Systems in the form of an army of highly advanced robots and enough firepower to put the galaxy in a chokehold. In Starfield’s new story DLC, you’ll fight back through the Incursion system, uncover powerful new tech, explore with a new Companion, and earn rewards that will definitely be worth the risks.

You can pick up Terran Armada on its own, or get it bundled with the Premium Edition—or included with the Premium Edition Upgrade.

Trackers alliance (creation bundle)

Starting at launch, you’ll be able to jump into the Trackers Alliance bounty arc, available for purchase through the Creations menu. The bounty series is complete with seven unique, high-value targets to track down and deal with however you see fit. Each entry is a self-contained story, full of tough choices, memorable marks, and pursuits that will take you all across the Settled Systems.

Mark your calendars for April 7, and we’ll see you in the Settled Systems.

Pragmata hands-on report: hack-and-blast through a futuristic city

Pragmata hands-on report: hack-and-blast through a futuristic city

Pragmata hands-on report: hack-and-blast through a futuristic city https://ift.tt/8oPFu3h

With just a month to go until Pragmata launches on PlayStation 5 on April 17, I had the chance to spend a few hours trying out the game at a recent press event.

Diana’s hacking abilities and Hugh’s arsenal

This hands-on preview was set in the New York-like cityscape shown during February’s State of Play, allowing players to explore, fight, and upgrade as they pushed toward a boss waiting at the end.

Hugh can equip a variety of guns to blast away at enemy “bots,” but their tough armor means regular shots don’t do much on their own. That’s where Diana’s hacking skills come in.

When Hugh locks onto a target, Diana pulls up a grid-style Hacking Panel. Drawing a single continuous line through the blue squares triggers a successful hack, dealing damage and temporarily compromising the enemy’s armor. The more squares you connect, the greater the damage and the longer the armor stays disabled. Once their weak points are exposed, you can unleash Hugh’s firepower for some serious damage.

That said, enemies won’t just wait around while you’re hacking. You must stay sharp, deciding whether to push your luck and connect more blue squares or cut it short to dodge incoming attacks.

Break through shields and dodge missiles that disrupt hacking

Some enemy bots are protected by red, shield-like barriers that make them immune to Diana’s hacking. These shields can be destroyed with Hugh’s gun or other attacks, opening the enemy up to hacking once they’re taken down. You’ll be forced to prioritize either hacking or gunfire based on each encounter.

Some enemies fire homing missiles at Hugh, but those can be hacked as well. A successful hack allows you to take control and redirect the missile straight back to its sender.

Master four weapon types

Hugh has access to four types of guns. Aside from the Primary Unit, each weapon breaks once its ammo runs out, so you’ll need to be strategic about when to use them.

Landing well-timed combos, like pinning enemies down with the Tactical Unit, hacking them mid-fight, and then finishing them off at close range with the high-powered Attack Unit, feels incredibly rewarding. The Defense Unit, which can lure enemies away, also comes in handy in all kinds of situations.

Amplify your hacking abilities with the Hacking Node

If you’re carrying a Hacking Node, yellow tiles will appear on Diana’s Hacking Panel. Connecting these and completing a hack will trigger special effects. These range from Decode, which lowers enemy defense, to Multi-Hack, which spreads the effect to nearby targets. Each use consumes one Hacking Node, and once you run out, these perks can no longer be activated.

In the full release, various upgrades and customization options will let you carry multiple Hacking Nodes, which will significantly increase tactical versatility.

Gear upgrades and gameplay loop

The Shelter is a safe haven where you can heal your health and use materials you’ve gathered, such as Lunafilament, to unlock new abilities or enhance your weapons and Hacking Nodes.

Once you unlock the Critical Down Node, you’ll be able to knock down weakened enemies and follow up with a strong melee attack, making combat more fluid and intense. Be sure to upgrade and customize your loadout regularly to stay prepared as you venture deeper into the Sectors.

Epic battles against colossal enemy bots

After plenty of upgrades and customizations along the way, I found myself facing off against an enormous bot at the end of the demo. While the core gameplay of hacking and shooting remained the same, this encounter definitely raised the stakes with various area-of-effect attacks and multiple shields that blocked hacking attempts.

Hacking under heavy fire proved challenging, but progress wasn’t lost even when I pulled back to evade, giving me room to calmly finish the hack bit by bit. Having to choose when to break the red shields and shift into offense mode added another layer of tactical depth.

Just when I thought the fight was finally over and I was savoring my victory, a sudden hacking prompt triggered mid-cutscene; a final reminder that this game doesn’t let up until the very end.

Pragmata delivers a unique gameplay experience that fuses shooting action with puzzle mechanics. I’m excited to see how the full release expands on the game’s tactical depth.

Pragmata launches on PS5 on April 17.