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Pragmata is the latest in the lineage of quintessential “dad games.” The everyman protagonist Hugh taking the naive young girl android Diana under his wing follows familiar trappings.
It finds variation within that formula–Hugh and Diana’s relationship is fairly sweet from the start rather than slowly warming up, and Hugh’s own experiences with adoption inform his sense of responsibility to Diana. But the tropes are well-worn regardless.
What struck me most in this telling, though, was how Pragmata explores the notion of growing up and how experiences can shape a person.
Spoilers follow.
When you meet Diana she refers to herself as a Pragmata, as much a title as it is a technology. An early data log describes a Pragmata as an “high-functioning autonomous prosthetic body,” but at the time it’s unclear what implications this carries. Is she the host for another mind? Being a prosthesis would certainly seem to imply that she is an assistive tool meant to substitute for something else.
As you continue through the game you discover that Diana is not the only Pragmata present in the Cradle when you meet Eight. Eight is very similar to Diana but different in key ways. Her hair

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