The "sewer" environment eventually introduces moving platforms and levers, turning the game into a puzzle platformer with some enemies. The situation greatly worsens when reaching "the internet" with the aforementioned elements and its signature features (seams of electricity, mines and shields you have to deactivate). When you're first given an assault rifle, dual-wielding (only possible with the pistols and uzis) becomes increasingly nonviable and the ramped up damage levels permanently change the game. My Friend Pedro is consistently enjoyable through the first two worlds and pure platforming elements first appear in the chapter "Pedro's World", which plays without combat for a while as do two levels of the Internet. Issues related to the platforming elements are mainly the obscure animation quality and unusual behavior on slopes (Pedro gains close to no height). Functional at best. There are two extremely cliched boss fights (of four in total?), one with glowing weak spots and heavily repeating optimal strategy, the other is nothing but an occasionally-evading bullet sponge in essence. Additionally, the soundtrack consists of repeating, very similar pulsating rhythms and has absolutely no appeal to me in or outside the game. One of the rare instancew outside of the licensed "playlist" OSTs in gaming I considered disabling music entirely. When judged within context, the puzzle and platforming sections are universally god-awful. The shooting mechanics provide an occasional highlight, but the early levels support the gunplay with essentially no real roadblocks and endorse my theory that this game was artificially extended to reach the playtime of around four hours.