Video summary
Cannon Fodder 3 - GameShelf #31
Main summary
Key takeaways
Overview
The video is a harsh review of Cannon Fodder 3, framed as the third entry that should never have existed. The narrator explains that the series’ original entries—especially on Commodore—were beloved, era-defining games featuring comedy, war satire, and memorable presentation. So when Cannon Fodder 3 was announced, he assumed it would be a faithful continuation.
After detailing the messy rights/development history, he argues the project was essentially a money grab that ultimately ruins what made the series special. He bought the game hoping for a real English release, but what he receives (Steam/boxed edition) becomes the start of a long list of issues.
Main highlights: what goes wrong
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Bad presentation and “uncentered” basics
- Even early logos and splash screens feel careless.
- He mocks the visuals and repeatedly compares them unfavorably to the charm of earlier versions.
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Tone and satire feel broken
- The early “training camp / war” framing and depictions of soldiers come off as a crude caricature instead of the original’s human, tragic-yet-satirical humor.
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Gameplay becomes mindless
- Missions are repetitive regardless of the objective (destroy base, hack computer, etc.).
- You’re still essentially walking around and blowing up buildings.
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Annoying mechanics that punish strategy
- Tedious controls (notably grenades and squad actions hidden in settings).
- Checkpoints that effectively save and allow mid-level reloads, undermining tension.
- Enemies that often behave stupidly—standing still and taking damage.
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Ammo/weapons and destruction feel “designed” rather than clever
- Grenades are emphasized heavily.
- New building types often require specific explosive solutions.
- He also criticizes “barrel” physics as predictable and overly engineered—barrels travel in consistent trajectories that conveniently put you and others in danger.
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Death/reward/progression systems feel wrong
- Soldiers allegedly have names, but you only learn them after death.
- This is delivered through a poorly designed “grave” UI with music and text spam.
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Checkpoint + soldier-count systems create dull looping
- Soldiers are reduced to about 20 per mission.
- Failures reset at checkpoints with recruits, removing the tension and character of the earlier games’ systems.
Plot and “bosses”
- The narrator claims the story doesn’t connect to the second game at all.
- It jumps through absurd settings:
- Terrorists of multiple origins
- Then a rocket to the Moon
- Enemies there are compared to pop-culture imagery, including “Luke Skywalker”-style visuals.
- Boss battles are the only area he concedes are more dynamic, but they’re still repetitive and revolve around you receiving endless ammo from above.
Final verdict: key punchlines
- The ending includes a killer mechanoid controlled by a mad scientist, which could have been interesting—except the commander spoils the next phase ahead of time, making it feel even more shallow.
- He concludes that the game is unnecessary, disgusting, and irreparably damages the series.
- He even advises people not to look at the box if they want to experience Cannon Fodder the “right” way.
- There’s also a humorous “series fate” jab: he compares it to other franchises (e.g., Kingdom Hearts), implying that the “third part” mythology/misinformation won’t actually satisfy fans.
Personalities mentioned (as in the subtitle)
- The narrator/reviewer (main speaker)
- Tatsu and Amura (referenced in the closing as making claims about the story)
- Zia Orta (referenced in the closing in the same context)