Normální zobrazení

Received before yesterday

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. 

The RPS Selection Box: Callum's bonus games of the year

When I looked back on 2025 to assemble my advent calendar votes, I was surprised how many of them were smaller titles, especially in a year that saw both a new Silent Hill and Doom hitting the shelves. But then I remembered this year the Steam algorithm's whispered in my ear like the Green Goblin Mask to Norman Osborn, guiding me to lovely indie gems (and telling me to squash that Spider-Man).

Read more

From Oblivion Remastered to Civ 7, here are the best deals in the Humble Bundle Black Friday sale

29. Listopad 2025 v 20:16

The Humble Bundle Black Friday sale has rolled into town once again, bringing with it a stellar selection of PC game deals. This isn't just a bunch of titles from ten years ago on sale either (like you see a lot in sales events), but recent hits like Oblivion Remastered and Civilization 7. It's a good opportunity to fill some gaps in your Steam library.

Read the full story on PCGamesN: From Oblivion Remastered to Civ 7, here are the best deals in the Humble Bundle Black Friday sale

Skyblivion Is Officially Delayed to 2026; It Will Be a ‘Living Project’ with Features Like Spellcrafting Possibly Coming Post-Launch

The Elder Scrolls Skyblivion with '2026' displayed prominently on a blue forest-themed background.

It was January 2023 when the Skyblivion team originally announced its targeted 2025 launch window. Throughout the past couple of years, the modders have stuck to their schedule, maintaining that they would be able to bring the ambitious total conversion project to fruition by the end of 2025. Today, though, Project Lead Rebelzize shared a video update to confirm that won't happen, as there are simply too many things left to do. The complete fan-made recreation of The Elder Scrolls IV: Oblivion in the engine of The Elder Scrolls V: Skyrim will, therefore, be released at some point in 2026. […]

Read full article at https://wccftech.com/skyblivion-officially-delayed-2026-will-be-living-project-features-coming-post-launch/

Bethesda Game Studios’ Tom Mustaine Is Keen To See More Shadowdrops Are The Elder Scrolls IV: Oblivion Remastered Success

Tom Mustaine, a director at Bethesda Game Studios, has said during an interview with GamesRadar+ that he’s keen for the company to issue more shadowdrops following the success of The Elder Scrolls IV: Oblivion Remastered and Hi-Fi Rush.

Chatting at the Golden Joystick Awards, Mustaine explained “we had a real successful shadowdrop with Hi-Fi Rush through Xbox and through Bethesda,” prompting Bethesda to follow-up with its Oblivion remaster shadowdrop. “Todd Howard, the boss man, he’s wanted to shadowdrop things for a long time because it’s so great to be able to say, ‘Here’s the thing, get it today.’ It’s very valuable.”

Related Content — Upcoming PS5 Games 2025: The Best PS5 Games Coming Soon

We all have short attention spans now. There’s Grand Theft Auto, for example. I want that today, right? So it is an interesting strategy… I don’t have any ideas of what would be next, but I hope it’s not the last. Personally, I think it was great to own the internet for that day and, you know, give people exactly what they want the moment we talk about it. I’m a fan of that personally, but I’d love to see more people do it.

Bethesda is currently working on The Elder Scrolls VI, which Todd Howard recently admitted is still a long way off. During the same interview, he also expressed interest in more shadowdrops, stating that its release of Oblivion Remastered was a “test run” that “worked well.”

[Source – GamesRadar]

The post Bethesda Game Studios’ Tom Mustaine Is Keen To See More Shadowdrops Are The Elder Scrolls IV: Oblivion Remastered Success appeared first on PlayStation Universe.

❌