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Now Playing at SUPERJUMP: Issue 37

9. Leden 2026 v 15:00
Now Playing at SUPERJUMP: Issue 37

We're back with a brand new Now Playing! Indies and retro titles have dominated the holidays for our team to wrap up 2025. No matter what we're playing, we want to share with you and maybe send you down the path to try something new. Let us know in the comments what you're playing and what news has you excited for the future!

James Burns (SUPERJUMP Editor-in-Chief)

I've been spending my end-of-year leave falling in love with all things Metroid (a series I had wanted to love for so long but could never really get into). After completing Metroid Prime 4: Beyond and Metroid Prime Remastered, I decided to go back to the beginning and check out Metroid Zero Mission on GBA.

For the uninitiated, Metroid Zero Mission is a remake of the original Metroid, which was released on the NES. I've been playing it on the glorious Analogue Pocket, which has been an utter delight.

Now Playing at SUPERJUMP: Issue 37
Source: Nintendo.

Metroid Zero Mission takes the original game's concept and overall design and brings modern quality of life elements to it (including a highly functional map, massively updated/modernised controls, an entirely new art design, updated soundtrack, and a combination of completely new and "remixed" levels). These changes are great for me, because I don't really have the patience to play the original game without a guide (there's no in-game map, for example, so you'd have to draw your own as you go). Zero Mission not only adds a map, but it also injects far more save rooms into the game, so if you save frequently, you're never really spending a lot of time retracing your steps when you die. While this could be considered an over-correction, I think it's worth bearing in mind that Zero Mission is a handheld experience (unlike the original), which means it's geared towards smaller bite-sized play sessions and a faster overall pace.

Having just beaten Kraid - and several other newly-added mini-boss style combat encounters - I've completely fallen in love, and I feel that I finally "get" Metroid. I've had Zero Mission in my collection for a long time, but never played it. Now I'm really wondering why I waited so long; a combination of super sharp controls, lovely art and sound design, and incredible environmental/navigation puzzles make Zero Mission an unmissable classic. I can't wait to continue my Metroid journey!

Ben Rowan

I’ve been firing my way through the newly released Neon Inferno on Switch recently, Zenovia Interactive’s latest pixel-art run ’n’ gun. I covered their previous title, Steel Assault, for our Hidden Gems series back in October, so diving in has felt instantly comfortable. Zenovia's clear love of big, bold pixels is front and centre again, but Neon Inferno pushes past that mid-’90s look, back when Neo Geo cabinets were the vanguard of graphical wizardry. With its liberal use of coloured lighting, dense crowds of sprites, and dynamic shadow work, this title feels like something genuinely “retro next-gen,” like a classic 24-bit arcade machine supercharged with a modern GPU.

Now Playing at SUPERJUMP: Issue 37
Neon Inferno. Source: Author.

Gameplay-wise, the big hook is the two-layered combat, which plays out like Huntdown mashed with the gallery shooting of Wild Guns. You’re constantly shifting focus between the enemies directly in your face and those lurking in the background. It’s a continual back-and-forth between the two modes, and once you get the hang of it, everything just works. It definitely adds a level of depth and challenge you won't find in most platforming shooters. Zenovia’s magnificent boss design is still their signature party trick. Every stage builds toward huge, ridiculous showdowns, the kind that take dozens of attempts as you start memorising every dodge, jump, and attack.

Now Playing at SUPERJUMP: Issue 37
Neon Inferno. Source: Author.

The setting is great, too. It’s NYC in 2055, a cyberpunk sprawl where every street corner is soaked in neon, and the noir-leaning story throws in branching paths and light RPG elements to avoid a straight-line slog. With punchy sound effects, a killer soundtrack, and gorgeous design, the whole experience is loud, stylish, and gloriously over-the-top. If you love Metal Slug and Contra-style run ’n’ guns, miss that era of pixel-art excess, and you want something with a fresh mechanical twist, Neon Inferno is absolutely worth a squiz.

Cat Webling

After hearing about it for ages, I finally started playing Tiny Bookshop...and oh my goodness, why did I wait so long?! This adorable game about running - what else? - a tiny bookshop from a trailer in a little English coastal town is everything you need from a cozy game. It's got cute animals, lovable characters, and hours you can sink into managing your inventory, recommending books, and exploring all of the fun little side quests that come up as you set up shop around town.

You can decorate your shop, painting it cute colors and setting up little trinkets to make it exactly the right cozy spot for you. The best hidden gem in this game, though? You can adopt a bookshop dog! I named mine Buddy after a real-life bookshop dog in my town.

Vitor Costa

After many people recommended it, I decided to give Blue Prince a try. While doing some research, I was particularly intrigued by the fact that the developers were inspired by Raymond Smullyan’s logic puzzles. During my philosophy degree, I had a lot of fun solving his puzzles in Alice in Puzzle-Land: A Carrollian Tale for Children Under Eighty. Nowadays, I often recommend the book to students interested in logic.

Now Playing at SUPERJUMP: Issue 37
Blue Prince. Source: Author.

I confess that, as a puzzle enthusiast, I was initially disappointed by how easy the logic puzzles in the game are. It didn’t take long, however, to realize that this difficulty is only the most superficial layer of Blue Prince’s puzzle-adventure design. The game is less about mechanical deduction and more about investigation and puzzle-adventure; at times, it strongly reminds me of Myst. I don’t enjoy roguelikes as much as I enjoy puzzles, so it annoys me slightly to rely on luck or repetition to solve “puzzles within puzzles.” Still, this design choice ultimately makes the solutions more rewarding, and each day spent inside the abandoned mansion makes the search for the mysterious forty-sixth room feel more concrete.

I’m currently on Day 36 and still haven’t reached it. I recently discovered underground areas that significantly expand the scope of exploration, and there are also many narrative mysteries yet to be solved. When I finish the game, I might write an essay about the layered puzzle-adventure design of Blue Prince, which is the aspect that has intrigued me the most.

Jahan Khan

Now Playing at SUPERJUMP: Issue 37
Kovi Kovi. Source: Author.

My gaming over the last few years has been all about the off-ramp alternatives and supporting after-market releases for legacy hardware. Retro is cool again, and maybe it's due to the popularity of 90s media and shows like Stranger Things, but the kids are into Game Boys and Ataris. In 2025, I ordered homebrew releases from Atari Age, a community and publisher that gives homebrew projects the full retail treatment, like it was the 1970s all over again: cardboard box case and full instruction manuals, a true labor of love.

I was particularly excited for Kovi Kovi, which is a Puyo Puyo-style puzzle game, and oh so very addictive and nuanced. It's amazing to see programmers still squeezing new life out of the Atari 2600 console, and this dedicated (global!) homebrew scene only seems to be gaining more momentum.

Matthew Lawrence

I recently purchased an Xbox Series X and have been spending my time playing through some games that I had tried on my PC, but moved on from due to poor performance. One such game is the remaster of The Elder Scrolls IV: Oblivion.

While I played the original a few years back, I never really got very far into anything outside of the Dark Brotherhood questline. This time, however, I have found myself quite engrossed with the storyline quests, the guild quests, and the side quests. Skyrim was the only other Elder Scrolls game in which I've invested a serious amount of time. Still, I have been pleasantly surprised at the length, complexity, and variety of quests, particularly those within the Dark Brotherhood questline.

Now Playing at SUPERJUMP: Issue 37
The Elder Scrolls IV: Oblivion Remastered. Source: Steam.

From a technical aspect, I have also been awe-struck with just how good the game looks and plays in relation to the original. Graphically, the game is beautiful and continues to impress me with the fluidity of the lighting and the depth it adds to the game. The updated UI, particularly the HUD, makes much better use of the screen by decluttering it and adding some much-needed space between the various HUD elements. These changes, in addition to the already rock-solid gameplay that has been largely preserved from the 2006 original, make it feel like a faithful remaster of an already great game. I'm excited to continue my current playthrough and the countless playthroughs I’ll surely do in the future.

Bryan Finck

Since we last talked, I've finished my time with Ghost of Yotei, and the final act was even better than the rest of the game. I thought Sucker Punch did a great job with Lord Saito's villain arc, and even though a lot of the lore around him was buried in notes and letters, the performance really sold the anger and cold savagery under the surface. I liked it a bit better overall than the original game, and I'm excited to see where the series goes from here.

I spent the rest of the month with Pacific Drive, a game that caught my eye as soon as it was revealed at the September 2022 Sony State of Play event. The early reviews were underwhelming, so I waited for a sale, and happily, it came to PS Plus in November. Very quickly, I realized this was going to be one of my favorite games of the year, as it is quite unlike anything I've ever played.

Now Playing at SUPERJUMP: Issue 37
Pacific Drive. Source: Steam.

At its heart, Pacific Drive is a mix of survival horror and extraction-type gameplay. You find yourself mysteriously transported into the Olympic Exclusion Zone, the unfortunate epicenter of a government experiment gone wrong. There are all kinds of scary environmental dangers (radiation, crazy storms, exploding mannequins, etc) you must escape, with no way to fight back. What you do have is an ancient station wagon that becomes your protector and friend across 20+ missions.

Your job is to take your car into the Zone, collect all kinds of loot from the remains of the government experiments and various flora and fauna they created, and get out with your car and your body intact. Whatever you bring out with you goes toward souping up your car (and maybe some new threads for you, too); new gear, like lead-lined doors and armored bumpers, will help you survive as you delve deeper into the zone. It gets crazier and scarier as you go, and there's a compelling story to keep you pushing forward.

Now Playing at SUPERJUMP: Issue 37
Pacific Drive. Source: Steam.

The action is fantastic, with really compelling discoverability and great driving mechanics. The extraction parts at the end of each level can be incredibly tense, and I routinely found I was holding my breath until I made it safely out. I really enjoyed the voice acting performances as well; they make you feel a little less lonely in this desolate wasteland. There's a ton of replayability here, with a vast area to explore, tons of loot to power dozens of upgrade possibilities, and even challenge runs to enjoy once the story is done. I hope a lot of folks play this through PS Plus, because I'd love to see what developer Ironwood Studios can pull off with their next game.


A big thank you to our writers for dropping by and to all our loyal fans for being here to check it out! Be sure to tell us what you're playing in the comments, and check back next month for more of what our team is getting into. 

Now Playing at SUPERJUMP: Issue 36

28. Listopad 2025 v 15:00
Now Playing at SUPERJUMP: Issue 36

We're back with a brand new Now Playing. Our team is playing a bit of everything this month, which isn't a surprise with our diverse roster of contributors who jump in each month. We have the latest FPS, celebrated indies, roguelikes, and AAA masterpieces. No matter what we're playing, we want to share with you and maybe send you down the path to try something new. Let us know in the comments what you're playing and what news has you excited for the future!

Charlotte Huston

Battlefield 6

I found myself rather intrigued by the prospects a new Battlefield game would potentially have to offer. I’ve always had a love for the FPS genre, and we haven’t really seen the genre’s flagship IPs shine in recent years the way they did in the late 2000s or early 2010s.

Those who aren’t familiar with the FPS genre are likely confused about why Battlefield has captivated so many in its launch. It’s been a long time coming for a franchise such as Battlefield to return to glory, to deliver an experience that players truly want. I was hoping Battlefield 2042 could’ve been that game, but it unfortunately had its own fair share of issues while also losing the plot on what makes the Battlefield IP so lovable. Perhaps it sounds simpler than it actually is, but that stellar sandbox-y immersive gameplay fans want from Battlefield does not cater to taking notes from Call of Duty’s Operator format in the way 2042 attempted.

Now Playing at SUPERJUMP: Issue 36
Battlefield 6. Source: Steam.

As much as the two franchises get compared, any FPS fan will tell you that the two games play quite differently. Whereas Call of Duty is known for very fast-paced arcadey gameplay, Battlefield prides itself on playing objectives alongside team cohesion. Now was the right time for Battlefield. This moment in time is the perfect instance for Battlefield to truly nail what their fans want, and they were successful in doing that. Interest in Call of Duty has reached an all-time low, with the franchise cannibalizing its own identity with out-of-place collaborations. The average FPS fan does not want to see animated characters running around in their games. They want a game that invokes the feeling of being grounded in reality; the “mil-sim” experience, if you will.

When a game like Battlefield 6 releases in a state where it provides exactly what FPS fans are starved for, you get a game that blows up the way this one does. It’s beautiful to see, and it’s an absolute blast to play. I’ve always been a casual fan of Battlefield, so you won’t get a nuanced breakdown of what’s different in the gameplay from me. The game is enjoyable, and that’s all that matters. It feels wonderful to have a Battlefield game we can consider great once again. We should be rooting for Battlefield and even Call of Duty to be great.

Call of Duty is feeling clear pressure, as evidenced by the Black Ops 7 beta. Activision is finally giving in and rectifying long-standing fan complaints about the series. When there’s steep competition in a genre, we get better games out of it. The winners here are the consumers, who have higher-quality games that they can enjoy. It’s what we want from AAA shooters, and I’m very happy to see Battlefield doing well for that reason. I’d happily recommend giving it a shot if you are looking to hop back into one of these types of games.

Now Playing at SUPERJUMP: Issue 36
Dead Cells. Source: Author.

B. Cantrell

Dead Cells

OK, I’ll admit it: I’m obsessed with Dead Cells. I’ve bought it on almost every platform I own. The only major frustration for me is the lack of cross progression. With a game this deep, progress ends up scattered across devices, and my hard-earned unlocks stay trapped where they were earned. Cross-platform saves would be a godsend. Of course, the smart move is to stick with one version for the long haul, and for me, that’s on the Switch. Because, you see, Dead Cells is very much a long-haul game.

By sheer hours alone, it sits near the top of my library, and even after six years of playing it still finds new ways to surprise me. By far, the main thing keeping me hooked is the razor-sharp combat. This is pure action, with every slash, arrow shot, and firebomb feeling visceral. I just love the way busted-up baddies burst into smatterings of crunchy pixel-art confetti - it never gets old.

Kills matter too, because enemies drop glowing orbs, which are the currency for permanent upgrades, so you’re incentivised to fight hard and clear every room (unless you're attempting a speed run, of course). Biomes are procedurally generated, and you choose different routes each time, so layouts, mobs, and secrets keep shifting. The roster of levels is huge, too, from toxic sewers and sunset ramparts to haunted shipwrecks and gloomy castles with vampires; there's always something new to see.

Now Playing at SUPERJUMP: Issue 36
Dead Cells. Source: Author.

Have I gushed about the combat enough? No? Well, here's some more. Enemy encounters are fast and fluid, playing out like a Doom-esque dance of two-dimensional combat chess. You weave sword strikes, projectiles, and tossed grenades while dodging and sliding around hazards. On higher difficulties, it becomes a high-stakes ballet. When it clicks, it feels incredible. But when things fall apart, you usually know why, which makes heading back in for just 'one more run' an easy choice.

The epic boss fights really seal the deal, too. Every few biomes, things build up to a frantic test of everything you’ve learned on the run so far. One mistake can end it all and send you back to the start, which makes endgame victories feel like glorious fist-pumping wins. Another aspect I love: beating the final boss is only the beginning. Boss Cells (rewarded after completing a successful run) let you raise the difficulty for bigger rewards. Each Boss Cell added throws down tougher enemies and new hazards, but also higher-tier loot.

That moment I realised that finishing my first run was only a warm-up blew my mind. Years later, I’m still discovering new weapons and hidden rooms I’ve never seen. Dead Cells feels fantastic to play and offers depth and replayability in equal measure. For me, it's easily one of the best action roguelites ever made.

Now Playing at SUPERJUMP: Issue 36
Keeper. Source: Steam.

CJ Wilson

Keeper

Keeper had my interest based on my experience playing many of Double Fine’s previous games, like Psychonauts, Costume Quest, and Stacking. It’s very much a narrative game with some straightforward puzzles to solve. The gameplay largely revolves around you controlling a sentient lighthouse while also moving a bird who opens doors or turns levers to progress to the next level. While there is no spoken dialogue, the game makes you care about the friendship between the lighthouse and the bird as they make their way towards a mountain. The visuals feature some gorgeous landscapes with psychedelic effects that make Keeper stand out from the games I normally play. As something you can play on Xbox Game Pass, I highly recommend you play it if a short, calming narrative experience interests you.

Ryse: Son of Rome

This is an underrated game that I have played several times now, but I just finished it yet again on my Series X on Legendary difficulty. It’s always fun to replay a game that you enjoyed before, and I just wanted to get more achievements after playing some newer releases this year.

Dispatch

I finished playing Dispatch earlier this week, and I was pleasantly surprised by the writing and gameplay. I laughed out loud many times as I went through each episode. I appreciated the management sim elements of choosing which hero would work best for a given scenario and seeing the synergies formed among the heroes you create. Certain emotional narrative moments will definitely stick with me for a long time, along with the tough choices I made along the way. I definitely would want to replay it to see what the other choices would look like and see if there are any meaningful changes within the story. Dispatch is certainly a game that I see being one of my favorites for this year.

Now Playing at SUPERJUMP: Issue 36
Hollow Knight: Silksong. Source: Steam.

PJ Walerysiak

Hollow Knight: Silksong

Silksong delivers on every expectation I held in my heart and mind. The combat is far more varied and feels more difficult than its predecessor. Its hauntingly beautiful soundtrack enhances both story and environment. And speaking of the story, the narrative threads are woven more tightly throughout every location, every interaction, every item. Yet it doesn’t forcefully drill into your head with its storytelling. It all feels delicately connected yet reactive to your influence. You can see the web and touch the web, even change the web. In short, I’m consistently admiring Silksong’s narrative design; in a word, I’d describe it as thoughtful.

I love how small interactions over time can develop the environment or NPCs, as well as a player’s fondness and understanding of them. It is remarkable how those relationships have the potential to be radically altered in a single moment. I particularly enjoy playing Hornet’s Needolin for every NPC after exhausting their standard dialogue. Each sings a unique song, with words they would not share otherwise. Their tune, their message, gives you an intimate glimpse into their culture and soul: Sometimes it’s funny, and sometimes it’s profoundly sad. Yet it is always an enriching and thoughtful coda from Team Cherry.

Now Playing at SUPERJUMP: Issue 36
The Outer Worlds 2. Source: Steam.

Fallout: New Vegas & The Outer Worlds 2

I’ve been on an Obsidian kick lately. I’m lumping these two games together since I’m not particularly far in either at the moment. This has been a good year for Obsidian. Avowed is an excellent experience, and one I’ll miss since I cancelled my Game Pass subscription – though I’m eagerly waiting for a Steam sale.

In the meantime, I decided to buy New Vegas on PC and play through it for the first time since 2010. Then I just couldn’t help myself and bought The Outer Worlds 2 as well. It’s great fun so far, making me consistently chuckle at its hilarious writing. It feels very cool to see that Obsidian has kept its core DNA active and alive over the decades.

New Vegas encourages an immersive role-playing experience, constantly offering ways to utilize your chosen skill choices through gameplay mechanics or dialogue. It wants you to commit to a character choice, rather than being a Jack-of-all-trades. The Outer Worlds 2 follows suit, jamming every conversation with skill-related options and presenting various ways to utilize your abilities (as long as they’re leveled up appropriately). Both games wind up feeling very rewarding while simultaneously instilling in you a yearning to build an entirely different character next time.

Between these two games, I feel spoiled. The writing in each is great. Their stories have me captivated and entertained. Both do a good job of signposting where you need to go to progress the story, but neither ever tells you how you should do it. You have the agency to choose, which is what a good immersive RPG is all about.

Now Playing at SUPERJUMP: Issue 36
Possessor(s). Source: Steam.

Bryan Finck

Ghost of Yotei

My main gaming endeavour over the last month has been the fantastic sequel from Sony's first-party studio, Sucker Punch. I'm not quite done with it yet due to the fractured nature of my available playtime, but I'm guessing that the end is near. I've loved the fresh story, enhanced and expanded combat, and the multiple relationships that heroine Atsu develops with the various NPCs in and around Ezo. I think it might be padded out a bit too much, but I've rarely felt that any of the activities are dull or repetitive. The visuals are absolutely stunning, a true testament to the power of the PS5, and I'm constantly staring at the horizon and the incredible level of detail in every corner of the world. Make sure you don't miss this one!

Possessor(s)

I reviewed the new side-scrolling Metroidvania from developer Heart Machine Games over at Seasoned Gaming, and really enjoyed my time with it. Combat and traversal are quite enjoyable, with a wide variety of tools available to aid your destructive tendencies and keep things fresh even after many hours. There is ample reason to chase 100% completion, plumbing the world for all its secrets and goodies. The story made me want to keep playing, and there were plenty of late nights spent just wanting to see what was in the next area because the game simply looks fantastic.


A big thank you to our writers for dropping by and to all our loyal fans for being here to check it out! Be sure to tell us what you're playing in the comments, and check back next month for more of what our team is getting into. 

Now Playing at SUPERJUMP: Issue 35

15. Říjen 2025 v 16:00
Now Playing at SUPERJUMP: Issue 35

We're back with a brand new Now Playing. We're heading into spooky season and cold weather for the Northern Hemisphere, so next issue I'm confident we'll have some scary and cozy games to discuss. For this issue, though, some of our team have been returning to old standby games and indulging in some time sinks that they love. No matter what we're playing, we want to share with you and maybe send you down the path to try something new. Let us know in the comments what you're playing and what news has you excited for the future!

Mike Wilson

Football Manager 2024

Recently, I’ve found it incredibly difficult to get to sleep, not because of any health reasons, but because I’ve been playing Football Manager 2024 until the most ungodly of hours. Then, when I do finally get to bed, all I can dream of is players I’m scouting, and stats, so very many stats. That’s not healthy, right?

Yeah, that’s what I thought too.

This is why, actually, I’m writing this to tell you, I’ve actually stopped playing Football Manager 2024! I know that this is highly unusual for this monthly piece, but let me tell you why I’ve had to take this horrendously desperate action.

It’s wholly consumed me.

I’ve played the Football Manager games before there even was Football Manager. Championship Manager was where life began for me and many an enthusiastic wannabe team leader. When Sports Interactive split from Eidos in 2003, they went off on their own to create the ever-popular Football Manager series. So it’s safe to say I’ve been hooked for a while.

This time, though, something has hit different, but it took a while. Football Manager 24 has already been out for nearly two years, but here I am, several seasons deep with a respected club and recently a new save on my teeny-tiny hometown club.

Now Playing at SUPERJUMP: Issue 35
Football Manager 24. Source: Steam.

There’s something quite cathartic about jumping into a new team and wholly changing up their system to suit your own personal style. Switch up the match-day formations, set pieces, training, hell, even back-room staff. Everything is open for you to play and tinker with. And this is why I can easily get lost, so very deep within the data, the numbers, graphs, and ratings of, well, everything.

The odd thing about this is, I really don’t care too much for football. I’m a rugby guy, I’ve played, followed, and devoured rugby as my main source of sport since, well, I don’t remember. That’s how long we’re talking here. So why is it then that I love sending my Scout off to check out a player who’s been making waves? Why is it that the thought of being in charge of 11 sweaty men on a pitch enthralls me so much? Why is it that when I ask the board to make improvements to my youth regime and they decline, I get genuinely pissy and have imaginary arguments with them when taking a shower?

I wish I knew.

So I’ve only recently learned the only way to survive Football Manager is to quit Football Manager.

That is, until Football Manager 26 comes out. This won’t make the board happy at all.

Frostpunk

So you know how I just said I was addicted to Football Manager? Yeah, forget that. I started Frostpunk, as I had heard some good things about it. I lost an entire day to it. I started playing and boom, suddenly it’s the end of the day and I haven’t moved once. I haven’t been back on it since. I’m scared of losing even more time to it. How does that even happen?

I thoroughly enjoyed it, though.

Now Playing at SUPERJUMP: Issue 35
Wizordum. Source: Author.

B. Cantrell

I missed Wizordum in Early Access, but our very own Cat Webling had it on the radar way back in 2023. With the full release on consoles and Steam this month, I grabbed the Mac version and can happily report it runs flawlessly on my M1 Pro. As a fan of '90s dark-fantasy shooters like Heretic and Hexen, I was instantly back in familiar territory: gothic backdrops, chunky sprites, and that addictive rhythm of circle-strafing while lobbing fireballs at something unpleasant screeching in the distance.

Wizordum feels like a love letter to Heretic with a few lines thrown in from classic Doom. You sling magic first and foremost, with fire blooming from your fingertips and an ice wand that freezes creeps into brittle statues that shatter on command. Then there's a Doom-y shotgun that hits like a hammer at close range. It ticks all the boxes that a shotgun should, wth a punchy hit and a satisfying reload animation. It's not quite the legendary double-barrel, but it scratches that itch when those goblins get all-up-in-your-face.

The maps are sprawling labyrinths, made up of multi-layered dungeons that fold back on themselves with doors that tease you from balconies and switches that clang somewhere out of sight. The fold-out map is surprisingly helpful and kept nudging me in the right direction without giving the game away. There's an upgrade shop which opens after each level too, and while prices are steep, it forced me to explore every alcove in sight for loose coins.

Now Playing at SUPERJUMP: Issue 35
Wizordum. Source: Author.

The heart of Wizordum is its combat, and it wastes no time in throwing you into frantic spell-slinging duels. Enemies fling a messy variety of projectiles, so you're always weaving, ducking behind walls, and choosing when to push forward. I was playing as the Cleric with the default melee weapon, a hefty mace, which looks cool but feels unreliable since enemy windups can be hard to read. I found myself defaulting to spells and projectiles instead, and kept the shotgun 'handy for close encounters' (ahem). The later sewer levels ramp things up with nastier ambushes and a grimmer tone, forcing me to quick-save more often once the dungeons got darker.

Wizordum's excellent sound design does a lot of heavy lifting, too. The score leans into moody classical fare that gave me 'Witcher Infiltrating the Death Star' vibes, and in the sewers, you hear those distant drips and growls that channel dread somewhere deep in your soul. The soundscape convincingly sells the world, without getting in the way of all the running and gunning. For a boomer-shooter addict like me, Wizordum is a treat. Between this and the recent Heretic and Hexen remasters, it's been a great year for fans of spell-casting retro-inspired shooters.

Alexander Joy

Of all the games deserving of a reboot, Ikki Unite must be at or near the bottom of the list. The fame of the original – a clunky but thematically unique top-down shooter about a farmers’ insurrection – is owed almost entirely to its reviled NES port, a piece of software so ill-designed that it moved one critic to coin the term kusoge (“crap game”). Nevertheless, Sunsoft (purveyors of many a kusoge back in the day) have resurrected this 1980s oddity as Ikki Unite, which joins titles like Spelunker HD Deluxe and Spelunker Party as a modern monument to yesteryear’s tripe.

Whereas Spelunker’s various re-imaginings have striven to craft clean, polished experiences – advancing a tacit argument that its source material was conceptually sound, but perhaps too unusual for its time – Ikki Unite instead embraces its predecessor’s fundamental crappiness. The intention appears not so much to wallow ironically in poor design as to explore where kusoge design and aesthetics could have gone if unabashedly embraced. This framing is essential because, in many respects, the devs chose to make a bad game.

The gameplay largely apes Vampire Survivors (a kusoge if ever there were one, albeit one with tremendous commercial success). The art style of in-game sprites is wildly inconsistent. The music liberally samples the repetitive and borderline unlistenable NES BGM. But none of this is falsely advertised. The tenor of the experience is apparent from the title screen, which copies the flat, pixelated panorama of the NES introduction, but incorporates the awkwardly smooth animation of the Flash and RPG Maker cheapies that have carried the kusoge torch in the intervening years.

Now Playing at SUPERJUMP: Issue 35
Ikki Unite. Source: GamesAsylum.

All this being said, Ikki Unite is actually quite enjoyable, if a bit difficult to classify. It’s not quite a run-and-gun, because, like in Vampire Survivors, you neither aim nor fire; all attacks are automated. But neither is it a Survivors-esque bullet heaven, because some weapons have limited ammunition, and plenty of enemies shoot back (unlike the slow, shambling hordes of Vampire Survivors and its many knockoffs). Instead of encouraging you to park in one place and power up ad nauseam, Ikki Unite sends you scurrying across sprawling maps to defeat bosses within deceptively tight time limits. Beating bosses awards extra time for your campaign, or brings you to the game’s next stage.

The challenge lies in striking a balance between growing powerful enough to take on the next boss while leaving enough time on the clock to hunt down and defeat them. The proceedings are often chaotic – especially if you convene enough participants to take advantage of the game’s 16-player co-op mode – but it feels like the right register for a game that’s nominally about riots and revolution.

In short, Ikki Unite possesses a clarity of vision that stands in sharp contrast to its inspiration. If the kusoge is in fact a genre rather than a mere pejorative, then Ikki Unite is not only a proof-of-concept for it, but proof of its appeal. If only every misunderstood would-be classic could enjoy a similarly loving, attentive afterlife.

C.S. Voll

Steins;Gate 0

I've finished Steins;Gate 0. Finally! In previous entries, I've commented on how this felt like a different type of game, and this is even more apparent to me now. For starters, this game is much darker than the previous entries. Where others felt more like sci-fi stories, this felt like a horror tale.

I didn't expect to become so attached to some of the new characters, either. The original game already featured a large cast, so I worried about whether there were too many new faces, but the game manages to communicate their emotional journeys, while also giving us insight into the established characters' motivations too.

Now Playing at SUPERJUMP: Issue 35
Steins;Gate 0. Source: Steam.

The themes it touches upon remain really prescient today. Well, we have in fact reached some of the dates that the original game talked about back in 2009. Time is a slippery thing, and it doesn't always move in a predictable manner, which is why these types of stories always pose a challenge for an author. Steins;Gate breaks this conundrum by imbuing its narrative with timeless values. That means that, even if Akihabara and everything else were to change beyond recognition, Okabe's story will still resonate with a future reader, because we all struggle with some of those stumbling blocks. Maybe that's how a story reaches the ideal world line.

Digimon Story: Cyber Sleuth – Hacker's Memory

Now I've started playing Digimon Story: Cyber Sleuth – Hacker's Memory. Unlike in Cyber Sleuth, the protagonist seems to be a major factor in the story. I look forward to seeing how it differs from the previous game.

It seems like I'll learn more about the hacker groups, too, which is a nice twist, because they were often the antagonists in the previous story. Digimon Story: Time Stranger was released only a couple of days ago, so it's an interesting time to be a fan of the franchise, that's for sure!

Ignas Vieversys

In fear of sounding like a record that can play one tune only, I'm back on the saddle in Red Dead Redemption 2. I know, I know... It must have been, what - a year, more(?) since, after 140+ hours, I had bid the game farewell, shedding a single tear. But the Souron-like lure of RDR2 was as strong as that of the One Ring was for Gollum, haunting me in my dreams like death haunts Arthur through the game - and, look, I'm just a feeble human. I know that life's too short to be playing the same game over and over again, missing out on epics like Clair Obscur: Expedition 33.

Anyway, I'm back gunslinging with the Van der Linde gang, accidentally punching my buck, and being too invested in keeping my cowboy hat on. How Rockstar pulled this feat off is beyond me... I'll traverse the entire map to get my hat back if I need to. I lost my fancy scarf a couple of weeks back while moshing in the pit and did I go back to look for it? No, I did not. I'm constantly in awe at the sheer amount of details in this magnificent game. Now, if someone could help me with getting those mods working...

Now Playing at SUPERJUMP: Issue 35
Red Dead Redemption 2. Source: Steam.

I'm also in the midst of my Metal Gear Solid Delta run. I'm gonna be honest with you: I've never finished a single Kojima game in my life. I gave Death Stranding ten hours of my life, and maybe 30 minutes for MGS: Snake Eater on my PS2. But as much as I like reading about Kojima's absurd production and watching hour-long MGS story recaps on YouTube, I had to admit to myself that maybe I'm just not cut out to enjoy Kojima games.

So, when MGS Delta dropped, I knew that this might be my only chance of getting into Metal Gear Solid games and understanding the silly references all my favorite writers and content creators keep dropping ("Hurt me more!"). I just beat The End without dying a single time (unlike previous bosses, he didn't explode, instead turning into leaves scattered in the wind), which was kinda disappointing. I had read all of these reviews, including classics from ActionButton.net, and forum threads where people waxed poetically about how it took them hours to outsmart the old geezer, and how epic it felt, using thermal googles, a microphone, and whatnot. I just used the sniper rifle and approached him in the wide open, and was done with it in no more than 10 minutes.

Love the anime-ishness of it all. Love all the vintage movie references Eva keeps bringing up. But if it did have, say, gun/gameplay mechanics of The Last of Us 2 - this would be the perfect game. And yet, I know this is a true-to-heart remaster for the OG fans. A boy can dream, though.

Bryan Finck

I haven't been in these pages in a few months, so I've had to work on remembering what I've been doing in that time. I finished the fantastic Expedition 33, and knowing Ghost of Yotei was on the horizon, I didn't want to take on any large games.

Browsing my Steam library brought me to Ori and the Blind Forest, a game I had started years ago but bounced off due to my love/hate relationship with Metroidvanias. I remember it being more open-ended and difficult, but it really isn't either of those things. It is quite linear for the genre, and the now-common Hollow Knight-inspired difficult bosses are nowhere to be seen. The biggest challenges came in escaping each portion of the forest once your goal there is acheived, and they did feel spikey in their difficulty, but it was never a deal-breaker. I loved everything about the game, and I'm now working my way through its sequel, Ori and the Will of the Wisps.

Now Playing at SUPERJUMP: Issue 35
Dishonored 2. Source: Steam.

Another game I had started when it was still a new release, but never finished, was Dishonored 2. The original game was one of the best I've ever played, but life got in the way back in 2016. Almost 10 years later, I picked up Arkane's masterpiece again, and it was just as great as the original. So many ways to play, secrets to discover, and fights to have (or run from); there really is a silly amount of agency for however you want to play. I usually fight as much as I can, but the enemy AI was improved from the first game, so that was a less appealing strategy this time around. Possessing rats and running past enemies or into tiny openings became my favorite way to proceed. I'm very happy to have closed the loop on the Dishonored series; maybe I'll finally finish Prey someday.

Beyond that, I went through a mish-mash of things, including the puzzle game Blue Prince, the DLC for my favorite shopkeeping game Moonlighter, and the demo for the fantastic new Shinobi game.

Finally, it was time for Ghost of Yotei. As I write this, I am about 15 hours in, and the game is a wonderful house built upon the foundation laid by Ghost of Tsushima. Everything here is familiar, though Sucker Punch has changed and improved enough things that it doesn't feel like DLC for the first game. The combat is better than ever, and the open-world aspects are improved, leading to some really fun exploration possibilities and discoveries of side quests that I'd have hated to miss. I'll have more to report next issue when I've finished Atsu's tale of revenge!


A big thank you to our writers for dropping by and to all our loyal fans for being here to check it out! Be sure to tell us what you're playing in the comments, and check back next month for more of what our team is getting into. 

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