My Friend Pedro Review (sweepinghouses)
Overall: 6/10
Story:
I went into My Friend Pedro with no expectations, which is probably the best way to approach a game like this. However, even so, I found myself disappointed by the story, or really the lack of one.
It becomes obvious pretty early on through dialogue that the narrative isn’t meant to be taken seriously, and that’s fine, except that this game's humor was really not my taste. The story is clearly there just to push you from one level to the next, but it was not particularly entertaining, even on a surface level. Instead, it’s presented with a kind of on-the-nose, quirky smugness that just didn’t work for me.
What starts off feeling like a intriguing, surreal murder-dream quickly morphs into a "lol! so random!" meta-story, like the devs defaulted to the indie game cliché of breaking the fourth wall just because. The narrative begins to feel like it’s trying to throw everything at you for the sake of gameplay, like random enemies, "bizarre environments", nonsensical plot beats, etc. all in the name of variety, even when none of it fits together.
Then there’s the writing. I get that humor is subjective, but as I previously said, this game’s sense of comedy absolutely did not resonate with me. The closest thing to a joke is in the sewer level where you fight a bunch of "hardcore gamers" who shout “noob” and “lag” while trying to kill you. That’s about the level of wit on display. The dialogue just feels like it’s trying way too hard to be funny or self-aware, and ends up unfortunately being very cringeworthy.
Gameplay:
At first, the gameplay is a blast. The gunplay and parkour mechanics start off feeling slick, stylish, and fun. You’re diving through windows in slow motion, flipping over enemies while unloading dual pistols/SMGs, and pulling off ridiculous stunts like it’s second nature. It nails that “cool action movie” vibe right out of the gate. However, that fun dries up pretty quickly.
Even though MFP is not that long (it took me a little over four hours to finish), the gameplay starts to feel repetitive well before the credits roll. The combat and movement don't evolve in a satisfying way. Instead, the game just gets harder, and not in an entertaining way. Later levels lose the fluidity that made the opening feel so great, and pulling off stylish actions becomes a chore rather than a joy. You can tell the game WANTS you to look cool, but it rarely gives you the room or rhythm to do so on your first try during those later levels.
There ARE attempts to mix things up with different gameplay mechanics in the second half, but they feel more like distractions than improvements. Platforming puzzles start popping up more and more frequently, which completely disrupts the pacing. They’re not difficult, just tedious, and it's an annoying barrier when you’re being scored on how seamlessly you move through a level.
That’s ultimately what this game feels like: something made for speedrunners or high-score chasers who want to memorize every corner and master every combo. If that’s your thing, you might get more out of it. But if you’re here for a stylish action game that stays fun throughout, this one burns out long before it ends.
World:
Of all the elements in MFP, the world/level design is the one I absolutely hated. It’s painfully bland and uninspired throughout most of the game. The environments are made up of boring industrial buildings or other overly generic, gray-colored settings and none of it feels remotely memorable or visually exciting. The one exception is the dream sequence, which FINALLY does something different stylistically, but even that’s weighed down by annoying gameplay design choices like platforms that disappear as soon as you step off them, making it more frustrating than fun.
This game is also entirely linear, offering only a single path through every level. Now, for a fast-paced 2D shooter like this, that’s not inherently a bad thing, but I still think it still would’ve been nice to have some kind of alternate routes or branching paths that lead to the same end destination. Not only would that have broken up the monotony, but it also could’ve added a little bit of replay value. As it stands, the only reason to go back and replay any of the levels or even the whole game is if you’re chasing 100% completion or just really love the gameplay loop.
Visuals:
I’m not going to be too critical of the visuals/graphics since, in a game like this, flashy graphics aren’t really the main attraction. That said, I do have some thoughts.
The visuals are serviceable for a 2D sidescroller. They get the job done and support the action well enough without being problematic or outright unacceptable to look at, at any point. Everything is readable, and the slow-mo chaos looks smooth and satisfying. Nonetheless, I can’t say I’m the biggest fan of the overall look. This is a Unity engine game, and it LOOKS like a Unity engine game. There’s this kind of generic, somewhat flat quality to the visuals that makes it feel less polished or distinct compared to other games in the genre.
I’ve already mentioned my gripes with the level design, and I think the somewhat generic visuals further emphasize that the art direction just doesn’t do much to elevate or distinguish the environments. Still, while the visuals don’t wow me, they’re functional, and that’s honestly enough for a game that’s more about stylish movement and gunplay than presentation.
Music/Sound Design:
The sound design in MFP is pretty good overall. I’ve got no real complaints there. Everything from gunfire to environmental cues feels polished and immersive. There's no spoken dialogue though, but it honestly might be for the best, considering the writing.
Regardless, the real highlight here is the soundtrack. The OST is easily my favorite part of MFP. The music genuinely gets you hyped, kicks in at just the right moments, and adds a ton of energy and atmosphere to every level. There’s way more variety and quality than I ever expected, and it really elevated the experience for me. Whether you're flipping through the air in slow motion or kicking a frying pan into a hail of bullets, the soundtrack makes it all feel so much cooler.
TL;DR:
My Friend Pedro starts off pretty strong with flashy, slow-mo gunplay, parkour and slick stunts, but quickly loses steam as its repetitive gameplay, frustrating level design, and cringey humor drag things down. The story leans too hard into meta quirkiness without offering anything compelling, while the environments are dull and linear, offering little incentive to revisit. That said, I really enjoyed the soundtrack; it's a clear highlight, adding much-needed energy to the experience. Overall, I don't even dislike this game, per se; the combat is fun at its base, but it's just not enough to carry itself to the end, especially when further bogged down by other aspects of the gameplay. I think this game might click with high-score chasers or speedrunners, but for me, it was stylish shooter that peaked early and fizzled out soon after, and for those reasons, I can't recommend it.