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Something is amiss with everyone's favorite Saturday morning puppet show!

"Look, Gordy, I know our routine's a little rough, but don't judge a show by its pilot."
Ricky to Gordon in the game's demo

For years, the colorful puppets of The Friendly Neighborhood delighted children across the nation. But since then, interest has waned and the money's run out. Nowadays, production's shut down. Or did it? Recently, The Friendly Neighborhood has started broadcasting again for a holiday special. But something's amiss... are the cast eating each other?

You play as Gordon O'Brian, a grouchy repairman sent to check up on the mysterious goings-on in the allegedly abandoned studio. But while trying to get to the antenna on the roof, you end up trapped with a bunch of not so friendly puppet-friends. Can you solve every puzzle, fend off every advance from the puppets and get to the bottom of this? Or will you stay in this neighborhood... forever?

My Friendly Neighborhood is a non-linear survival horror game, developed by John and Evan Szymanski and to be published by DreadXP. The full game was released on July 18th, 2023, and a free demo is available on Steam.


My Friendly Neighborhood provides examples of:

  • The '90s: The game takes place on July 8, 1993 according to the job notice in Gordon's truck.
  • Abnormal Ammo: Instead of bullets, your weapons fire pieces of metal shaped like letters of the alphabet, which is replenished via magazines (stacks of cards with letters on them).
  • Anti-Frustration Features: The map for the Basement/Sewers updates to note the location of the fuses required to open a door in the area after finding the note in the breaker box regarding them when it's opened.
  • Anti-Villain: Ricky constantly hinders Gordon's attempts to deactivate the antenna, but most of his methods don't involve directly harming Gordon and seem more geared towards convincing Gordon to give up. The few times he witnesses Gordon come to harm, he sounds genuinely concerned. Moreover, he's motivated to keep the show on the air so the city will remember what it means to be friendly to one another.
  • Ascended Glitch: While in the basement, if Gordon shoots the Norman that appears after he obtains the power source for the ticket machine, the Norman will explode into multiple copies of himself. This moment is based on a glitch John ran into during development.
  • Ax-Crazy: The puppets are violently insane, and they'll assault and murder any human they come across. They're also constantly talking and laughing to themselves. Ray is implied to have been like this even before the shutdown, which is why he's locked away in his own section of the studio. And all the puppets you run into the studio are the good ones, because the ones in the underground Unfriendly Neighborhood are the ones that went murderously crazy, as opposed to just plain crazy.
  • The Bad Guy Wins: Subverted, as the "bad guy" is Ricky, who is hardly even a villain in the first place, and his goals and (personal) methods are nonviolent attempts to help his co-star puppets regain their sanity. The good endings have Gordon help to bring My Friendly Neighborhood back to the airwaves, where it slowly but surely becomes a success once again, fulfilling Ricky's desire to bring positivity back to the city.
  • The Brute: Goblette is a green hulking monster of a puppet that goes in a mad dash in a straight line when she sees Gordon. She becomes a Gentle Giant if Gordon does her side quest, with a movie letting her explore her trauma and emotions in a nonviolent way.
  • Character Development: Gordon undergoes this in the Golden Ending route. He starts out as a tired and irritable man whose attitude has caused him to receive multiple complaints from his clients and left him on the verge of being fired. By helping the puppets with their problems, he realizes the value of being friendly and helps to get My Friendly Neighborhood back on the air at the end of the game. At the very conclusion, he notes that he's feeling optimistic about his life for the first time, even though his actions cost him his job as a repairman.
  • Chatterbox: None of the puppets seem to be able to shut up. It’s even worse when you tie one up, leave and return, then they’ll really start blabbering.
  • Comedic Sociopathy: The typewriter guns will comically blast the psycho puppets over the distance and they'll barely be bothered by either that or Gordon tying them up. It is implied that the local employees' willingness to design those guns and whack the puppets around for fun is part of the problem in the first place, as the puppets are "highly suggestible" and learned from that behavior; they throw Gordon around when he gets caught by one.
  • Deconstruction: Of Mascot Horror. Many of the tropes inherent in this genre are initially at play in this game before they are subverted and given more down-to-earth examinations.
    • A large part of the appeal of this genre is the Subverted Kids' Show format, with violence and gore mixed in alongside kid-friendly characters. My Friendly Neighborhood has zero blood, gore, or really any major violence at all, and instead the point of horror is the far more realistic Despair Event Horizon that the puppets suffer from.
    • Whereas the traditional focus of these games is to gawk and be repulsed by the disfigured mascots on display, this game makes them more of a figure of sympathy. The puppets lost their minds after discovering how awful the outside world can be, and with no adults around to help them through these issues, they descended into total despair. The best ending sees Gordon sacrifice his job to help the puppets, giving them the sympathy they need to begin healing.
    • The game outright subverts the "hidden lore" angle of these games through there being none at all. The story is actually quite straight forward and isn't trying to be super cryptic and vague. The newspaper articles you find during the game simply flesh the story out instead of being the only source of it.
    • Speaking of that story, other Mascot Horror games would be making the reason why the puppets are crazy some big thing. Some ancient supernatural threat, trapped dead children's souls, evil possession, some super scary magical event, them being monsters made from hell... My Friendly Neighborhood instead tosses it all out the window in favor or a more grounded, and genuinely heartfelt angle. The show’s gradual demise wasn’t horrific, just depressing as it fell out of favor with an increasingly cynical audience and staff. The puppets, who seem to have been alive since their creation, got abandoned by the humans in the studio when the show ended, and with no supervision to stop them, they turned on the TV to see what the human world was like. And then they would be exposed to the harsh truths and horrors of reality, war, corruption, and death, which was simply too much for them to handle. In fact, them being alive isn't given a supernatural explanation either; in true Muppet fashion, living puppets are just seen as normal in this world.
    • Infact, the game itself uses fear in much different ways compared to other Mascot Horrors. Generally avoiding cheap jumpscares, the story is more heartfelt rather than scary, and shock factor is rarely ever used. Instead, this game manages to integrate eeriness into the gameplay itself. Vital resources such as the healing potions, ammo for your guns, and most importantly the coins needed to save the game, are all finite. Gordon's limited inventory space means you have to leave space to take more items while reserving other slots for your weapons, ammo, keys, and consumables. And relying on your wrench to take care of the puppets to save ammo leaves you at risk of taking damage. Combined with the constant rambling of the puppets and Gordon's slow backpedaling speed, leads to a genuinely nerve-racking gameplay experience.
    • Gordon himself is a large deconstruction of the protagonists of these kinds of games. Not only is he a grown adult in his 40s, he has a pretty defined backstory that influences his behaviour. He's a veteran of the War, and his surly attitude is a result of the terrors he went through. The path to the good ending is about Gordon learning to love the bright side of his life again by helping the puppets and becoming a parental figure to them.
    • Many other such games imply some sort of deeper reason why the protagonist doesn't leave, or make it so he outright can't. Here, Gordon and the player know exactly why he's there: to do his job. He can hop in his truck any time he likes and just bugger off into the sunset. If he does, rather than getting any weirdness like curses or a haunted home or a puppet hiding in the backseat, he just goes home. The next day he's treated to a Surprisingly Realistic Outcome where he's reamed out by his boss for not doing his job, they don't like his excuse and fire him, and he goes home to mull over how he may be unemployed but at least he's not fighting for his life. The end.
  • Does Not Know His Own Strength: The puppets attack by hugging and pushing their victim and their dialogue suggests that they don't mean to harm Gordon but are so insane, aggressive, and desperate for friendship that they do more harm than they intended.
  • Do Not Run with a Gun: Downplayed, but in effect. You can move while shooting, but move far slower in any direction that isn't directly forwards, forcing you to choose whether to run away or plink away at an incoming neighbor.
  • Easter Egg:
    • Hidden in the out of bounds section in stage four by the makeup room is a portrait of a buff Wednesday-like woman in a white tank top looming over an animatronic rat resembling the rat from Five Nights at Candy's. This is a reference to YA horror novel Lola's Haunter by J. Neira - J. Neira is a backer of the developer.
    • Pressing two hidden brick buttons around the well area unlocks a hidden room filled with mice that contains a cheat code on a table. By using no-clip to move outside this room, a staff roll message can be seen in the void.
    • Many rooms, like the fast travel boat areas, have a giant puppet or some other object floating out of their bounds.
    • One room contains a giant picture of the developer out of bounds. There's a key behind the picture, but interacting with it appears to have no effect other than closing the camera upon it. There's something far into the distance behind the key, but it doesn't seem reachable.
    • Hidden out of bounds in the 'Sets Storage' room is a door that leads to a seemingly black room of nothingness. Until it starts playing trailers for the game that take up the entire background. There's nothing else here but the background and the door to leave.
    • Putting the 5 theater masks in a certain order on the busts of the 5 main puppets in the Hotel lobby will unlock the door to the right of the Lenard bust which reveals a beeping safe. Inputting the release dates of MFN's trailers opens it up to reveal a slip of paper with a QR code that when scanned, takes you to the official My Friendly Neighborhood Discord server.
  • Expy:
    • The Friendly Neighborhood is basically Sesame Street, if the puppets' insanity wasn't played for laughs and they were considerably more homicidal.
      • The Penthouse area near the end of the game seems sort out of nowhere with its sudden shift in artstyle and construction, until you realize it's a reference to Elmo's World.
    • The war stated in the news clippings and journals is one to the Vietnam War, which was known for its decades-long conflict that was known for being the first major conflict to have widespread television coverage in American history and its increasing unpopularity among the public who were exposed to its horrors.
  • Feathered Fiend: The full release introduces Pearl, a giant bird who moves very quickly and is just as hostile towards Gordon as the other puppets. Subverted, as if you pay attention, you can realize she's not hostile, she's BLIND. Finding her literal eyes and glasses hidden around Stage 4 then giving them to her will play a short scene if you return to the makeup mirror she likes, which has Gordon talking to her and petting her.
  • Freudian Excuse: After turning off the antenna, Ricky explains why the puppets are so unhinged - after their show was cancelled, the puppets decided to watch TV after not being allowed to by their handlers. The dark and "mean" adult content disturbed them badly, simply put.
  • Gameplay and Story Integration: Amusingly, when you use the health stations, it explains why you have the stereotypical 'slow plod' of a survival horror protagonist: Gordon's old, out of shape, and has asthma.
  • Gatling Good: The Conclusion is a golden minigun found in a chest in the pirate-themed Stage 5. It is the strongest weapon and has 999 ammo, but cannot be reloaded.
  • Giant Space Flea from Nowhere: At the end of the Offices, a giant purple curtain monster blocks your path and serves as the game's midboss. When defeated, it just vanishes. It's never referenced before or after, with no indication it has anything to do with the show or studio whatsoever.
    • It is, however, given a name in an out of bounds image: Curt N'Call.
  • Go Mad from the Isolation: The studio has been abandoned for years and the puppets have been left alone inside for all this time. The puppets complain about their loneliness, speak of their desire for friendship, and have started hurting themselves as part of stereotypic behaviournote . Finding out about the worst of humanity through television couldn't have helped their mental state.
    Leonard: And for me - your bestest friend, you can just bring a friend. All I need is a friend.
    Norman: How? Just get me out of here! That's right! Grab your dad's toolbox, take the hammer, and crack that TV screen right open. Go ahead! You have no idea how many friends are in here. Sure is lonely these days...
  • Go Mad from the Revelation: Back when the show was airing, the puppets were never allowed to watch television by their human handlers. When the show was cancelled and all the humans left, there was no one around to stop the puppets from watching all the TV they wanted. However, when they saw what the outside world was like through what they watched - Ricky describes what they saw as "mean" - the puppets mentally broke. Most of the puppets went completely insane, but those that formed the Unfriendly Neighborhood fared much worse.
  • Gosh Darn It to Heck!: Despite being the protagonist of a horror game and having a grouchy disposition, Gordon very noticeably never actually outright swears, always defaulting to "shoot", "geez", and the like.
  • Great Offscreen War: The Northern War itself was only shown in newspaper and conversation in-game, but had an impact on the story. Judging from its rainforest climate and the public disenchantment and despair from exposure to its length and brutality, it seems to be a No Celebrities Were Harmed version of the Vietnam War.
  • Humans Are the Real Monsters: Even early on it is implied the puppets are all merely child-like creatures misbehaving due to learning from the cruelty of the humans who abandoned them. In the end it is revealed what drove them past the edge was watching on TV particularly violent events and programming. During his final proposal, Ricky is even insistent to Gordon about the outside world being much more of a threat than anything inside the studio, because the lack of kindness would just make things even worse.
  • I Choose to Stay: In the Golden Ending, the game will end with Gordon restarting My Friendly Neighborhood and staying with the puppets.
  • Inventory Management Puzzle: Items must be set and switched between Gordon's briefcase and the universal toolboxes found in certain places.
  • Invincible Minor Minion: In the Unfriendly Neighborhood, three of the enemies chasing Gordon around before the boss fight have infinite health and cannot be knocked out even by the Conclusion.
  • Jump Scare: A Norman doll will suddenly fall from a vent in the ceiling of the locker room in the basement when Gordon gets under it. It's better to avoid this event, as the doll will wake up on subsequent visits to the room. The wordy poster with Ray on it nearby actually foreshadows this, noting 'there's a puppet in the ceiling' if you read through all the text.
  • Kick Them While They're Down: One of Norman's ramblings about how he had an argument with Leonardnote :
    "First I, uh, um, beat him to the ground! And then, uh, I stomped, I stomped his face! And then we started laughing at each other and everything was ok!"
  • Killer Bear Hug: The puppets' primary method of attack is to wrap their arms around Gordon and squeeze as if they are trying to crush him to death. However, the puppets aren't actually aware of what they're doing, they are so desperate and overexcited for human company that they've forgotten their own strength and how to respect personal space.
  • Lock and Key Puzzle: Quite a few doors in the studio can only be unlocked with specifically shaped keys.
  • Magical Realism: The puppets being alive seems to just be a widely accepted fact in this universe.
  • Mascot Mook: Norman is the cover boy of his series and the game itself, but he appears as a generic enemy everywhere unlike other one-of-a-kind characters who can be helped by Gordon.
  • Multiple Endings:
    • Bad endings: If Gordon escapes from the studio at any point after first meeting Ricky in the Hotel trying to pull a Screw This, I'm Outta Here, he's fired for not shutting down the show (Unfinished Work). If he leaves after disabling the antenna and escaping from the Unfriendly Neighborhood then choosing to decline Ricky's offer to lend the Friendly Neighborhood a helping hand, he's congratulated by his boss instead and gets promoted to manager (Canceled Yet Again). In either case, the bizarre incident leaves no repercussions.
    • Good endings: Despite disabling the antenna, Gordon can choose to accept Ricky's offer to assist in running the studio and discreetly help the puppets restart their show for a while before departing, only to spend his days wondering how they are doing without him (One More Season). If he went out of his way to help certain characters throughout his quest, then he's fired for his actions and ends up sticking with the puppets for good. He finds happiness in this, comparing the effects of My Friendly Neighborhood on the city to a sunrise leading people to their homes (Morning).
  • Non-Action Big Bad: Ricky is clearly set up to be the main antagonist of the game, as he openly voices his objections to Gordon's intentions to disable the antenna, but outside of attempting to take The Stenographer from Gordon when the latter first finds it, he's the only puppet that never directly attacks Gordon throughout the game.
  • Non-Malicious Monster: Most of the puppets genuinely aren't out for blood. They're just so rattled by being alone for so long and having no outlet to cope with what the world is like that they have no real idea they're hurting Gordon when they hug him as tightly as they do.
  • Nothing Is Scarier: One locker room has a large pipe on the back that Ray could show up at and a disabled Norman will suddenly fall from a vent if Gordon walks below it, on top of a Leonard being stuffed in one of the lockers. No matter how long you linger in this ominous room, nothing harmful actually happens unless you walk back into the room, with the Norman waking up and attacking.
  • Not the Fall That Kills You…: In the climax of the game where Gordon finally makes his way to the antenna. Right after he deactivates it, a sudden lightning flash disorients him and leads to him falling from the antenna, right into a massive well. Despite falling what is essentially the highest peak of a skyscraper and then going directly into a deep hole. He survives by landing on a massive pile of trash.
  • Obliviously Evil: The puppets either have child-like minds or are in a mental state of adolescence. As a result, they aren't aware of how strong they are or how they are playing too rough with Gordon as they try to hug him. They always gleefully babble on about nonsensical stuff, whether they're standing idle, attacking Gordon, or tied up.
  • Perverse Puppet: All the puppets with their manic babbling and laughter and their tendency to literally kill you with kindness. The residents of the Unfriendly Neighborhood are even worse.
  • Psychopathic Manchild: The puppets speak in a very simplistic and child-like way, which makes sense considering they were made for a children's TV show. However, this is now contrasted by the fact that they're all out to (unintentionally) kill you now.
  • Respawning Enemies: Knocked out puppets will stand back up when Gordon next enters their area unless he ties them up with duct tape that's available in limited quantities.
  • Ridiculously Cute Critter: The mice puppets that can be found in the Basement and ocassionally Office areas definitely qualify with their plump design and cute little squeaks.
  • Save-Game Limits: Saving devices require tokens which can also be used on the healing device next to each of them.
  • Shell-Shocked Veteran: Gordon is revealed to be a veteran who fought in The Great Offscreen War that's repeatedly mentioned in newspaper clippings and conversations, and it's all but stated that what he witnessed turned him into the absolute grouch that he is today. This is foreshadowed at the beginning of the game, as he has a Purple Heart hanging inside his car.
  • Shout-Out:
  • Silly Rabbit, Cynicism Is for Losers!: Deconstructed as the central theme of the game. All the puppets wanted to do was play old episodes of My Friendly Neighborhood because they were constantly exposed to stories of the war while they were trapped in the abandoned studio and wanted to cheer people up. Ricky talks to Gordon about this while he's shutting down the antenna, namely that people choose to dwell on misery and pessimism because it's profitable for executives and the audience wants to trivialize their problems than address them. To Ricky, My Friendly Neighborhood was canceled because it made people realize how miserable their lives really were and they wanted to take any excuse they can get to avoid their problems.
  • A Simple Plan: All Gordon wanted to do was check up on the antenna and shut it off to keep his job. Now he has to deal with a bunch of crazy puppets and their inability to understand that their show ended years ago and the revival they instigated is failing.
  • Simpleton Voice: Norman is the straightest example, having a voice that sounds more like a simpleton version of Kermit the Frog. This applies to all of the puppets somewhat, with all of their voices being heavily emotive and somewhat condescending. Justified in that they are puppets for a kids' program and were likely designed to talk that way to cater to a young audience.
  • The Spook: The giant curtain monster fought in the lobby and the merged puppet fought in the Unfriendly Neighborhood are not given any explanation for how they came to be.
  • Stealth Pun: As Gordon uses the crank he found to open the path into the basement, the manhole he's standing on suddenly opens, and he falls down a passage (a chute) with a cry of "Shoot!"
  • Subverted Kids' Show: The game's Steam description states that the show suddenly came back on the holidays, seemingly unchanged from its previous iteration - until the puppets suddenly start turning on and eating each other.
    • Played With and subverted somewhat in that the puppets are less "evil and corrupted versions of kids' characters" than many others that fit the Mascot Horror trope. It's more that they've been driven mad by being exposed to a world outside of their usual happy-go-lucky child friendly reality, and they aren't actively malicious as much as they just don't realize how harmful their overexcitement at meeting a "new friend" is when combined with their strength. Even Ricky's ultimate goal is just to bring bit of positivity on the airwaves because he feels the city has gotten too sad, and because the puppets need their show to be on air to function and be happy. The "villains" ultimately have perfectly good hearted intentions, they're just going about it wrong.
      • But then of course, that's Double Subverted with the UnFriendly Neighborhood and its residents, who are MUCH more in line with what you would usually expect.
  • Talkative Loon: The puppets babble nonstop regardless of what they're doing. Most of their dialogue consists of bubbly anecdotes and stories, that sounds rather harmless and generic if you aren't paying attention, but actually describe things that are bizarre and sinister, such as chipper instructions for swallowing your own hands.
  • Throw Down The Bomblette: One of the weapons that can be found through the game is the Punctuation, a grenade that causes letter explosions when thrown.
  • Tragic Villain: The puppets were created to entertain children only to be abandoned by their creators after their show got cancelled after a long decline of their franchise. With no one around to guide them, they turned to television, only to be exposed to the worst humanity had to offer. Unable to comprehend the sheer disconnect between how humans interacted with them on the show and what humanity was actually capable of, they mentally broke. There are glimpses of the friendly mascots they used to be in their babbling and mannerisms, but they have been warped by their intrusive thoughts.
  • Trash Landing: After disabling the antenna, a sudden flash of lightning disorients Gordon and leads him to falling off the antenna and directly into a massive deep hole. Good news, there's trash for him to land on to break his fall. Bad news, he has directly landed inside of the Unfriendly Neighborhood.
  • Treacherous Advisor: Ricky is Gordon's main guide throughout the studio but also does his best to discourage Gordon from going to the roof and reaching the antenna, presumably so the show can remain on air, and sounds less than pleased when Gordon makes it clear that he still intends to do his job.
  • Unique Enemy:
    • After getting out of the Offices, there is a single Living Statue puppet standing around on the ramp to Stage 4 in the courtyard. Considering you can find puppet statues all over the place, you'd expect more enemies like this to show up, but this is the only one in the game.
    • The hidden Stage 5 area contains a couple of puppet enemies with pirate-themed clothing. These are found nowhere else in the game.
  • Unusually Uninteresting Sight: The game's world seems to heavily imply that living puppets are simply an accepted fact.
    • Gordon doesn't seem too fazed about the puppets being alive or that a sock puppet is teleporting through the whole building to give him advice, without any sign of a puppeteer. At most he complains about the puppets attacking him, but even when he does it's only said with mild annoyance and not with the utter terror you'd expect in this situation.
    • This also applies to Gordon's boss and the general population somehow, as all they want is for him to turn off the studio's antenna and show no concern whatsoever for the puppets and the danger they may pose if they were to break out. In the bad endings, Gordon remarks the incident never even came up on the news and he eventually just forgets about it.
  • Video Game Caring Potential: Throughout the game, Gordon comes upon rare opportunities where he can show kindness to the puppets despite their attempts on his life. This typically serves to remove an otherwise implacable threat.
    • Giving Pearl, the giant, blind bird, a pair of new eyes and glasses so that she can stop slamming into random objects and see herself for the first time in years.
    • Playing a movie for Goblette that touches her emotionally, then talking to her to help her understand those feelings.
    • Fixing the studio's plumbing, then teaching Ray that there are other ways of fixing things besides hitting them.
    • Feeding the puppet dogs, turning them from vicious animals into friendly, lovable pups.
    • Accepting Ricky's offer to help run the studio, getting the Neighborhood back on the air, and helping the puppets to heal.
  • Video Game Cruelty Potential: One of the usable items in the game is a roll of duct tape that can be used to restrain puppets, ensuring they don't get back up when Gordon re-enters a room after knocking them down. However they're still fully conscious and keep talking even while bound, couple that with them being totally immobilized and there's nothing stopping Gordon from wailing on them with a wrench to his heart's content.
  • War Is Hell: The two decade long war stated in newspaper and conversation horrified the public and returning soldiers that it did affect society's optimistic view, and My Friendly Neighborhood's popularity along with it. This may imply why Gordon became bitter and lashed out when Ricky try to talk about the war after his service during that time.
  • Well-Intentioned Extremist: Ricky believes the world has gotten too mean and is in need of My Friendly Neighborhood's guidance, which is why he's been hindering Gordon's attempts to disconnect the antenna and trying to convince him to stop.
  • Wham Line: The final question asked by Ricky hits out of left field in how impactful it is while being perfectly in line with the story.
  • Would Hurt a Child: Implied but subverted in the end. A poster in a studio office emphasizes that children are to be kept away from the puppets, if not in the presence of a handler. However, the puppets weren't naturally dangerous when the show was on the air. It was only after they were abandoned and witnessed through television what humanity was capable of that they became murderously insane.
  • Wrench Whack: The first weapon Gordon arms himself with, is a pipe wrench with cloth wrapped around the handle. It's treated more as an Emergency Weapon if one wants to conserve ammo or loses them entirely.

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