Now Playing at SUPERJUMP Issue 40

What are you playing?

Now Playing at SUPERJUMP Issue 40
Source: SUPERJUMP.

We're back with a brand-new Now Playing! Our team has been playing a wide variety of games, with the usual assortment of new and old titles, and, surprisingly, two of our members playing the same game, Capcom's latest title, Pragmata. 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!

Source: James Burns.

James Burns (SUPERJUMP Editor in Chief)

Pragmata

I've been excited about Pragmata ever since it was first revealed. As much as I love great sequels to adored franchises (and the occasional remaster or remake), I'm an even bigger fan of new ideas - show me something I haven't seen before. That's what gets my blood pumping. Pragmata immediately looked like nothing else, thanks to the strange (yet obviously cool) motif of a hulking space dude with a peppy, talkative little girl riding around on his back. I crossed my fingers that the final game would be something special.

And it absolutely is. I haven't quite finished Pragmata, but I'm pretty close to the end now. It's been a thorough delight every step of the way so far. The core premise is utterly brilliant: you engage in combat with a wide range of robotic foes who are almost invulnerable to your weapons. This dilemma is overcome thanks to Diana, your robot companion, who can hack into enemies, opening them up and revealing their weak bits. Early in the game, most enemies move pretty slowly, giving you time to get used to hacking. But soon enough, you'll face larger groups of robots, each with its own unique combat tactics (and, later in the game, some robots actively assist each other in battle). Balancing hacking, shooting, and dodging all at once can often put you in something of a flow state akin to the famous Tetris effect. At its best, the system is truly mindblowing. Better yet, hacking never gets boring because the actual process of conducting a hack is itself a variable puzzle.

This concept is pulled together by a compelling (if not revolutionary) story that contains numerous contemporary elements, such that it feels like an experience that could only be born in the 2020s. Exquisite art design is paired with incredibly sleek sound effects and a gorgeous soundtrack to produce an unmissable experience. This one's already high on my 2026 GOTY list. Don't sleep on it!

Virtua Fighter 5 R.E.VO. World Stage. Source: SEGA.

Jahanzeb Khan

Virtua Fighter 5 R.E.VO. World Stage

I have written 5 published multiple reviews of Virtua Fighter 5, each time a different version of the game on a different console. The final edition has a complex title that would impress even Capcom. SEGA has kept this game relevant for close to two decades now; the latest release is now on Switch 2, and I'm hooked on it just like I was playing it for the first time on PS3 all those years ago.

On Switch 2 handheld mode, the game is borderline addictive thanks to rollback cross-play multiplayer and a single-player mode that's easily one of the best solo experiences in any fighting game. SEGA crafted a masterpiece in Virtua Fighter 5, and they've since enhanced and tuned it to perfection. Between this, Street Fighter 6, and Mortal Kombat Legacy Kollection, the Switch 2 has become my favourite place for fighting.

Final Fantasy Legend 3. Source: Nathaniel Kelly.

Nathaniel Kelly

Final Fantasy Legend 3

Earlier this month, I started Bravely Default, but I pivoted to Final Fantasy Legend 3 so that I could play along with the Four Job Fiesta community. This game was quite a low priority on my backlog, but I’m actually really enjoying my time with it. You play as four time-traveling heroes with the ability to transform into enemies, which gives the game a bit of monster-collecting flavor, even though you don’t collect any actual monsters.

The art is really well done for being on the Game Boy, not to mention the enemy sprites look incredible, and each time you transform, it changes what your character looks like on the overworld, which is an awesome detail. The combat is simple, but you are constantly changing forms to increase power, which adds enough variety to keep it fresh. I also think the game's short length makes its simple nature a positive, especially if you are in the mood for something light and easy.

I don’t enjoy the lack of item or equipment descriptions, as it really forces you to have your smartphone open to a guide during the game. I still have no idea what a lot of stuff does; I just equip whatever is in the newest shop, to be honest, and it’s been working well enough. It’s a fun game, though perhaps not the most suited for a four-job fiesta. It is a unique experience that doesn’t stretch your brain too much, and I’m excited to cross the finish line in the next few days.

Tales of Kenzera: Zau. Source: PJ Walerysiak.333

PJ Walerysiak

Tales of Kenzera: Zau

I started playing Tales of Kenzera: Zau on the second anniversary of my mom’s passing. I didn’t want to talk to anyone outside of my family that day, and had taken time off work to do whatever I felt I needed to do.

Unless you’ve lost someone very close to you, it’s hard to understand how grief manifests day by day; how it forces you down a path of change and reflection; how easily it can light or snuff the fuse of anger, and how it adjusts your perspective and priorities in life.

The creator of Tales of Kenzera: Zau - Abubakar Salim - understands these manifestations very well, for this game was inspired by his father's death. Grief is explored intimately through its characters, story, and gameplay.

I can gush about its vibrant visuals and tight gameplay (which rightfully deserve said gushing), but the story and characters are what hooked me. The protagonist Zau had just lost his father, and charged into their journey of grief and growth. Raw emotion courses through Salim’s powerful voice-acting. Pain, urgency, unwarranted anger, shame, wistful happiness; I recognized those all too well. It was oddly comforting to see those emotions expressed so vividly here.

There is a fine balance in Zau’s journey; Frenetic traversal and combat eventually lead to quiet reflection. Zau meditates on experiences he shared with his late father, and doing so brings up a myriad of emotions. Action may feel satisfying and can convince you that you’re doing something meaningful, but the quiet moments are inevitable, and are where you truly learn how to live within this new world.

Playing Tales of Kenzera: Zau has genuinely helped me these past couple of weeks. I look forward to continuing the story, both in and out of the game. Whether you’ve gone through something similar or not, this game is well worth the journey.

The Binding of Isaac. Source: Kristina M.H.

Kristina M.H.

The Binding of Isaac

After putting over 150 hours into Mewgenics, I wanted to go back in time and give The Binding of Isaac a fair shot. I can see similarities with the Mewgenics animation, from the maggots, fetuses and excrement, to the fart noises, and overall crudeness. And it’s not necessarily a bad thing… I just feel a little out of place as a middle-aged female playing a game that feels like it was made for and by a 14-year-old 4chan edgelord.

While I found Mewgenics humor to be entertaining, Binding of Isaac’s art style, child abuse undertones, cartoonish gore, and dark humor are not as appealing. It causes an almost visceral reaction, which makes it difficult to play.

I don't have a moral problem with the game itself. I've listened to creator Ed McMillen's interviews, and it sounds like this is a healthy and creative outlet for his own trauma and childhood; he is genuinely intrigued and curious about the things he puts in his games.

That being said, the game is extremely fun and addictive. I love how different each run feels, going into the first gold door room and finding the first item that shapes everything that comes after. I’ve had a run where I triggered invincibility and turned every enemy to gold. I’ve had runs where I’ve picked up the wrong item and was doomed to immediate failure.

I guess my biggest complaint is NO ITEM DESCRIPTIONS?!? I realize this was intentional, but with over 400 items, it turns into a game of luck rather than a skill game where I can plan synergies. I have started to leave the wiki open on my phone.

I'll definitely play more. With any roguelike, it's an easy game to just drop in for a few runs, especially at the end of the day when brainpower is zapped.

New Super Lucky’s Tale. Source: Nintendo.

CJ Wilson

New Super Lucky’s Tale

During this past month, I was looking at my backlog, along with the usual new releases, to see what I was in the mood to play. Starting with New Super Lucky’s Tale, I wanted to check out a 3D platformer to get my brain going on solving some of the various puzzles that the game offered. Some of the puzzles were quite challenging to get through, like moving some statues to their respective spots, where I did have to look up a guide on YouTube to figure out the solutions.

Otherwise, the game is a relatively simple platformer with tight mechanics, playful atmosphere, and an easily understood story. I quite like how all the characters were anthropomorphic animals like cats and foxes, giving the game a charming aesthetic. If you're looking for an enjoyable platforming adventure that even a child will like, I would recommend New Super Lucky’s Tale, which is available on Xbox Game Pass.

Lococycle

I was going through my Xbox store backlog, and I decided to check out Lococycle. The developer Twisted Pixel Games, who made Splosion Man and Comic Jumper among others, made this title to launch with the Xbox One before parting ways with Microsoft. The studio was bought out by Facebook/Meta to make VR games, but in early 2026 the studio was unfortunately shuttered.

So in a way, I am honoring their memory by playing one of the last great action games they made. I loved the presentation of Lococycle, where the cutscenes are FMVs (Full Motion Video) and the developers got recognizable actors like James Gunn and Tom Savini, whom I'd completely forgotten about. The gameplay is fairly straightforward; you play as a sentient motorcycle named I.R.I.S., taking down various henchmen as you move along stages automatically. You can also use the motorcycle mechanic Pedro to take out enemies for longer combos.

It’s an enjoyable romp throughout, to where you can beat the game in about 5 to 6 hours. I’m glad to have played Lococycle, as I've loved some of Twisted Pixel’s previous games, even if they are no longer around.

Pragmata. Source: CJ Wilson.

Pragmata

Finally, I've been having a great time playing Capcom's newest, Pragmata. While I haven’t beaten the game yet (only through the first two sectors), I'm really loving the presentation and story.

Playing as Hugh to take out robots with various futuristic weaponry is quite satisfying, complemented by your android companion Diana’s hacking ability to open up opportunities for greater damage. At first, I wasn’t sure how the hacking mechanic would work with the shooting, but it’s balanced enough where you can choose your paths carefully with some nodes like increased damage and staggering other enemies around to make the combat feel intense throughout.

I can’t wait to see where the story goes, as I’ve grown to love the father/daughter relationship that is being formed between Hugh and Diana. I also like to explore as much of the environments as I can to find additional resources and collectibles along the way. It’s easily one of the best games that I have played so far this year.


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.