Besides Resident Evil Requiem, another one of Capcom’s runaway hits in this year is Pragmata, where the main narrative experience in centered around the the protagonist Hugh and his android companion Diana and during the development process, a whole group of devs were allotted solely to make sure that the character designs for Diana were spot on. In a new interview with Gamespark, producer Naoto Oyama and game director Cho Yonghee reveal the meticulous care that was taken by Capcom for bringing the character of Diana to life in Pragmata:
“Women are more likely to notice the ‘cunning’ of female characters than men, who might wonder, ‘What’s the difference?’ I think all the staff at the Diana Police were women,” Yonghee said.
Oyama added, “During development, defining the character’s personality was a challenge. Once the game is released, there’s a shared understanding among users that the character is like this, but during development, it’s expected to change, so even if you set a core character, there will be parts that deviate. The entire team works together to correct those deviations and create the realistic character images we see today.”
It’s this sort of care and craftsmanship that elevate elements of a videogame to the level of art, which also goes to show Capcom’s sheer dedication towards their creative visions which is truly inspiring in more ways than one. Of course, as a lot of the core narrative revolves around Diana and the player’s interaction with her which also affects the combat experience, getting her character, at least visually was quintessential for the success of Pragmata, so it makes sense that Capcom would go the extra distance to make sure they get everything right.
In other news of Pragmata, the game was confirmed to sell over one million copies in just two days of it’s release, indicating a sleeper hit for the publisher.