Wall jump, spin, split fire and take two goons out. Land, spin, reload, kick a fuel can into the air, detonate for a big multikill. In My Friend Pedro you play a balletic gunman on a mission to dispatch phalanxes of thugs with maximum style. Every slow-motion spinning kill ticks up your score. The point here isn't to merely survive and complete the level, it's to dispatch perps with combos so spectacular you have to capture the footage and share a gif on the internet.
There's a button that will package up moments into gifs for you, because My Friend Pedro knows what it is. Your slow-mo bar is generous enough to keep you in bullet time for pretty much as long as you like. That lets you aim your twin pistols at multiple targets using a neat control system. You mouse over your first target and hold the right mouse button to pin a reticle for your off-hand gun, then you aim at your other target and use left-mouse button to fire both weapons at the same time.
This is useful for diving into rooms full of flanking gangsters, which you do a lot. Every room in playable demo felt like a toybox full of objects to play with. The kick button lets you knock over tables for cover, kick goons through panes of glass, or even kick bits of goon at other goons. If you kick a goon's head at another goon's head, it will kill that goon, and you will earn points. This is a very fine game.
Your character feels as light as a paper cutout as you jump around, reload, and spin to dodge enemy bullets. You're frequently springing off tip-toes and floating over the heads of your tracksuited foes. It feels great, and the controls are so slick I was stringing together awesome combos after just a few rooms.
If you kick a saucepan into the air and shoot it, the ricochets are guaranteed to hit nearby enemies.
My Friend Pedro is due out in 2019, but there's a chance you've played it in some form already. An early Flash version was released ten years ago. Since then the game's lone developer Victor Agren has pursued a career at Media Molecule working on the LittleBigPlanet series before going indie once again to expand My Friend Pedro into a full game.
It looks great too. The backgrounds are inspired by the Tokyo street photography of artist Liam Wong, who uses a strong purple palette. Your gunman's yellow jacket and red explosive canisters helpfully pop out of the detailed urban backgrounds. Agren mentions Bollywood action scenes as another influence, and I can see that in the way the physics of the world bends to ensure the most stylish action happens in any given moment. If you kick a saucepan into the air and shoot it, the ricochets are guaranteed to hit nearby enemies.
Once I have completed the demo level Agren boots up another one from later in the game and shows off his skills with a skateboard. You can ride it, of course, and you can kick it into enemies to kill them. Ideally you will land right back on the board afterwards after a spin and a reload to earn more points. There's a spectacular moment when Agren rides the board through a window, jumps off it and swings on a rope back into the building to gun down more surprised goons.
I also get to ride a motorbike in a boss fight level. I shoot cars full of yet more goons until they explode and eventually duel a gang boss in a big truck. He lobs bombs out of a hatch that I shoot in slow motion while backflipping on the bike. It's stupidly good fun. If the game keeps up this level of slapstick nonsense carnage for its entire running time it will be delight. The 2019 release window suddenly seems so far away.
With E3 2018 safely over our shoulder, we pick the best games we saw at the show.
When Sekiro: Shadows Die Twice was first revealed at the Xbox press conference, it honestly looked like Dark Souls: Japan. I figured it'd be the same riff on ancient Japanese history in the way that Bloodborne twisted Victorian England. But man was I wrong. Not only is Sekiro gorgeous, it's also a near complete subversion of everything we associate with Dark Souls. It's not an RPG, it has no multiplayer, and it's character isn't customizable.
But for each piece of that formula it rips out, From Software sticks a new one in. Sekiro is much more open-world, with levels designed to be scaled vertically using a cool new grappling hook. While it still has the same combat, it's completely reworked to capture the feel of dueling rather than hacking enemies to bits. It has stealth and enemies that look a lot more intelligent than your average Dark Souls lot. Simply put, it's everything I could have wanted from the next Dark Souls—which is to say, it's nothing like Dark Souls. —Steven Messner
With a transforming, supernatural gun and powers like levitation and telekinesis, Jesse is sent in to figure out what went wrong inside The Oldest House, which won't be the linear environment we've seen in games like Alan Wake, but more metroidvania in its structure. My favorite part of the demo was when Faden comes upon an employee inside an observation chamber. As he hears Faden approach, he starts begging for her help: "Oh god, are you here to relieve me?" He's been staring at a refrigerator for days, possibly longer—if someone isn't looking at it, he warns that it will "destabilize." This is but one strange side quest within The Oldest House, Remedy says. —Evan Lahti
Devolver Digital's surreal anti-conference, now in its second year, has become a highlight of E3. After last year's frenzy of satire somebody obviously said, "Hey, that was quite popular but maybe we could show some more games next time?" And so they did. Between Metal Wolf Chaos XD and SCUM was a trailer for My Friend Pedro, a game you'd be forgiven for thinking was just another of their blood-drenched parodies. But no, I've been following My Friend Pedro's development on Dead Toast's Twitter for a while now, and it's definitely real.
The pitch is basically "2D Max Payne but even more over-the-top". There's a generous bullet time meter and physics has been bribed to look in the other direction while you flip and pirouette your way through levels, doming bad guys with bullets and sometimes frying pans. The frying pans can also be used to ricochet bullets off, making for the wonderful possibility of throwing one up in the air, slowing down time, pinging a few bullets off it into bad dudes, then kicking the frypan out of the air and into a final enemy's face just as time spools back up again.
There's also skateboarding and motorbike chases and dual-wielding that lets you lock onto separate targets with each gun. Best of all there's a built-in capture that saves your best moments in each level and lets you upload them as a gif, like Opus Magnum but with more slow-motion headshots. When this game comes out next year Twitter's going to become a parade of nonsensical violence. It'll be like that one cool fight from Deadpool only I won't have to sit through all of Deadpool again. I'm down with that. —Jody Macgregor
The action is turn-based XCOM-style strategy featuring both stealth and shooting, but successful extraction from a mission doesn't result in anything as grand as an armored airlift. Instead, a nondescript van pulls up to the curb and then speeds away once your agents are inside. Your army in Phantom Doctrine, being developed by CreativeForge Games, isn't comprised of soldiers, but spies during the Cold War of the 1980s.
Between missions, when you head back to your upgradable headquarters, Phantom Doctrine is awash with paranoia. It even has a conspiracy board, where you can examine gathered intel and link clues together with red string and pushpins to unlock new missions. While you're dressing up your agents and forging them new passports you'll also want to rifle through their skills and abilities looking for anything that wasn't there the last time you checked. There's a chance they may have been captured while out in the field and brainwashed by your mysterious enemy. That's right, one of your own spies may be a double agent, and the presence of skill you didn't assign them might be your only clue.
The idea of having a squad of NPC agents you can never completely trust is wonderfully intriguing. So is the fact that you can brainwash enemy agents yourself, and then activate them during a mission, essentially flipping them to your side. You can even plant a tiny bomb in the head of an agent, so if they're captured they won't have the chance to talk, with the added bonus that they'll blow up whoever captured them—though this will mean the loss of whatever intel happens to be in the room when it explodes. Er, plus the loss of your agent, naturally.
The cat-and-mouse one-upmanship of espionage and counter-espionage looks incredible and makes me desperately wish Phantom Doctrine was out right now (it's coming this summer). There were a lot of great games on show at E3, but this one especially piqued my interest. Jody also got some hands-on time with it recently. —Chris Livingston
Look, I know. I bloody know. I am the boy who cried Destiny, and I do not blame you for not wanting to hear more about it. And certainly not how this next expansion is going to fix most of what went wrong. But, but, but! From speaking to Christopher Barrett and Scott Taylor at E3, it's clear that both Bungie knows it has a mountain of trust to earn back, and more importantly has a plan that addresses the most egregious problems. That means bringing back random rolls on weapon and armor and leaning into the endgame activities that keep players coming back.
Of what I was able to try at the show, the slice of opening story mission featured typically bravura alien-shooting, with Cayde-6 front and centre Golden Gunning-escapees from the Prison of Elders and then nonchalantly tossing a 'nade over his shoulder to clear up the survivors. Until he isn't. Suddenly I was jump cut into the climactic cut scene in which Cayde dies at the blue hands of Prince Uldren. It was different, and even colder, than the moment in the story trailer released during E3. If we ignore the slight suspicion that the developer just didn't want to keep paying Nolan North for voice work, then it really does feel like Bungie is full committed to Forsaken taking a much darker turn.
Perhaps even more of a surprise was what an instant hit the new Gambit mode felt like. This hybrid of PvP and PvE provides plenty of scope for 'hero moments' as players hop into each others' arena to wreak havoc or face plant spectacularly. In order for Gambit to truly stick around, the four promised maps will need to be sufficiently varied and the loot pool will have to be worth grinding for. That latter point will conclusively answer whether the game is back on track, but with September 4 looming I now feel pretty optimistic. Don't make that face. —Tim Clark
Dying Light has quietly become one of the best and most successful zombie games in modern memory. It's basically a dramatically improved version of Dead Island: more satisfying melee combat, smoother shooting, more interesting RPG elements, and topped off with a first-person parkour system that, for my money, is infinitely more fun than holding up to climb in Assassin's Creed or Tomb Raider. Plus it lets you dropkick the hell out of zombies.
It was darn good at launch, and it's only gotten better as Techland's handed out heaps of free content over the years. But Dying Light has one problem no amount of DLC can fix: the writing is terrible. I remember exactly two things about the main story: there was a bit where a kid got turned into a zombie and I wasn't sad at all, and the main villain had a bit where he screamed the protagonist's name at the sky like that scene from Star Trek 2: The Wrath of Khan. The dude you play as is so forgettable that I don't even remember the name the bad guy screamed.
But! Dying Light 2 is a golden opportunity for Techland to deliver a good story and a fun zombie sandbox, and it sounds like they're making good headway. They've enlisted the help of some of The Witcher 3's writers, for starters, and based on what Steven saw at E3, he reckons the sequel is ripe with meaningful, world-altering decisions. And I'm so down for a humanity-driven Dying Light that takes itself seriously. — Austin Wood
“Just a small town shark. Livin’ in a lonely seaaaaaaaaaaaa. I killed a load of stuff to upgrade my teeeeeeeeeth.”
I was knee-deep in magazine deadline when I watched the Maneater trailer from the PC Gaming Show. As a trailer it seemed pretty average. It was the moment after the trailer finished which had me enraptured. Sean ‘Day9’ Plott clarified that you play as the SHARK and it’s an RPG kind of thing so you can upgrade your shark to fulfil its lifelong dream of killing all humans (and some other fish). Then I read a bunch more promising details in Wes' Maneater interview.
Obviously there’s a bit of dissonance here—sharks are amazing, beautiful, curious creatures and we are far, FAR more of a danger to them than they are to us. But it’s also an RPG where I get to be a SHARK on a revenge quest instead of some blank-faced human on a revenge quest. I hope this ushers in a golden age for animal RPGs—geese, praying mantis protagonists, mage bees… Turns out I’m perfectly happy to park my “we shouldn’t anthropomorphise creatures” philosophy if it means I can ruin human holidays. —Pip Warr
I never want to forget that weird feeling of vertigo I had during the opening moments of the first-ever showing of Cyberpunk 2077's behind-closed-doors demo. I had a mountain of expectations, of course, but CD Projekt Red toppled all of them the moment the character creation screen closed. It almost took me a minute to understand what I was seeing—is Cyberpunk 2077 a… first-person shooter? Holy hell. I don't know why I didn't see that coming.
The next 50 minutes held several more moments when I had to sit back and check my expectations for what kind of game this would be. Drivable vehicles? Real-time dialogue choices that don't break up the action? One of the most densely packed and detailed cities I have ever seen in a game? Cyberpunk 2077 wasn't content with merely being The Witcher 3 but with androids—but it all was still pinned together by those familiar RPG systems.
It was an impressively meaty showcase (one that was running on a single 1080 Ti to boot) that showed CDPR was willing to take bold risks and try new things. And, when you consider the leap from The Witcher 2 to The Wild Hunt, that's exactly what made The Witcher 3 so great in the first place. It was a great demo that offered an exceedingly detailed look into a game that might not be out for years, which is a refreshing reveal to have at E3. So, yeah, Cyberpunk 2077 was definitely the best thing I saw all week. —Steven Messner
Maybe you remember a little Flash game published by Adult Swim website back in the day, something about slow-motion shootouts and a talking banana called My Friend Pedro? That version of the game was an amusing time-waster you could play in your browser, and it ended with you eating Pedro, growing wings, and then flying up into the sky for a final showdown with a guy in glasses who I assume was the game's creator. He tried to kill me with a flyswatter.
My Friend Pedro is back, and it looks even weirder this time. The new version—subtitled "Blood Bullets Bananas"—had a trailer during Devolver Digital's E3 showcase, but I've been following its development on Twitter and creator Dead Toast's blog for a while now, and its slow-motion guns akimbo skateboard/motorbike/barrel-riding bullet ballet has made for some excellent gifs. Like this, for instance.
That kick's new to this version of My Friend Pedro, and so are the ricochets. Stationary signs and mobile frying pans seem to be the main option for getting bullets around corners and behind cover, as shown here.
Barrel-rolling's also a new addition—not to 2D games more generally of course, though I've never seen Donkey Kong pull off a move as gory as this. Note the LOVELY x4 bonus at the end, suggesting combos and perhaps a score attack mode.
And while much of what we've seen so far takes place in a grimy, urban setting (with a few high-tech touches) the full game will also include visits to a more whimsical location called Pedro's World. Is this a plane of existence known only to talking bananas?
Pedro's World will apparently involve a break for reality, making even more physics-bending possibilities. I haven't ridden a skateboard since I was 17 but I'm pretty sure they don't work like this.
My Friend Pedro won't be out until 2019 but it already looks impressive, like someone took the opening fight from Deadpool and made an entire game of it. Dead Toast note that not every feature on the dev blog is guaranteed to make it to the full game, but if you want to see more of Pedro in action you can check that out here.
My Friend Pedro is a Nintendo Switch and PC game about shooting people because a banana told you to, and it looks great.
That makes it sound very weird and I'm sure the story is, but the real draw is the balletic, almost Matrix-like, acrobatic side-on gunplay.
The player character uses a mix of split-aiming and slow-motion to clear entire floors of enemies, somersaulting and twirling in mid-air, bouncing bullets of frying pans (hi PUBG!) and signs, and even kicking things like severed heads from the floor into the faces of baddies, because why not? And there are motorbikes and skateboards to use.
You may not remember bullet-time shooter My Friend Pedro. It was an over-the-top shooter with silly gunfights, backflips and a banana (it s still free on Adult Swim if you want a peep). But the developer has not forgotten. It s being remade as My Friend Pedro: Blood Bullets Bananas and now features a skateboard, kicking, and the ability to hang onto a rope with both legs while you shoot two foes at the same time. (more…)