
My Friend Pedro
Four hours of bullet-time bliss built by one developer: if slow-motion acrobatic carnage is your language, Pedro speaks it fluently.
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I kept thinking about the frying pan. That single moment, early in My Friend Pedro, where you boot a kitchen pan into the air and watch ricocheting bullets fan out through a roomful of criminals, tells you everything the game is and everything it refuses to be. It is not trying to tell a profound story. It is not padding its runtime. It is a 40-level, four-hour argument that one mechanic, executed with near-surgical care, can be enough. The spine of the whole thing is the Focus system, which is this game's name for bullet time. Tap it and the world slows to a crawl, your Focus bar draining with each second, refilling with every kill. Around that single verb, solo developer DeadToast has layered a genuinely surprising amount of texture. You can split your aim between two targets while dual-wielding pistols or SMGs, lock one gun onto a distant enemy while the other tracks closer threats. You can wall-jump and mid-air spin to trigger an invincibility window. You can skateboard through a segment and kick the board into someone's face on the way out. Reflective panels and frying pans let you redirect bullets at angles the level designer clearly spent time choreographing. The arsenal grows over the campaign, from starting pistols through shotguns and dual SMGs up to a sniper rifle that, honestly, feels a little at odds with the close-quarters chaos the game does best. But even that awkwardness feels intentional, a moment of breathing room before the next burst of controlled frenzy. The scoring system is where the real life of My Friend Pedro lives for anyone who wants it. Each level hands you a letter grade from F to S based on kill chains, speed, and style. Dying collapses your multiplier. Pausing to plan a route through a room, then executing it in one fluid slow-motion arc, is the kind of quiet satisfaction that does not photograph well but feels tremendous in the moment. A post-launch update called Code Yellow added 14 unlockable game modifiers, things like One Shot Enemies, Infinite Focus, and custom bullet speeds, which meaningfully extend the replay argument for score chasers without complicating the base experience for anyone just here for one clean run. The honest criticism is familiar: enemy variety is thin, most goons go down the same way regardless of type, and some stretches of platforming between fights feel like filler rather than design. The visual style is minimalist to the point where certain environments blur into one another. And if you have zero interest in chasing leaderboard ranks, the campaign's four hours leave little reason to return. The soundtrack by Noisecream, a mix of EDM and industrial synthwave that shifts tempo with the action, is one of the game's most underappreciated qualities. It gives each level its own pulse, and more than once I caught myself syncing kills to the bassline without consciously deciding to. For players hunting a narrative or a progression system with breadth, this will feel sparse. For players who want an impeccably focused action game that knows its own dimensions and never outstays its welcome, My Friend Pedro is a small, confident gem from a one-person studio that deserved more noise than it got.

Indie & narrative
Etiquetas
Requisitos del sistema
Mínimos
- Processor
- Intel Core i3-530 (2 * 2930) or equivalent
- Memory
- 4 GB RAM
- Graphics
- GeForce GT 440 (1024 MB)
- Storage
- 4 GB available space
Recomendados
- Processor
- Intel Core i3-4160 (2 * 3600) or equivalent
- Memory
- 4 GB RAM
- Graphics
- GeForce GTX 760 (2048 MB)
- Storage
- 4 G…
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Información del juego
- Desarrolladora
- DeadToast Entertainment
- Distribuidora
- Devolver Digital
- Fecha de lanzamiento
- 20 jun 2019

