My Friendly Neighborhood

My Friendly Neighborhood

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grihajedy Jul 25, 2023 @ 1:22am
My complex review
𝟕,𝟏/𝟏𝟎🍹𝐓𝐞𝐞𝐧𝐚𝐠𝐞 𝐬𝐮𝐫𝐯𝐢𝐯𝐚𝐥-𝐡𝐨𝐫𝐫𝐨𝐫
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,
Dolls are sometimes smart bypassed, although there are also "technical" stuckness,
There are 3 bosses on the locations, you can get rid of them by completing additional quest, this will allow you to freely explore all the rooms,
You can save only in certain rooms, and each turn of the "safe lever" will require 1 coin in the inventory, when saving, a stylish card is issued indicating the net game time, the same device can fully restore your health,
Also, in each such room there is a toolbox where you can put the excesses, and in sime rooms even a "toolbox 2", things from which cannot be taken from "toolbox 1"; when exploring, you can also find cassettes: "cheat codes" - that should give "replay value" after the end of the campaign, but, for example, a cheat to "triple" enemies breaks the game rather than complicates it, it's more fun little things than a gameplay idea,
Well, now about the Bad things, right away - our suitcase, inventory, with poor non-intuitive controls, and the dumbest thing - there is no button to quickly move an item to the toolbox, you have to select the “move” option by clicking on each item 2 times, for the first couple of hours I couldn`t understand how to transfer junk to the warehouse at all and went with a clogged suitcase I note that the number of ammunition for the pistol in the form of an alphabet is made stylishly, like - what number of the alphabet is drawn from the end - this is the number of cartridges in the stack),
The impact from the shots is not felt at all, it seems that the letters of our "letter gun" just teleport to the point we are looking at, the physics of grenades is terrible,
For an absolutely incomprehensible reason, without explaining it in any way in the plot, in the middle of the game, when you just memorize the map a little, the game cuts off several paths for you in the Sewers location, and also breaks the boat, which I managed to use only once, why they add additional backtracking to the most "backtracking" game - i have no idea, why we play for a detective who needs not to investigate what happened here, but turn off the studio antenna on the roof from broadcasting.. Naturally, nothing "detective", except for a couple of chords in the menu and the brutal voice of the protagonist - there is no damn thing here, it would be better if we played some kind of revived doll; often the notes that you need to click is not highlighted.. and also to the important thing - the hitbox of the opponents is generally incomprehensible, shooting exactly at the head does not help, 50/50 if in the body, Gunplay in this shooter is still very bad, but despite all this,
A working "survival-horror" at it`s core, with partly good, partly weak implementations, suitable for newbies or not particularly demanding fans of the genre.

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