Video summary

Cannon Fodder 3 - GameShelf #31

Main summary

Key takeaways

Entertainment

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

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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)

Original video