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My friend pedro story
My friend pedro story






my friend pedro story

After the game starts to feel better to play, that’s when My Friend Pedro starts to get a little more repetitive. The controls taking half of the several-hour game to feel good is not the only issue I have. The guns feel pretty good too-a lot like what I imagine Hotline Miami would feel like as a sidescroller. A great example is when you bounce bullets off a frying pan in the air to kill enemies in all directions. I especially like using the environment to kill enemies. While it’s not exactly a puzzle game, the best encounters in the game feel like you’re completing a puzzle. It (eventually) felt good to make a plan, run into the room, and carefully execute each acrobatic massacre. Once I got used to the controls, I had significantly more fun with the gameplay. Nothing felt right to me, and as a result, the first half consisted of me running into a room, slowing down time, spamming my invincibility spin, shooting dudes, and moving on to the next area. While it’s hard to picture what I’m talking about from just button inputs alone, the controls felt hard to work with for, I’d say, the first half of the game. Shooting guns happens with ZR, clicking in the left analog stick controls slow motion, L controls a spinning move where you’re temporarily invincible, ZL controls aim and/or secondary fire depending on the gun, and the kick is mapped to X. My initial answer was a solid “no.” Before I got good, the controls felt very cumbersome. Trailers showing off the game make it look beautiful, but there was a question nagging me: Would it actually feel good to play?

#My friend pedro story full#

It’s a sidescroller where you, with a full set of guns, kill your enemies using acrobatics, slow motion, and the environment around you. My Friend Pedro, on paper, is super cool.








My friend pedro story