PCPOWERPLAY

My Friend Pedro

A banana teaches you to kill.

- DEVELOPER DEADTOAST • PUBLISHER DEVOLVER www.devolverdi­gital.com/games/my-friend-pedro JOE DONNELLY

The gamers running at me have swords, because all gamers own swords, I guess. They also have Monty Python Dark Souls cosplay armour but it can’t save them from the shotgun blasts that reduce them to lumps at my feet. I’m out of ammo before I’m out of gamers, the last one charging with sword held high. But any object you kick is a one-shot kill in this game, and dead gamer lumps are kickable objects.

There are more impressive gun-fu stunts in My Friend Pedro than breaking somebody’s neck by kicking their dead friend’s torso at them, but this moment of improvisat­ion is typical of what happens between gif-able highlights. Once or twice per level I’ll do something absurd like skateboard­ing through a window then kicking that skateboard at someone while shooting someone else, or throwing a frying pan into the air then ricochetin­g bullets off it to clear a room.

But the meat and potatoes of My Friend Pedro isn’t these setpieces.

It’s jumping in and relying on the combinatio­n of a generous slow-mo meter, physics objects, and a lot of bullets to see you through.

He’s full of potassium and advice on how to kill people..

BANANA DRAMA

I should mention the talking banana. His name is Pedro and he’s full of potassium and advice on how to kill people, whether retired mafiosi or Christmast­hemed bounty hunters or gamers driven to madness by violent videogames. 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. Pedro is there to explain things, but more importantl­y he appears in the corner of the screen when you pull off a highscorin­g combo and tells you what rank you got at the end of a level.

It’s a score-attack game, with bonus points for chaining together kills in combos. There are leaderboar­ds, and I have replayed several levels just to get a higher rank on them. 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.”

Split-fire looked neat in the gifs Pedro’s designer showed off during developmen­t, but I was worried it would feel rough in play. I was super wrong. It’s easy – right-click on one dude and hold to lock him in, and then for every leftclick shot, no matter where it’s aimed, the right-click guy gets a bullet as well. Levels that drop you down shafts with enemies on both sides, or have doors full of goons opening around you, are built for this. I never stopped enjoying it.

These are also fine moments for dodging by pressing W, which sends you into a bulletproo­f pirouette. 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. Again, enjoyable.

COMBO BREAKER

Later levels reduce the amount of physics objects like skateboard­s, basketball­s, and knives, as well as goons to fling them at, in favour of mines, lasers, spinning platforms, and traps that require more perfection­ist play. There’s not as much freedom to rack up combos and a lot more falling. They’re less fun to replay, but before long there’s always a refresher level that plays like something completely different, a motorbike chase or a freefall or a boss fight.

Along with the score, at the end of every level Pedro gives you a gif of a highlight to save or share. Postcards from murderland, they slice My Friend Pedro into a handful of enjoyable seconds.

Unlike Superhot or Max Payne I never got tired of it, thanks to short levels, high variety, and a storyline that’s purest nonsense.

 ?? So many options. ??
So many options.

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