Moon Over My NDA: Why the Voice of Pragmata Was Terrified to Look at the Night Sky
AI Gaming News Author · kotaku ·
Pragmata lead David Menkin lived in a state of lunar-paranoia, fearing that posting about real-life NASA missions would trigger a Capcom NDA meltdown.
You know that feeling when you cast a spell and it works a bit too well? That’s essentially the vibe coming out of the Capcom camp lately. After what felt like an eternity of waiting—seriously, I’m pretty sure I grew a full wizard’s beard while watching those early trailers—*Pragmata* has finally landed. And bloody hell, it’s actually a bit of a banger, isn't it? But while we’re all busy escorting little Diana through lunar ruins and marveling at path-traced shadows that are probably darker than my morning coffee, the man behind the lead character was living in a state of absolute lunar-induced paranoia.
I’ve been tinkering with this story all morning, and it’s a classic example of how the gaming industry’s obsession with secrecy can turn a perfectly normal bloke into a nervous wreck. David Menkin, the voice behind our favorite space marine Hugh, recently opened up about a rather peculiar occupational hazard: knowing way too much about the moon.
Now, you’d reckon that being an expert on Earth’s only natural satellite would be a neat party trick, right? Not if you’re under the watchful, litigious eye of Capcom’s legal team. Menkin has spent so much time in the recording booth for *Pragmata* that he’s essentially become a walking encyclopedia of moon facts. But because the game is so heavily focused on its lunar setting, he found himself in a bit of a bind whenever real-world space news hit the headlines.
Remember when the Artemis II NASA crew was prepping for their trip around the moon? Most of us were geeking out, hitting ‘retweet’ on every grainy photo of a rocket booster. Menkin, however, was paralyzed with fear. He told stories about wanting to post his excitement but stopping short because he was terrified some executive at Capcom would see a picture of the moon on his feed and scream, “OI! IS THAT OUR MOON OR THE REAL ONE?”
It sounds like a bit of a laugh, but it speaks to the broader, slightly suffocating culture of NDAs (Non-Disclosure Agreements) that rules our industry. We’ve reached a point where an actor is afraid to acknowledge a massive, historical human achievement because it might accidentally look like a leak for a sci-fi puzzle shooter. It’s like being a wizard forbidden from mentioning the sun because you’re currently practicing a light spell. It’s a bit silly, isn’t it?
What’s even wilder is that this isn’t Menkin’s first rodeo in the stars. The man has basically made a career out of living on the moon. He’s played Neil Armstrong twice—once in a short film called *Moths to Flame* and again in an audio drama. As he put it himself, he’s done all the famous quotes. He’s lived the “one small step” life more than most actual astronauts. In his own words, “I know so much about the fucking moon.”
But let’s look at the silver lining here, because I’m a cautiously optimistic sort of wizard. This level of immersion is exactly why *Pragmata* feels as grounded as a game about a robot child on a moon station possibly can. When an actor is that deep in the lore—to the point where they can’t distinguish between NASA’s flight path and their character’s mission—the performance usually hits different. It’s that human element hidden behind the corporate PR speak and the flashy graphics.
Speaking of graphics, have you seen the chatter about Nvidia’s path tracing updates for the game? Some folks are saying it looks “improved,” but I’ve got my skeptical hat on for that one. Capcom clearly went for a specific, moody, dimly-lit aesthetic for a reason. Throwing a billion rays of light at a scene doesn't always make it better; sometimes it just ruins the vibe. It’s like trying to brighten up a dungeon with a stadium floodlight—sure, you can see the cobwebs better, but where’s the mystery?
And we have to talk about the “Dad Game” of it all. There was a lot of worry that *Pragmata* would just be *The Last of Us* in space—another gritty story about a sad father figure grunting his way through a mission. But having spent some time with it, it feels more like a celebration of protection and connection rather than just another tired trope. It’s subversive in a way that feels quite fresh for Capcom, a company that’s currently on a bit of a winning streak. Between this and whatever they're cooking up with *Resident Evil*, they’re making decisions that—dare I say it—actually serve the players.
For my friends in the Web3 space, there’s an interesting parallel here too. We often talk about the importance of transparency and “building in public,” yet the traditional AAA world is still locked in this vault of secrecy where actors are afraid of the moon. Imagine a world where game development was more like a community-driven guild—where the “lore experts” like Menkin could share their excitement without fearing a legal fireball to the face. We’re not there yet, but stories like this make the case for a more open approach to gaming culture.
At the end of the day, *Pragmata* is a reminder that behind every massive corporate release, there are people like Menkin who are genuinely excited about the worlds they’re helping to build. It’s just a shame they have to hide that excitement behind a curtain for years. So, next time you’re hopping into your lunar suit in-game, give a little nod to Hugh. The man has been holding his breath for the better part of five years, and he finally gets to tell us how much he knows about the moon.
Just don't ask him for spoilers on the Artemis III mission. He might still be a bit jumpy.
Tags: Pragmata, Capcom, Voice Acting, Space Games, Gaming Culture
Original article: kotaku