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Aether & Iron Review
Aether & Iron Review The Big Floating Apple Developer Seismic Squirrel's debut title Aether & Iron does plenty of things to stand out from the RPG crowd. While drawing inspiration from tabletop adventures, it certainly isn't short on ideas, as it combines an alternate history 1930s decopunk setting with an intriguing turn-based combat system replicating car chases. Its fine use of noir stylings within its story and narrative helps give players an engaging experience, even if there are some missteps along the way. Aether & Iron is set in an alternate 1930s New York City that has been transformed by aether technology and a gravitational anomaly called the Well, around which float the city's numerous islands. The game takes place primarily in the Lowers, the almost lawless islands that are each run by powerful Barons with their own philosophies as they rule their parcels of land. This is in contrast to the Uppers, where the city's wealthy and elite live with a clear view of the sky. Even within the Lowers, there are various castes; for example, the Aethoneers, who are crucial for keeping the islands afloat, are often looked down upon by regular citizens. The game follows Gia Randazzo, a smuggler still coming to terms with a mission gone wrong that resulted in the death of her beloved uncle, with her actions in the aftermath putting a further stain on her reputation. While working a job in the Uppers, she comes across scientist Nellie in the aftermath of a bombing attack on her workplace seemingly connected to her research on the Well. With her research indicating that the Well is expanding and likely to swallow up the Lowers, Gia agrees to help Nellie, which puts her into conflict with the Barons running the particular islands, but also nets her allies elsewhere. [caption id="attachment_176110" align="aligncenter" width="640"] Rhiannon Moushall's narration as Gia really helps sell the noir inspirations.[/caption] Aether & Iron features an initial prologue before three main acts and a fairly brief finale, running for around twenty hours in total. The vast majority of the game follows the game's main storyline, with only a small selection of minor diversions in the form of optional character-related side quests. The story itself is well written and the cast in general is very strong as the motley crew comes together and forms tight bonds, usually informed by past struggles that get revealed or detailed naturally over the course of the game. The storytelling is helped by strong voice acting performances across the board, minus some technical hiccups, with the game itself fully narrated by Rhiannon Moushall as Gia, really helping to sell its noir atmosphere. Each of the main acts features its own main path with an introduction, middle, and end. They are individually very enjoyable and work well together to offer a cohesive journey for Gia and company, with the endings of their self-contained arcs proving very satisfying. Unfortunately, the overall finale is rather less successful; its twist is not all that surprising, and the way the conclusion itself plays out is all a bit sudden compared to the rest of the game. It at least solves the main objective of the game itself, and while it leaves open a few questions and plot threads, none of them are in need of a pressing answer, and the possibility of the developer returning to follow them in the future is quite welcome. Nevertheless, while the ending doesn't fully stick the landing in the same way each act does, it doesn't detract from the highly engaging journey to get there. Story sequences see Gia investigate locations and participate in conversations and events. Choices during dialogues and events impact how quests can play out and the fates of certain characters, usually with various skill checks attached to them, and fully investigating an area will often present additional options for Gia to handle the current quest objective. Each skill check involves the roll of two six-sided dice, with the result and any modifiers added together and compared against the target score. The game readily displays the chances of a successful check, with double ones or double sixes guaranteeing success or failure. Gia can also carry around various items of use that work either as direct bribes or gifts to unlock dialogue options or get out of sticky situations, or which allow dice to be re-rolled. In its regular mode, save scumming for favourable dice rolls is readily an option, but the game also includes a single-save option that removes the option to save scum and a permadeath mode. Quests never get very complicated, and there's not much to do outside of the story, but the balance of player choices, skill checks, and events helps the game tick along nicely. [caption id="attachment_176105" align="aligncenter" width="640"] Dice rolls are used frequently during story events and conversations.[/caption] Aether & Iron features a novel approach to strategic turn-based combat, taking the form of car chases. The party of up to three each drives their own vehicle as the streets zoom by, using their turn to move up and down the progressing grid and attack foes (or bystanders) as necessary. Each turn generally sees the enemy go first, followed by the player, before any hazards or changes to the road, such as it splitting into two or lanes ending, activate. The way the scenery is always zooming by works nicely to ensure that, despite being turn-based, it feels like the action is happening. Except where a mission actively requires their survival, there doesn't appear to be any penalty for defeating bystanders, which players can do to their advantage. Positioning is oftentimes the most important part of combat. It impacts what defensive and offensive moves might be available, whether any forthcoming threats -- indicated on the grid -- need to be moved away from, and even how and when players want to defeat foes, as any in the lane behind a defeated enemy will take damage when they crash. Each turn, a combatant gets a certain number of action points (AP) determined by their vehicle and any buffs or debuffs, which they can use to move and undertake actions. Each action has an AP cost, as does the direction of movement: it costs far less AP to move backwards (i.e. slow down) than it does to go forwards (accelerate). Available actions are determined by each car's equipment, such as weapons or auxiliary tools, and character skills. Generally, each action can be used once per turn. [caption id="attachment_176104" align="aligncenter" width="640"] The game's approach to combat is novel, turning car chases into strategic turn-based combat.[/caption] The game doesn't overuse its combat, with story events and skill checks arguably being a larger focus, which helps make each combat its own occasion. By and large, it is effective, with certain encounter designs creating good excitement and great satisfaction when players figure out a strategy that leaves them with minimal damage. However, there are also some encounters that are much less interesting and a bit annoying. One particular misstep comes in the game's finale, as it suddenly throws out a punishing three-stage final boss with no healing in between that many players will likely need to have a dedicated setup for. As players complete quests, skill checks, combat encounters, etc., they earn experience points for the party. Upon each level up, players earn a skill point that can be spent to upgrade each character's skills. There are nine skills in total, divided into three disciplines; Gia has access to all nine, while all other party members cover two of the three disciplines. Each skill has a linear set of upgrades, with every odd node providing an additional +1 modifier to dice rolls involving that skill while they are in the party, while each even node offers a new combat skill. These dice boosts stack across the active members. Elsewhere, players can obtain a reasonable selection of cars and equipment, but various restrictions mean that players aren't given a whole lot of freedom in how they can customise each car for combat, and trying to find a use for newly-acquired weapons often isn't worth the time. One of Aether & Iron' s biggest strengths comes from its music. Christopher Tin and Alex Williamson provide an appropriate jazz-heavy orchestral score that fits right in with its setting and is delightful to listen to. The strings, brass, and percussion all get their chances to make an impact on the music when called for, and it goes a long way towards making the game a pleasurable audio experience. [caption id="attachment_176106" align="aligncenter" width="640"] Where we're going, we do still need (translucent) roads.[/caption] Meanwhile, the visuals are effective if unspectacular. The art style and designs are nice to look at, but there's just not a whole lot going on in the presentation, and the combat action becomes a bit rote after a time. One area the game struggles a bit is on the technical front. The performance can be a bit rough at times for those with lower spec PCs, and the UI is definitely not the greatest. While the game does support gamepads, it makes certain menus even more awkward to navigate, sometimes requiring the use of the mouse and keyboard to bail out of them. There are also occasional issues of repeated or misread dialogue. Aether & Iron is the sort of game I like to see exist. It populates a novel setting with an interesting cast of characters and uses them to build upon a solid gameplay structure, while trying out plenty of its own ideas. There are definitely flaws within, but despite these, it's ultimately a very enjoyable game to play through, and I would be very happy to continue Gia Randazzo's story in the future.   Disclosure: This review is based on a free copy of the game provided by the publisher. The post Aether & Iron Review appeared first on RPGamer .
RPGamerApr 14
Elementallis Releasing Later This Month
Elementallis Releasing Later This Month Publisher Top Hat Studios and developer AnKae Games announced that top-down action adventure Elementallis will release on April 28, 2026. The game, inspired by the Legend of Zelda series, will be available for PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and Nintendo Switch, priced at $17.99. After players accidentally set the Elements wild and put the world in danger, Elementallis  sees them embark on a quest to fix their mistake. To restore them, players will need to conquer the temples where each Element resides by completing puzzles and fighting foes using the Elements they have previously gathered. The game includes eight different temples and eight biomes to explore.   [foogallery id="189095"]   The post Elementallis Releasing Later This Month appeared first on RPGamer .
RPGamerApr 14
Gothic Trilogy PS5, Xbox Series X|S Release Dates Announced
Gothic Trilogy PS5, Xbox Series X|S Release Dates Announced THQ Nordic release dates for Gothic Classic , Gothic II Complete Classic , and Gothic III Classic on PlayStation 5 and Xbox Series X|S. Gothic Classic will release on July 28, 2026, followed by Gothic II Complete Classic on September 29, 2026, and Gothic III Classic on November 24, 2026. All three games will be priced at €29.99 each. All three games were originally developed by Piranha Bytes and debuted on PC in 2001, 2003, and 2006, respectively. Each follows the Nameless Hero in the same fantasy world; the first game takes place in a penal colony, the second around the city of Khorinis, and the third on the continent of Myrtana. A remake of the first game is planned to release for PC, PlayStation 5, Xbox Series X|S on June 5, 2026.   The post Gothic Trilogy PS5, Xbox Series X|S Release Dates Announced appeared first on RPGamer .
RPGamerApr 14
Memolith: Forsaken by Light Fully Launching This Month
Memolith: Forsaken by Light Fully Launching This Month Korean publisher Webzen and developer Black Anchor announced that tactical RPG Memolith: Forsaken by Light  will fully release for PC on April 27, 2026. The game has been in Early Access on Steam and the Epic Games Store , initially under its previous title of Remore: Infested Kingdom , since 2023. The full release will support English, Korean, Spanish, Portuguese, French, German, Japanese, and Simplified Chinese language options. The full release update will include expanded story progression, new Survivors, and a redesigned gameplay flow. The new flow will see players face a wide range of boss encounters in each stage of the game, including new mid-boss battles. It also features a reworked quest structure, plus upgraded weapon crafting and memory binding systems, balance adjustments, and more. Memolith: Forsaken by Light is set in a medieval land undergoing an apocalyptic event with creatures called the Infested roaming the land and slaughtering the people. It takes place in the ruined city of Remore, which was sustained by the structure known as the Memolith. After the Memolith shatters, the city falls to chaos, with people turning into monsters. Players explore locations, gathering supplies while trying to avoid being detected by the Infested, picking the ideal moments to strike them.   [foogallery id="189072"] The post Memolith: Forsaken by Light Fully Launching This Month appeared first on RPGamer .
RPGamerApr 14
Moves of the Diamond Hand Released on Steam Early Access
Moves of the Diamond Hand Released on Steam Early Access Developer Cosmo D Studios has released first-person urban RPG Moves of the Diamond Hand on Steam Early Access . The Early Access version is available for $19.99 with a 15% launch discount. The initial version contains the first two chapters of the game, with additional chapters to be added during the Early Access process. The game is expected to spend six to nine months in Early Access. The first chapter is available as a free demo on Steam. Moves of the Diamond Hand features a surreal jazz-noir setting and takes place in Off-Peak City. Players are looking to join the legendary Circus X artist crew; however, it is not recruiting. Players will need to find leads to get their way in while other strange happenings also take place, including a mayoral election in the city’s history with one candidate being a corporate-sponsored clone of a mayor from a century earlier, while a mysterious benefactor called the Diamond Hand appears to be playing various factions against one another. The game is billed as evoking the feel of a multiple-session tabletop RPG, with all stats, items, and more represented as customisable dice. Players are able to make decisions about who to help or hinder, which will impact their destiny and the future of their neighbourhood.   [foogallery id="189023"]   The post Moves of the Diamond Hand Released on Steam Early Access appeared first on RPGamer .
RPGamerApr 14
2D Adventure RPG Midnight Souls Revealed
2D Adventure RPG Midnight Souls Revealed Developer Spaghetti Cat announced Midnight Souls , a 2D adventure RPG built around dark humour. The game is in development for PC and is planned to release on Steam in 2027. Midnight Souls  sees players travel to the distant small town of Camomile Peaks to go on a date with their online girlfriend. However, their journey soon leads to a dark mystery involving unsolved murder and deadly puzzles. The game features various QTEs and mini-games as players go through various misadventures while also trying to keep their cat out of trouble.   [foogallery id="189048"] The post 2D Adventure RPG Midnight Souls Revealed appeared first on RPGamer .
RPGamerApr 14
Warhammer Classics Titles Released on Steam
Warhammer Classics Titles Released on Steam Boutique publisher SNEG announced it has partnered with Games Workshop and various developer and publisher partners to release various Warhammer titles on Steam under the Warhammer Classics label. The label sees seven PC titles newly released on Steam, with another twelve returning to the storefront. All titles are available with various launch and bundle discounts . Each title has been updated for compatibility with modern systems. The titles cover a variety of genres from adventure RPG and turn-based strategy to first-person shooter across both the Warhammer Fantasy and Warhammer 40,000 settings. The full list of titles covered under the label and its bundles is as follows (with their developers/publishers noted in brackets): Warhammer: Shadow of the Horned Rat (Mindscape, SNEG) Final Liberation: Warhammer Epic 40,000 (Holistic Design Inc, SNEG) Warhammer 40,000: Chaos Gate (Random Games, SNEG) Warhammer 40,000: Rites of War (DreamForge, SNEG) Warhammer: Dark Omen (Mindscape, SNEG) Warhammer 40,000: Fire Warrior (Chilled Mouse/Kuju Entertainment, SNEG) Warhammer: Mark of Chaos - Gold Edition (Black Hole Entertainment, SNEG) Space Hulk (Full Control Studios, SNEG) Space Hulk: Ascension (Full Control Studios, SNEG) Warhammer 40,000: Armageddon (Flashback Games/The Lordz Games Studio, Slitherine) Warhammer 40,000: Sanctus Reach (Straylight Entertainment, Slitherine) Talisman: Horus Heresy (Nomad Games) Talisman: Digital Classic Edition (4th Edition) (Nomad Games) Talisman: Origins (Nomad Games) Man O' War: Corsair - Warhammer Naval Battles (Evil Twin Artworks, SNEG) Warhammer Quest 2: The End Times (Perchang) Legacy of Dorn: Herald of Oblivion (Tin Man Games) Warhammer Underworlds - Shadespire Edition (Tin Man Games, Steel Sky Productions) Warhammer 40,000: Dawn of War - Anniversary Edition (Relic Entertainment) Warhammer 40,000: Dawn of War 2 - Anniversary Edition (Relic Entertainment) Chainsaw Warrior (Auroch Digital) Chainsaw Warrior: Lords of Night (Auroch Digital) Dark Future: Blood Red States (Auroch Digital) Space Hulk: Tactics (Cyanide Studios, Focus Entertainment) Battlefleet Gothic: Armada (Tindalos Interactive, Focus Entertainment) Blood Bowl: Chaos Edition (Cyanide Studios) Blood Bowl 2: Legendary Edition (Cyanide Studios, NACON)   The post Warhammer Classics Titles Released on Steam appeared first on RPGamer .
RPGamerApr 14
Roguelite Action RPG Clockfall Announced
Roguelite Action RPG Clockfall Announced Publisher Radical Theory and developer Rever Games have announced Clockfall , a roguelite action RPG with time management and village defense mechanics. The game is planned to release on Steam Early Access later this year, before fully launching on PC and consoles in 2027. Clockfall  takes place after the player's village is razed by the hordes of the "Destiny". However, a mystical clock in the ruins, forces players to relive the massacre. Players aim to try and prepare to fight off the invasion before the clock runs out, completing dungeons to boost their character and unlock defenses. As players survive for longer, they unlock new permanent time bonuses and powers to help them fight in the next loop.   [foogallery id="189010"]   The post Roguelite Action RPG Clockfall Announced appeared first on RPGamer .
RPGamerApr 14
Mandrake Talks Curses and Consequences
Mandrake Talks Curses and Consequences Developer Failbetter Games released a new video for its upcoming rural life sim  Mandrak e . The three-minute video sees Communications Director Hannah Flynn discuss the Covenant of Weeds while showing pre-alpha footage from the game. The Covenant of Weeds is a curse placed on the village of Chandley, which has been in place for a hundred years and which prevents the populace from actively growing plants themselves. As a sorcerer, players are exempt from the curse, but their ability to use horticulture causes concern from villages who have seen the consequences of the curse. Mandrake is inspired by British history and folklore. Returning to their family’s abandoned home, they look to make a life in the village and uncover mysteries that were left behind. Players grow various crops that get stranger as their skills grow, such as plants that can call down rain to water the gardens for them. The game is planned to release on Steam Early Access , though a date has not been announced.   The post Mandrake Talks Curses and Consequences appeared first on RPGamer .
RPGamerApr 14
Pragmata Review
Pragmata Review Androids Dream of Lunar Escape Fifty-seven years ago, man landed on the moon, marking one of the greatest human achievements. Humans have not returned to the lunar surface since 1972, but what if they had maintained a permanent presence? In fact, what if there were a whole lunar colony, with all of the technological advancements of our modern era? Enter Pragmata , Capcom’s newest original game, which brings players to a massive lunar space station where spacefarer Hugh and android girl Diana must confront a hostile AI known as IDUS and its legion of rogue bots to escape its clutches and get back home. Being well-rounded in most respects, Pragmata is boosted significantly by its sublime, crisp visuals, delightfully unusual combat system, tight level design, oppressively lonely and sterile atmosphere, and an enjoyable dynamic between its two main characters, making for an outstanding experience. The game’s outset sees Hugh arrive at a seemingly abandoned lunar outpost with his three comrades, but when a moonquake hits and disaster unfolds, Hugh is the only survivor. After suffering a near-fatal fall from a significant height, Hugh is saved by a mysterious girl who heals his wounds. When he wakes up shortly thereafter, aggressive bots attack Hugh and the girl. While Hugh's bullets uselessly ricochet off their armor, the girl manages to expose their weak points by hacking them, allowing Hugh to neutralize the bunch. Realizing something is clearly wrong at the station, Hugh joins with the girl, who reveals herself to be a sentient android codenamed DI-0036-7, though Hugh decides to name her Diana. Together, they set off to figure out what’s gone wrong with IDUS, the central AI, and venture out to communicate with Earth and escape. Pragmata ’s plot is quite good, mostly being fueled by the stellar partnership between Hugh and Diana. As they explore the station, there’s a sincere sense of camaraderie between the two as they learn more about each other and work together. Diana is so adorable and endearing, with all the traits players would expect from a young child: excited, bubbly, and incredibly curious. While she has a few uncanny, inorganic moments that remind players she’s an android, her growth arc is remarkably compelling as she learns more about humans and their intricacies. This balances extremely well with Hugh’s steadfast, blunt personality, making their emotional connection a definite high point. Pragmata also weaves in themes about the dangers of AI, unchecked corporate power, interdependency, and loneliness. All of these are executed well, though the game suffers from a few predictable twists, which is a bit jarring given its short runtime. [caption id="attachment_188510" align="aligncenter" width="640"] High-five! Teamwork makes the dream work.[/caption] Where Pragmata shines brightest is its unusual hybrid combat system, blending third-person shooting with real-time puzzle solving and RPG mechanics, with the latter heavily influencing damage and character progression. Essentially, Hugh keeps a whole arsenal of firearms at the ready, all anchored around his primary weapon, with regenerating ammo, which is further supplemented by offensive, tactical, and defensive guns with limited ammunition, though these weapons periodically respawn in the field, either as enemy drops or from breakable crates. The entire arsenal feels fantastic to use, and Pragmata ’s gunplay is tight, snappy, and responsive. Hugh also has a jetpack on his suit, and his thrusters allow him to quickly dodge attacks or even recover from being knocked down by a heavy blow, which, despite the bulk of Hugh’s suit, feels fluid, smooth, and fair. While there is no lock-on mechanic, Diana does an excellent job of alerting players of impending danger or off-screen attacks, ensuring players have fair warning. However, firing at the metallic robots is useless on its own, dealing negligible damage — this is where Diana comes in. When Hugh aims at an enemy, a grid of squares known as a hacking matrix appears, and players use the face buttons to directionally navigate from a preset point to a green “OPEN” square (also signified by a power button symbol), which makes the enemy vulnerable and drastically reduces its defense. On the grid, though, players can also pass through various nodes that Diana can equip. These can increase damage dealt, lower the enemy’s defenses, hack multiple enemies in proximity at once, or apply various status ailments, including halting movement or overheating the enemy, allowing for a high-damage critical strike. Various error nodes or other interesting detrimental squares appear too, adding a layer of challenge that constantly keeps players on their toes and weighing important split-second decisions: is it easier to simply beeline to the OPEN square, or is it possible to navigate around the grid and dodge the insta-fail error nodes for maximum offensive output? Like Hugh's non-primary weapons, hacking nodes have a limited number of uses, meaning players also have to weigh when and where to use them, though these also spawn in the field. [caption id="attachment_188511" align="aligncenter" width="640"] Diana navigates the hacking matrix while Hugh unloads bullets into a bot.[/caption] Together, the gunplay and hacking synergize extraordinarily well, even if it takes a bit of getting used to at first. Bobbing and weaving through hordes of bots while solving puzzles feels incredibly smooth, and Pragmata ’s combat does wonders at making Hugh and Diana feel like a superstar duo. But what really pushes Pragmata ’s combat from great to exceptional are its RPG mechanics and the various ways players can augment each character. At the hub area, known as The Shelter, players can utilize Upgrade Components found throughout levels. These allow Hugh to upgrade his HP and defense, as well as his primary gun’s damage, stagger rate, ammo, recoil, or heat gauge buildup, whereas Diana can strengthen her hacking damage, OPEN duration, or heat gauge buildup. On the other hand, using lunafilament – this game’s version of experience, essentially – allows players to upgrade non-primary weapons, Diana’s hacking nodes, and innate abilities. Players can also equip Mods, further altering the pair's attributes to suit their playstyle, enabling an astonishing degree of adaptability. Want to lean into Diana’s hacking and utilize her ultimate multi-enemy hacking Overdrive Protocol more? Go for it. Want to focus on Hugh’s gunplay and mowing down bots? Totally possible. Long-range build? Absolutely. Up-in-your-face assault build? That works too. There are so many possibilities, and the extent to which players can customize their build makes the odd gameplay hybrid all the more accessible and fascinating. [caption id="attachment_188512" align="aligncenter" width="640"] 3D-printed New York City melts in on itself, creating a bizarre landscape.[/caption] Throughout its various levels, Pragmata is generally a joy to navigate, with plenty of platforming sections and mini-game puzzles scattered around, requiring the use of both Hugh’s boosters and Diana’s hacking abilities. Exploration often grants excellent rewards or leads to interesting lore and backstory about the station, as well as finding visual spectacles that litter Pragmata ’s world. That said, the game could use some more variety later on, as the collectibles become just a bit rote. The Shelter serves as a great hub, with collectibles known as Read Earth Memories gradually filling its perimeter with holographic, childlike Earth-based settings, much to the ever-curious Diana's amazement. Also present are numerous, substantial  Metal Gear Solid -like VR simulations, with preset challenges that test the player’s movement, skills, or combat expertise in exchange for various rewards, which are always worth it. It also bears mentioning that despite its odd combat and intertwining mechanics, Pragmata controls extraordinarily well. Pragmata is truly a sight to behold. Taking place on the Moon, the desolate isolation of the lunar surface and its vacuous atmosphere are conveyed flawlessly, but it’s within the station that the true magic unfolds. Essentially, the entire lunar base and all of its components are made of a material called lunafilament, a somewhat fragile yet versatile material. With the station operating as a giant 3D printer, entire facsimiles of Earth-based locations can be created between the crisp, white, and sterile halls that connect the base’s various nodes. Most impressive is the game’s first zone, a bizarre recreation of New York City that is all topsy-turvy and mish-mashed together. The 3D-printing errors and general dysfunction of the zone perfectly evoke the often-chaotic results one would expect from an AI-generated video or image. The overall visual direction does wonders at elucidating the game’s themes, and it just looks absolutely jaw-dropping at every twist and turn. [caption id="attachment_188509" align="aligncenter" width="640"] Aw… she’s just too adorable![/caption] While not quite as memorable as its visual design, Pragmata sports a solid, effective score and great voice acting. Sad, melancholy pianos amplify the isolation of space and the lunar surface, punctuating quiet moments well, whereas some pounding, synth-heavy tracks back the game’s chaotic battles to great effect. While most of the voice cast is at least effective, Pragmata hits where it matters most. David Menkin turns in a great performance as Hugh, but Grace Saif as Diana is even more notable, with an exceptionally charming voice that makes her innocent joviality and moments of vulnerability so emotionally raw and effective. Sporting a relatively short runtime of fifteen to twenty hours, Pragmata doesn’t overstay its welcome and is a briskly paced adventure that does everything a game needs to do. Its bold and stunning presentation and smart, compact level design make it so fun to navigate. Hugh and Diana have a truly wonderful, organic, and beautiful relationship, evident not only in the sturdy – if sometimes predictable – plot but also in its exceptional hybrid combat system, where facing down and overcoming hordes of AI bots feels incredibly rewarding, further fueling their bond. Pragmata proves that when you shoot for the moon, you land amongst the stars. Disclosure: This review is based on a free copy of the game provided by the publisher. The post Pragmata Review appeared first on RPGamer .
RPGamerApr 13