Friendly, Friendly, FRIENDLY

HIGH The atmosphere is superb, and the puppets are comically feral.
LOW Some severe frame rate drops. Plentiful healing dials the tension down.
WTF Have you ever seen a depressed puppet?
Many survival horror titles thrive off of unexplainable cosmic horrors, the aftermaths of outbreaks, and other unpleasant events. My Friendly Neighborhood challenges the norms of the genre with a setting that’s less than threatening — a TV studio for a children’s program. Hardly scary, right? But that’s where most players will be wrong.
In My Friendly Neighborhood, players assume the role of Gordon J. O’Brian, a handyman sent to a studio to stop the broadcast of the titular show from playing over the news and other programs. Upon entering the studio grounds, he finds that not only are things amiss technically, but almost all the puppets are moving around on their own and attacking anything that gets near them.
In typical survival horror fashion, Gordon has to navigate numerous areas from a first-person perspective while scavenging for limited supplies, weapons, and keys to open new paths. What sets MFN apart is that almost all the weapons are something other than ordinary firearms — they’re typically shaped like a normal firearm, but they fire letters instead of bullets. These give Gordon’s adventure a lot of charm, as it’s comical to watch letter B’s and X’s getting shot at the puppets.

The tokens I found during play were also interesting — they could function like an ink ribbon used to save the player’s game in classic Resident Evil, but they could also be used at healing stations to refill my health completely. They also acted as currency, being exchanged at vending machines for various boosts. This made these me have to use my one item for saves tactically. If I was low on tokens, I’d have to choose between being able to save and being able to heal if I was low on items.
As for the main antagonists, these manic puppets would chase me down the moment I got too close. If they caught me, I’d receive a harmful hug and then be tossed violently to the ground. In a nod to the subject material, the violence here has been scaled back.
While I wanted to avoid those hugs, the real threat came from the fact that puppets often reanimated after leaving an area. Thankfully, I could permanently restrain a downed puppet by using tape. However, tape was pretty rare, so I had to use it strategically — and within this scarcity lies MFN’s smart design.

With such so many puppets around but no way to permanently remove all of them, a threat remained. Even ammo was limited, so I had to take into account where and when to use items and weapons. For example, I could easily juke some of the slower puppets, but could spend my precious tape on those that were faster, and therefore harder to get away from.
Even when disposed of, the puppets would still chatter to themselves about topics ranging from the innocuous to the insane. This scripting gave them lots of character and juxtaposed them with the Sesame Street Muppets that they’re obviously based on.
Something else I greatly appreciated about MFN were its numerous secret items weapons and areas. Apart from these things, there were also hidden ways to permanently and peacefully deal with puppets, and this usually involved finding specific items or backtracking through previously explored buildings. For example, in the earliest area, a large Big Bird-like puppet will prowl an area and stomp on me if I got close. When I found an item that they were looking for, they stopped moving around and were no longer hostile, removing their threat to me. However, in some cases, I had to wait to help them until I was able to explore an area further with new items from other locations.

For those that finish My Friendly Neighborhood, there are cheats that can be used in subsequent playthroughs, enhancing replayability. One gave the player a one-hit kill weapon that violently jettisons puppets into the nearest wall. Another unlocked “Neighborhorde” mode which focuses on arcade-style score attack. There were also a number of unlockable characters with their own loadouts. Including a chicken man with grenades.
In general, MFN is well-designed and well-made, though there were a few issues.
The biggest offender was a drop in the frame rate in a couple of smaller, crowded rooms. Thankfully, these instances were extremely limited. There was also no way to auto-sort items in the menu, leading to me spending time rearranging things to make space — annoying.

Another issue is that healing items were a little too plentiful. I constantly had bottles of healing juice stuffing my already-crowded inventory. While having access to heals isn’t a bad thing, survival horror thrives when there are limitations. Between those items and a machine that could heal me to full health in safe rooms, I felt like the potential tension was dulled a bit.
Overall, MFN is an excellent survival horror title that attempts to, and mostly succeeds at, changing up the standard survival horror formula. While it could stand to have a few more teeth, I was still pleasantly on the edge of my seat the entire time. In a genre with too many developers copying each other’s homework, My Friendly Neighborhood offers a break from the norm with color and charm, and I suspect that fans of survival horror will want to play along.
Rating: 8 out of 10
Buy My Friendly Neighborhood — Steam — PlayStation — Xbox
Disclosures: This game is developed and published by John and Evan Syzmanski, and published by DreadXP. It is currently available on XBO/X/S, PS4, PS5, and PC. This copy of the game was obtained via publisher, and reviewed on PS5. Approximately 10 hours were devoted to the game, and it was completed with the true ending. There are no multiplayer modes.
Parents: This game has an ESRB rating of E for Mild Fantasy Violence. Most of the weapons are some sort of typewriter-like instrument that shoots out letters, rather than bullets. The characters are never killed, but temporarily incapacitated. When attacked, the player is shaken and thrown about. While the rating states that this for everyone, young children (particularly viewers of Sesame Street) could become scared by the content. The puppets will also occasionally talk about wanting to commit violent actions. There are also cigarettes and bottles of alcohol in one area. As such, I would say that this is a game better suited for older kids, possibly teens.
Colorblind Modes: There are no colorblind options.
Deaf & Hard of Hearing Gamers: The game does offer subtitles, but only for cutscenes and dialogue from Gordon. Subtitles cannot be resized. There are no closed captions, which can make it hard for players to know that a threat is in the room. For example, all the puppets chatter when they’re conscious, and they’ll speak or vocalize differently when pursuing the player. This is a potential tell that could be missed by players with hearing issues. This game is not fully accessible.

Remappable Controls: No, this game’s controls are not remappable.

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