From beginning to end, My Friendly Neighborhood is a wonderful game full of mystery, tension, clever design, and phenomenal performances. This is a must-play title that will hopefully gain the traction and attention it deserves.
This game has tons of personality. It is a very short game done by a very small independent team. It has some bugs but overall, a great game. It is not a scary game but very funny and cute. They developer does listen to feedback from the players and fixes issues that come up pretty fast. A blast to play and has a sizeable speed running community.
Where it succeeds best, however, is in being a terrific introductory horror game. Whether or not you’re a youth whose parents disapprove of gore or if you’re just one to hide beneath a blanket when a zombie appears on screen, My Friendly Neighborhood provides the depth of the Resident Evil experience without any of the violence. Not only does it fill an important niche, it proves that this sort of horror game can stand on its own without any of the blood.
If Resident Evil and Sesame Street had a baby, My Friendly Neighborhood would be it. It wears its classic Resi influences on its arm – such as its door-opening animations and its use of safe rooms – but it’s never derivative, instead managing to be something entirely original, not to mention a great deal of fun. One of the best indie horror games of recent years, My Friendly Neighborhood is well worth paying a visit to.
My Friendly Neighborhood offers a unique execution of a conceit that’s otherwise become trite among horror games. Taking the “spooky kiddy thing” idea and pulling it onto a framework built from equal parts BioShock and Resident Evil smartly separates it from the ocean of similar concepts in the genre, even if none of its individual components are particularly original. It’s sadly let down from a lack of variety and consequently runs too long, unable to stay fresh or surprising enough to sustain its runtime. However, it’s a fun ride while it lasts, and it’s story is charming enough to be worth seeing through to the end.
There’s a tangible love and care that has gone into making the game’s equivalent of Sesame Street studios feel plausible, as well as a clear delight in warping our memory of a show that opened up a world of imagination for generations of children into something darker.
I’ve played this game three times already, and I’ve enjoyed it each time. Every detail seems fine-tuned, and it’s a fantastic indie-experience. It feels like resident evil and Sesame Street has a Bioshock-themed baby!
Have you ever dreamed of muppets screamers? This is how I would start if MFN was just another horror indie for streamers, in fact, it doesn’t make any sense to watch this on YouTube, first of all - it’s a gameplay game, which is very "unfortunate" to come out in the same year as Amnesia: The Bunker, the 4th Resident and a remake of Dead Space, although the latter have a strong roll towards the action, briefly about the genre of survival-horror - it`s when they don’t really try to scare you with screamers, fear causes lack of ammunition and medicines, usually there is also an inventory limit,
this is not a pure shooter in which the main thing is to make 10 headshots, on the contrary, it`s necessary to keep the maximum amount of ammo in reserve, or at least some, and, if the recent Amnesia: Bunker is a Giga Chad-dad, then MFN is, at most, a teenager, but, nevertheless, the game gives me mostly positive emotions. Also, of course, comparisons with "Poppy Playtime" are relevant, and, again, not in a winning direction, Poppy provided very interesting fresh mechanics,
But there is something in which they are very similar, in the hacky implementation of the "YouTube-horror shell", they took the previously unused idea of animated "muppet" dolls, sketched some notes for theorists, so that they themselves come up with lore, instead of a plot, "riveted" a studio for filming children's cartoons with the most basic design, and very, very low 1-plygon detalization (by the way, the game costs 30 bucks), the visual here is like in the alpha version, the game doesn`t bring any aesthetic pleasure, and, accordingly, you don’t feel any special atmosphere, a night city is generally a shame, an empty polygon with a couple of buildings, you don’t believe that there is life there at all.. There is also, for example, a location with a playground, it would seem a very interesting building for a video game, with potential for game design, just imagine, run away from dolls, jumping around, but it’s just inexpressive wooden, not even painted, tiny structure, in which mobs also get stuck at the entrance.. even the inscriptions above the entrance in the opening location seemed somehow crooked to me, the fonts in the interface are basic, cutscenes for a couple of seconds without any ingenuity,
Well, in short, once again - don`t expect content from locations and other side aspects of the game,
There are no scary things, special audio design, as well as screamers, only if you don`t collide with the enemy, but this happens extremely rarely, 1-2 times per game, since the game is quite easy, both in terms of survival and in puzzles, The only funny thing that can be noted is the endless cycle of puppet chatter, it might drive you a little crazy, they talk and talk, they talk and talk, even if they're duct-taped,
By the way, this is one of the few competent mechanics of the game, scotch tape is one of the very rare consumables here, you can wrap dolls with it forever; the fact is that enemies cannot be killed here, they respawn every time you move from room to room, even the one you were in a second ago, between rooms you always have to wait 2-4 seconds to load (Like in the old Residents), in which I didn`t see the problem at first.. but it's too long, it knocks you out of the "flow state", imagine how many times you have to wait during 8 hours of play,
The realisation of resource management here is average, at the beginning you may have an overabundance of everything, by the middle of the game is slightly corrected, but, in general, I wasn`t able to feel the deficit, I recommend playing on a hard difficulty, by the way, for some reason, chocolate bars were very rare, which allowed you to walk quickly for a short time, there was a real shortage in them,
Full review: ****/app/1574260/discussions/0/3802777845428093350/
I don't think I could call this game bad. I'd simply say that the gameplay isn't a style I enjoy. Where everything felt like it had so much thought put into it, and so many details to start, as I went through it only felt like stuff repeated for me, and the game's systems gradually gave way to their design flaws. Perhaps my experience was the exception and not the rule, but I can only go off what I experienced.
SummarySomething is amiss with everyone's favorite Saturday morning puppet show! For years, the colorful cast of The Friendly Neighborhood delighted audiences across the globe with their cooky capers and educational adventures. However, as time went on and interest waned, the production studio found themselves out of money and closed their door...