Cannon Fodder 2
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''Cannon Fodder 2: Once More unto the Breach'', or simply ''Cannon Fodder 2'', is an
action Action may refer to: * Action (philosophy), something which is done by a person * Action principles the heart of fundamental physics * Action (narrative), a literary mode * Action fiction, a type of genre fiction * Action game, a genre of video gam ...
-
strategy Strategy (from Greek στρατηγία ''stratēgia'', "troop leadership; office of general, command, generalship") is a general plan to achieve one or more long-term or overall goals under conditions of uncertainty. In the sense of the " a ...
shoot 'em up Shoot 'em ups (also known as shmups or STGs) are a Video game genre, subgenre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain typ ...
game developed by
Sensible Software Sensible Software was a British software company founded by Jon Hare and Chris Yates which was active from March 1986 to June 1999. It released seven number-one hit games and won numerous industry awards. The company used exaggeratedly small sp ...
and published by
Virgin Interactive Avalon Interactive Group, Ltd., formerly known as Virgin Interactive Entertainment, was a British video game distributor based within Europe that formerly traded as the video game publishing and distributing division of British conglomerate the V ...
for the
Amiga Amiga is a family of personal computers produced by Commodore International, Commodore from 1985 until the company's bankruptcy in 1994, with production by others afterward. The original model is one of a number of mid-1980s computers with 16-b ...
and
DOS DOS (, ) is a family of disk-based operating systems for IBM PC compatible computers. The DOS family primarily consists of IBM PC DOS and a rebranded version, Microsoft's MS-DOS, both of which were introduced in 1981. Later compatible syste ...
in November 1994. The game is the sequel to ''
Cannon Fodder Cannon fodder is an informal, derogatory term for combatants who are regarded or treated by government or military command as expendable in the face of enemy fire. The term is generally used in situations where combatants are forced to fight agains ...
'', a successful game released for multiple formats in 1993. The game is a combination of action and strategy involving a small number of soldiers battling through a time-travel scenario. The protagonists are heavily outnumbered and easily killed. The player must rely on strategy and heavy secondary weapons to overcome enemies, their vehicles and installations. The game retained the mechanics and gameplay of its predecessor but introduced new levels, settings and graphics. Former journalist Stuart Campbell designed the game's levels, making them harder and more tactically demanding, as well as introducing a multitude of pop culture references in the level titles. The development of the game's plot was hampered by budget constraints and the resulting lack of explanation confused reviewers. Critics enjoyed the gameplay retained from the original ''Cannon Fodder'' but were disappointed at the lack of new mechanics or weapons, comparing the game to a data disk. Reviewers praised the game's level design, though less so those of its alien planet. Critics gave ''Cannon Fodder 2'' positive reviews but lower scores than its predecessor and gave mixed criticism of the new theme music and increased difficulty.


Synopsis

''Cannon Fodder 2'' is a military-themed
action game An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, rhythm games and ...
with
strategy Strategy (from Greek στρατηγία ''stratēgia'', "troop leadership; office of general, command, generalship") is a general plan to achieve one or more long-term or overall goals under conditions of uncertainty. In the sense of the " a ...
and
shoot 'em up Shoot 'em ups (also known as shmups or STGs) are a Video game genre, subgenre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain typ ...
elements. The player controls a small squad of up to four soldiers. These soldiers are armed with machine guns which kill enemy infantry with a single round. The player's troops are similarly fragile, and while they possess superior fire-power at the game's outset the enemy infantry becomes more powerful as the game progresses. As well as foot soldiers, the antagonists include vehicles and missile-armed turrets. The player must also destroy buildings which
spawn Spawn or spawning may refer to: * Spawning, the eggs and sperm of aquatic animals Arts, entertainment and media * Spawn (character), a fictional character in the comic series of the same name and in the associated franchise ** ''Spawn: Armageddon' ...
enemy soldiers. For these targets, which are invulnerable to machine gun fire, the player must use secondary, explosive weaponry:
grenades A grenade is a small explosive weapon typically thrown by hand (also called hand grenade), but can also refer to a shell (explosive projectile) shot from the muzzle of a rifle (as a rifle grenade) or a grenade launcher. A modern hand grenade g ...
and
rockets A rocket (from , and so named for its shape) is a vehicle that uses jet propulsion to accelerate without using any surrounding air. A rocket engine produces thrust by reaction to exhaust expelled at high speed. Rocket engines work entirely fr ...
. Ammunition for these weapons is limited and the player must find supply crates to replenish his troops. Wasting these weapons can potentially result in the player not having enough to fulfil the mission objectives. The player can opt to shoot crates – destroying enemy troops and buildings in the ensuing explosion – at less risk to his soldiers than retrieving them, but again at a greater risk of depleting ammunition. The player proceeds through 24 missions divided into several "phases" each, making 72 levels in all. There are various settings including medieval, gangster-themed
Chicago Chicago is the List of municipalities in Illinois, most populous city in the U.S. state of Illinois and in the Midwestern United States. With a population of 2,746,388, as of the 2020 United States census, 2020 census, it is the List of Unite ...
, an alien spacecraft and an alien planet. The player must also contend with mines and other booby traps. As well as shooting action, the game features strategy elements and employs a
point-and-click Point and click are one of the actions of a computer user moving a pointer to a certain location on a screen (''pointing'') and then pressing a button on a mouse or other pointing device (''click''). An example of point and click is in hypermedi ...
control system more common to strategy than action games. As the player's troops are heavily outnumbered and easily killed, he must use caution, as well as careful planning and positioning. To this end, he can split the squad into smaller units to take up separate positions or risk fewer soldiers when moving into dangerous areas. In alternative settings, heavy weapons are replaced graphically by such units as battering rams (replaces trucks) and wizards (replaces rockets). The game's plot – minimally expounded in the manual – concerns soldiers partaking in a
Middle East The Middle East (term originally coined in English language) is a geopolitical region encompassing the Arabian Peninsula, the Levant, Turkey, Egypt, Iran, and Iraq. The term came into widespread usage by the United Kingdom and western Eur ...
ern conflict (which forms the game's early levels) abducted by aliens to do battle on an alien world (which forms the later levels). During the process of space travel, the aliens send the soldiers to various times and places, resulting in the intervening
medieval In the history of Europe, the Middle Ages or medieval period lasted approximately from the 5th to the late 15th centuries, similarly to the post-classical period of World history (field), global history. It began with the fall of the West ...
and Chicago settings.


Development

The game is the sequel to ''Cannon Fodder'', which drew criticism for its juxtaposition of war and humour and its use of iconography closely resembling the
remembrance poppy A remembrance poppy is an artificial flower worn in some countries to commemorate their military personnel who died in war. Remembrance poppies are produced by veterans' associations, which exchange the poppies for charitable donations used to g ...
. The cover art's poppy was ultimately replaced with a soldier, in turn replaced by a hand grenade for ''Cannon Fodder 2'', regarding which ''
Amiga Power ''Amiga Power'' (''AP'') was a monthly magazine about Amiga video games. It was published in the United Kingdom by Future Publishing and ran for 65 issues, from May 1991 to September 1996. History The first issue of ''Amiga Power'' was publi ...
'' joked: "The great thing about an explosive charge wrapped in hundreds of meters wound-inflicting wire is that it doesn't have the same child-frightening, 'responsible adult' freaking, society-disrupting effect as an iddy-biddy flower". ''The One'' felt the new historical and science-fiction themes an attempt to avoid similar controversy as befell ''Cannon Fodder''. ''Amiga Power'' itself had become embroiled in the controversy due to its planned use of the poppy on its cover (also abandoned) and perceived inflammatory commentary its editor Stuart Campbell. Campbell later left the magazine to join
Sensible Software Sensible Software was a British software company founded by Jon Hare and Chris Yates which was active from March 1986 to June 1999. It released seven number-one hit games and won numerous industry awards. The company used exaggeratedly small sp ...
as a programmer and worked on the sequel as his first game. A small team of "essentially four" people – among them first-time level-designer Campbell – created the game, retaining the ''Cannon Fodder'' engine. Prior to Campbell's arrival from a journalism career, Sensible Software had devised the game's time-travelling theme and decided upon the various settings. However, it had not yet developed a plot to expound these themes. It was not possible to illustrate the story in the game itself, due to ''Cannon Fodder 2s simple nature and so Campbell began work on an elaborate "plot-to-be", partially completing a novella intended to accompany the final product. This version of the story had the time-travelling aliens plotting to intervene in various parts of human history to create chaos, which they intended to exploit to enslave and destroy humanity. The protagonists' kidnappers were envisioned as sympathisers who would send them through time to defend mankind. Virgin vetoed the proposal as too expensive and took charge of the manual's production. The result was a simplified explanation which described the soldiers as in the employ of the aliens and did not clarify the time-travel element. Campbell later said the loss of the novella was an example of a publisher preferring to maximise profit from a game rather than build intellectual property towards the end of the Amiga's commercial life. As the game was to retain the same engine, the developers could not add new gameplay features. Campbell instead set out to make the levels more interesting, creating multiple paths through the missions. More obvious solutions would be more difficult, and the hidden, "proper" paths easier to execute once deduced. While Campbell intended the game to be harder, he also wished to improve the difficulty curve, which he argued was a flaw of its predecessor. He also tended to make the levels smaller and reduced instances of water obstacles, which he regarded as frustrating in the first game. The designer conceded that some levels turned out to be too difficult – due to his inexperience as a developer and the fact he became so skilled while play testing – but maintained that level 8 of the original was worse than any of his creations. Campbell named most of the game's levels after songs titles and lyrics (prominently
The Jesus and Mary Chain The Jesus and Mary Chain are a Scottish alternative rock band formed in East Kilbride in 1983. The band revolves around the songwriting partnership of brothers Jim and William Reid, who are the two founders and only consistent members of the ...
), but also referenced wider pop culture artifacts such as gameshows and
Bugs Bunny Bugs Bunny is a cartoon character created in the late 1930s at Warner Bros. Cartoons (originally Leon Schlesinger, Leon Schlesinger Productions) and Voice acting, voiced originally by Mel Blanc. Bugs is best known for his featured roles in the ' ...
cartoons, as well as some original titles. He also referenced classic games in the level design itself. At the time,
Jon Hare Jon "Jops" Hare (born 20 January 1966) is an English computer game designer, video game artist, musician and one of many founder members of the early UK games industry as co-founder and director, along with Chris Yates, of Sensible Software, on ...
said changing the formula would be detrimental, and unnecessary to provide enjoyment and value. He later reflected that Sensible had poorly managed the project in "delegating" the design to newcomer Campbell. He felt this to be a consequence of Sensible Software avariciously spreading itself thin, by that point attempting to exploit its success. Hare sold Sensible to
Codemasters The Codemasters Software Company Limited (trade name: Codemasters) is a British video game developer and former publisher based in Southam, England, which is a subsidiary of American corporation Electronic Arts and managed under the EA Sports ...
in 1999 and consequently worked on an abortive ''Cannon Fodder 3'', with such a title ultimately published by Russia's Game Factory Interactive for the PC in 2012.


Reception

''Cannon Fodder 2'' retains the same mechanics and core gameplay of its predecessor, prompting reviewers to say: "It's still as wonderfully playable as it ever was", and to acknowledge "all the amazing control and playability" of the original. Reviewers complained about the lack of plot, with ''Amiga Power'' stating: "There's little explanation as to why you're doing this time-travelling and absolutely none in the game. As a result, the game doesn't hang together". '' AUI'' called the plot "pointless", while ''
Amiga Computing ''Amiga Computing'' is a discontinued monthly computer magazine Computer magazines are about computers and related subjects, such as networking and the Internet. Most computer magazines offer (or offered) advice, some offer programming ...
'' called it a "slight problem", saying "you have to guess what is going on in the game because there's no plot explanation ..it's all very confusing!" The game is markedly more difficult than its predecessor. ''
Amiga Format ''Amiga Format'' was a British monthly computer magazine for Amiga computers, published by Future Publishing. The magazine lasted 136 issues from 1989 to 2000. The magazine was formed when Future split '' ST/Amiga Format'' into two separate pub ...
'' called this "good/bad news", whereas '' The One'' directed its "major criticism" at the difficulty level, saying that "some of the levels are quite simply horrendous", and that the game is "close to being intensely frustrating at times". ''Amiga Computing'' also felt the high difficulty to be the "biggest problem": "I like a game to get progressively harder rather than getting virtually impossible after just four missions". ''Amiga Format'' also criticised the difficulty and felt "some of the levels are a bit of a drag". ''Amiga Power'' was annoyed at the early tutorial missions, finding them redundant, but otherwise noted the increased challenge as a positive, and said: "The original game went in pulses of fiendishly hard and stupidly simple levels, but in CF2 the difficulty curve's, well, more of a curve". The reviewer praised the clever level design, explaining: "The levels penalise you for taking the obvious route and reward you for trying an obscure approach ..loads of levels make you think before you move, injecting puzzle elements into the killing", citing the example of traps with empty vehicles as bait. The reviewer praised the smaller, tighter levels with a difficulty curve within those levels: "gung-ho" sections building to tactical play against tougher enemies. He compared this favourably with the first game: "The level design is consistently better", in particular the "Beirut, Mediaevil and Chicago levels look and play wonderfully". He nevertheless felt the thematic shifts lacked coherence and atmosphere. The game's alien planet levels drew much criticism, on which ''Amiga Computing'' opined "whoever chose the colour schemes should be thrown away in jail". While he praised their mechanics, ''Amiga Powers reviewer said: "I hate the entire look of the alien planet ..From the disgusting purple pools to the silly flowers". Some reviewers enjoyed the graphics but felt there was no change between the two games. ''
CU Amiga ''Commodore User'', (also referred to as ''CU'') later renamed to ''CU Amiga'', is a British magazine initially published by Paradox Group before being acquired by EMAP. Timeline ''Commodore User'' was launched in October 1983 with an initial pr ...
'' said "it's the same game started up with new graphics" as well as the new levels. ''Amiga Computing'' praised the new main theme music. ''Amiga Power'' said it was not as good as its predecessor and also pointed out that the in-game music remained the same as the original ''Cannon Fodder'' and had grown tiresome. The magazine questioned the lack of an option to disable it. Critics decried the lack of new weapons, pointing out that the original armaments and vehicles had merely been made to look different in the various settings, while behaving in the same manner. Reviewers more generally criticised the similarity between ''Cannon Fodder'' and ''Cannon Fodder 2''. ''The One'', ''AUI'', and ''Amiga Computing'' compared the new game to a " data disk" rather than a full sequel.
Kieron Gillen Kieron Michael Gillen (; born 30 September 1975) is a British comic book writer and former video game and music journalist. In comics, Gillen is known for his creator-owned series such as '' Once & Future'' (2019–2022), '' Die'' (2018–202 ...
later reflected that it would be called a "semi-sequel" or "stand-alone add-on pack" if released today. ''CU Amiga'' conceded that the designers could have added little new to such a simple game without tampering with the basic, successful mechanics; Sensible Software was accused of "laziness" by ''The One'', and of "greed" by ''AUI''. While it awarded 90%, ''Amiga Power'' felt the game was poor value for money compared to the original, while ''CU Amiga'' said it was "still worth buying". ''AUI'' said the game was "a must" for those without the original, otherwise ''Cannon Fodder 2'' is "basically exactly the same game as before", with the "saving grace" of new levels. ''Amiga Computing'' enjoyed the game but said it was not as good as expected and that there are "too many similarities and not enough differences to make this sequel a classic". ''The One'' summarised: "If you've got CF1, love it, and want seconds, only harder, look no further – but, if like myself you've played Cannon Fodder to death and would've liked to have seen the game developed in some way, I think you'll be a bit disappointed".


References


External links


''Cannon Fodder 2''
at
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Cannon Fodder 2: The Untold Story
Stuart Campbell's level-by-level account of the game's development {{Sensible Software 1994 video games Action games Amiga games DOS games Military science fiction video games Sensible Software games Shoot 'em ups Shooter games Strategy video games Video games about time travel Video games with isometric graphics Virgin Interactive games Video games scored by Jon Hare Video games scored by Richard Joseph Games commercially released with DOSBox Single-player video games Video games developed in the United Kingdom Action-strategy video games