![]() ![]() With that said, let’s talk about the gameplay. Pedro is glad to see that you are still alive and gets straight to the point, it’s time for payback! From here on, Pedro will “remind” you how to be a non-stop, over the top killing machine, all the while providing useful tips and witty remarks throughout the game. His “imaginary” friend Pedro appears and yes that is the banana. You play as a man who has just woken up after taking a serious beating. Swedish based Development studio DeadToast Entertainment have turned their 2014 flash game (of the same name) into the new benchmark of the shoot’em up genre. We have also seen a healthy flow of big-name 3 rd party & indie games which is great, however, there isn’t a single game currently on the Switch that will put the biggest Kool-Aid smile across your face like My Friend Pedro. Unlike Superhot or Max Payne I never got tired of its bullet-time thanks to short levels, high variety, and a storyline that's purest nonsense.I think it’s safe to say a large majority of Nintendo Switch owners picked up the versatile console for the first party titles. Its take on bullet-time is fun for more than seconds, though. Postcards from murderland, they slice My Friend Pedro into a handful of enjoyable seconds. ![]() They're bombastic, inventive, and they're over fast.Īlong with the score, at the end of every level Pedro gives you a gif of a highlight to save or share. To pay My Friend Pedro the highest compliment, its boss fights didn't annoy me. So some levels are weaker, but before long there's always a refresher level that plays completely differently, a motorbike chase or a freefall or a boss fight. There's one in the dream-like midsection with no enemies, a pure platforming challenge that doesn't play to My Friend Pedro's strengths. They're less fun to replay, and I wish there were notes in the level select screen that said "this level is cool and has a skateboard" or "this one has too many lasers". There's not as much freedom to rack up combos and a lot more falling to your death. Later levels reduce the number of physics objects like skateboards, basketballs, and knives, as well as goons to fling them at, in favor of mines, lasers, spinning platforms, and traps that require more perfectionist play. Shooting while dodging sends bullets flying in whichever direction your guns happen to be pointing during that part of the animation, wild sprays flying around as you whirl about like a dog in a tumble dryer. These are also fine moments for dodging by pressing W, which sends you into a bulletproof pirouette. (Suck it, James.) Chasing high scores makes me look ahead at a level and think things like, "I should ride the barrel onto that guy then jump off while dual-wielding and split my fire so I can shoot that one and the other before I land." There are leaderboards, and I have replayed several levels just to get a higher rank than James. It's a score-attack game, with bonus points for chaining together kills in combos. Pedro is there to explain things, but more importantly he appears in the corner of the screen when you pull off a high-scoring combo and tells you what rank you got at the end of a level. There's a story in My Friend Pedro but a minimal one-it feels like the plot of another hyperviolent Devolver game, Ruiner, only told on fast-forward. His name is Pedro and he's full of potassium and advice on how to kill people, whether retired mafiosi or Christmas-themed bounty hunters or gamers driven to madness by violent videogames. ![]()
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