Cannon Fodder 2 | |
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Developer(s) | Sensible Software[1] |
Publisher(s) | Virgin Interactive Entertainment[1] |
Designer(s) | Stuart Campbell |
Programmer(s) | Jools Jameson[2] |
Artist(s) | Stuart Cambridge[2] John Lillee[2] |
Writer(s) | Stuart Campbell |
Composer(s) | Richard Joseph Jon Hare |
Series | Cannon Fodder |
Platform(s) | Amiga, IBM PC compatible[3] |
Release | November 1994[1] |
Genre(s) | Action, shoot 'em up,[4]shooter[3] |
Mode(s) | Single-player |
Cannon Fodder 2: Once More unto the Breach,[5] or simply Cannon Fodder 2, is an action-strategyshoot 'em up game developed by Sensible Software and published by Virgin Interactive for the Amiga and DOS in November 1994. The game is the sequel to Cannon Fodder, 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.
Cannon Fodder 3 Alternatives for Mac OS. Cannon Fodder 3. Cannon Fodder 3 is an Action, Strategy and Single-player video game developed by Burut CT and published by Game Factory Interactive. It is the sequel to the Cannon Fodder video game and mixes the elements of strategy and action with the emphasis of a soldier battling against. Cannon Fodder (Mac abandonware from 1989) To date, Macintosh Repository served 1262126 old Mac files, totaling more than 240929.4GB!
Synopsis[edit]
Cannon Fodder 2 is a military-themed action game with strategy and shoot 'em up 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 enemy soldiers. For these targets, which are invulnerable to machine gun fire, the player must use secondary, explosive weaponry: grenades and rockets. 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, 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 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 Eastern 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 and Chicago settings.[5]
Cannon Fodder Movie
Development[edit]
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. The cover art's poppy was ultimately replaced with a soldier,[6] in turn replaced by a hand grenade for Cannon Fodder 2, regarding which Amiga Power 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.'[5]The One felt the new historical and science-fiction themes an attempt to avoid similar controversy as befell Cannon Fodder.[7]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 as a programmer and worked on the sequel as his first game.[5][8]
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 2's – 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. However, 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.[9]
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.[8] Campbell named most of the game's levels after songs titles and lyrics (prominently The Jesus and Mary Chain),[5][8] but also referenced wider pop culture artifacts such as gameshows and Bugs Bunny cartoons, as well as some original titles. He also referenced classic games in the level design itself.[9]
At the time, Creator Jon Hare said changing the formula would be detrimental, and unnecessary to provide enjoyment and value.[2] 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.[10] Hare sold Sensible to Codemasters in 1999 and consequently worked on an abortive Cannon Fodder 3,[10] with such a title ultimately published by Russia's Game Factory Interactive for the PC in 2012.[11]
Reception[edit]
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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',[1] and to acknowledge 'all the amazing control and playability' of the original.[5] 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.'[5]AUI called the plot 'pointless',[13] while Amiga Computing 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!'[4]
The game is markedly more difficult than its predecessor. Amiga Format called this 'good/bad news',[1] whereas The One directed its 'major criticism' at the difficulty level, saying 'some of the levels are quite simply horrendous', and that the game is 'close to being intensely frustrating at times.'[7]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.'[4]Amiga Format also criticised the difficulty and felt 'some of the levels are a bit of a drag.'[1]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.[5]
The player's soldiers find themselves on an alien planet
The game's alien planet levels drew much criticism,[8] on which Amiga Computing opined: 'whoever chose the colour schemes should be thrown away in jail.'[4] While he praised their mechanics, Amiga Power's reviewer said: 'I hate the entire look of the alien planet [..] From the disgusting purple pools to the silly flowers.'[5] Some reviewers enjoyed the graphics but felt there was no change between the two games.[4][7]CU Amiga said 'it's the same game tarted up with new graphics' as well as the new levels.[12]Amiga Computing praised the new main theme music.[4]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.[5] Critics decried the lack of new weapons,[1][5][7] 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.[5]
Reviewers more generally criticised the similarity between Cannon Fodder and Cannon Fodder 2. The One,[7]AUI,[13] and Amiga Computing compared the new game to a 'data disk' rather than a full sequel.[4]Kieron Gillen later reflected that it would be called a 'semi-sequel' or 'stand-alone add-on pack' if released today.[8]CU Amiga conceded that the designers could have added little new to such a simple game without tampering with the basic, successful mechanics;[12] Sensible Software was accused of 'laziness' by The One,[7] and of 'greed' by AUI.[13]
While it awarded 90%, Amiga Power felt the game was poor value for money compared to the original,[5] while CU Amiga said it was 'still worth buying'.[12]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.[13]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.'[4]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'.[7]
References[edit]
- ^ abcdefghSteve Bradley, Amiga Format, Dec 1994 (issue 66), pp. 52–53
- ^ abcd'Sensible Software', Edge, Sept 1994 (issue 12), pp. 28–30
- ^ abCannon Fodder 2, Allgame, Retrieved 29 July 2012
- ^ abcdefghiJonathan Maddock, Amiga Computing, Jan 1995 (issue 82), pp. 116–117
- ^ abcdefghijklmnCam Winstanley, Amiga Power, Dec 1994 (issue 44), pp. 42–45
- ^Kieron Gillen, Retrospective: Cannon Fodder, Rock, Paper, Shotgun, 11 Nov, 2007, Retrieved 17 July 2012
- ^ abcdefghMatt Broughton, The One, Dec 1994 (issue 75), pp. 40–42
- ^ abcdeKieron Gillen, The Making Of: Cannon Fodder 2, Rock, Paper, Shotgun, 28 Sept, 2007, Retrieved 15 July 2012
- ^ abStuart Campbell, Cannon Fodder 2: The Untold Story, Retrieved 18 July 2012
- ^ abCraig Grannell, 'The Making of Cannon Fodder', Retro Gamer, Aug 2008 (issue 54), p. 57
- ^Richard Cobbet, 'Lukewarm War', PC Gamer UK, Apr 2012 (issue 238), p. 116
- ^ abcdAlan Dykes, CU Amiga, Jan 1995, p. 65
- ^ abcdeAmiga User International, Mar 1995 (volume 9, no. 3), p. 78
External links[edit]
- Cannon Fodder 2 at MobyGames
- Cannon Fodder 2: The Untold Story, Stuart Campbell's level-by-level account of the game's development
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Cannon_Fodder_2&oldid=938179747'
(Redirected from User:Bridies/Sandbox/Cannon Fodder 3)
Cannon Fodder 3 | |
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Developer(s) | Burut CT |
Publisher(s) | Game Factory Interactive |
Platform(s) | Microsoft Windows |
Release | |
Genre(s) | Action, strategy |
Cannon Fodder 3 is an action-strategyPC game developed and published – originally in Russia – by Game Factory Interactive (GFI), along with developer Burut CT. The game is the second sequel to Cannon Fodder, a commercially and critically successful game released for multiple formats in 1993. Jon Hare and his company Sensible Software, the developers of Cannon Fodder and its prior sequel, were uninvolved with Cannon Fodder 3.[1] GFI instead licensed the intellectual property from now-owner Codemasters.
The game is a combination of action and strategy involving a small number of soldiers battling enemy terrorists. Free paint for mac. 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.
Cannon Fodder 3 was released in Russia in December 2011 and – via download service GamersGate – Europe and North America on 9 February 2012, receiving mixed reviews. Reviewers found the game to be enjoyable but limited and repetitive. The graphics and humour received both positive and negative criticism. Critics derided the poor English translations as well as technical problems.
Overview[edit]
Cannon Fodder 3 has a basic premise involving American soldiers[2] battling disparate terrorists who have united with the aim of world domination. Like the earlier games in the series, it features a mix of 'old school' action and strategy gameplay viewed from an isometric perspective. The player directs a small squad of soldiers, primarily with the mouse though the keyboard is used to deploy additional weaponry.[3] The control system 'is very similar to ‘twin-stick’ shooters like Geometry Wars, except here you control just one of the four soldiers while the others fall in line, shooting when the lead does.'[4] Each squad begins with four soldiers. They are fragile (though, possessing health bars, are somewhat tougher than the protagonists of the originals),[5] but increase in status and power should they survive; the player is provided with a replacement squad should all his platoon die. The player can also split the squad into smaller units should strategy so require. The game has an online cooperative mode for up to four players,[3] though Strategy Informer noted this mode is unpopular.[5] As well as facing large numbers of equally frail enemy infantry, the player must combat vehicles, buildings and turrets which cannot be destroyed with the standard machine guns. For this reason, the player must rely on explosive secondary weapons such as grenades and rockets, which are essential to destroy enemy structures and more powerful units. He can also make use of vehicles – such as tanks and helicopters – as well as various power-ups.[4] The game features an extensively destructible environment and several settings, including the moon.[6]
And, as expected, he gets in a few digs at Bill O'Reilly, the FOX News personality who objected to him as a 'thug rapper' when hired for a Pepsi ad campaign (apparently, O'Reilly is the culprit behind 'Hoes in My Room'). Chicken n beer ludacris zippyshare. The steamy sex rap 'Stand Up' may be the hit single, but most of the highlights here come toward the end, where invites friends and family for some uproarious tracks - producer on the surrealist dozens of 'Hip Hop Quotables,' on a hilarious tale of the night after the show, 'Hoes in My Room' (as in 'Who let these hoes in my room?' Also has a response for the doubters, on the first full track ('Blow It Out'), proclaiming, 'If you mad I'm on top, then wish me gone/If you mad I'm on the road, then wish me home/And if you mad that I'm right, punk, wish me wrong/But after your third wish, blow it out your ass.' ), and Disturbing tha Peace partners, and on the hardcore gunshot 'We Got.'
Development[edit]
Cannon Fodder 3 is the third installment in the Cannon Fodder series, the first two games of which – Cannon Fodder and Cannon Fodder 2 – were successful across multiple formats in the 1990s. Those games were created by Sensible Software led by Jon Hare; Hare later worked on abortive sequels for both the PlayStation 2 and PlayStation Portable, as well as planning a version for smartphones.[7][8] However, the publisher Codemasters had acquired Sensible Software and its intellectual property. In 2008 Codemasters licensed Russian company Game Factory Interactive (GFI) – which had previously been involved in games such as The Precursors, Boiling Point: Road to Hell and White Gold: War in Paradise – to develop Cannon Fodder 3. While English-language media reported on the development in January 2011, GFI was initially permitted only to release the game in Russia and the Commonwealth of Independent States, with the possibility of a wider European or North American release unclear.[9][10][11] GFI, described as an 'unknown',[10] or 'little-known' company,[11] published the game in Russia in December 2011, with both GFI[12][13] and Burut CT[2][14] variously reported as developers. Eurogamer then reported that Codemasters had clarified the agreement between itself and GFI: Codemasters had reserved the option to publish the game in the UK, but ultimately declined. This allowed GFI to distribute the game out with Russia and dispelled the belief that GFI was not authorised to make such a release.[14] The game was released via GamersGate, in Europe and North America, on 9 February 2012.[15]
GFI's Oleg Lychaniy stated the developers attempted to retain the most appealing elements of the original Cannon Fodder while attracting new players. GFI also attempted to retain Cannon Fodder's 'antimilitarist message' and was most proud of the new destructible environment. The developers broadened the variety of weapons and vehicles and changed the level structure by adding sub-missions.[6]
Reception[edit]
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Richard Cobbet, writing in PC Gamer UK said: 'just maybe, this is going too far', in reference to images of soldiers' gory corpses cleared from the interface by windscreen wipers. The reviewer expressed bemusement at 'Terrorists with robots and plasma guns' antagonists, but reflected – in reference to Cannon Fodder 2 – 'Still, could be worse. They could be time-travelling aliens again.' He said the 'biggest issue' is that a 'gung-ho' approach to play is infeasible and that the 'precise and tactical' approach faithful to earlier games in the series 'turns out to be a very different experience from before. Far less satisfying'. This is due to the 'key problem' of the ease with which enemy weapons such as rocket launcher-armed turrets can destroy the player's soldiers. The player is thus forced 'to play with aching, paranoid care, picking away at base defences from as far away as possible, and rubbing up against the save points like a lovely cat finally reunited with its owner. This is not fun.' He also complained about the arbitrary death inflicted by exploding barrels 'raining down over the entire screen.' Cobbet summarised that the departure from the original game meant that Cannon Fodder 3 did not evoke nostalgia and was a 'poor substitute' for other action or strategy games. On the other hand, he found the game 'admittedly nowhere near as frustrating' as the original. He reflected that it 'does have a solid crack at updating the action for a new age, and it's far from as bad as expected' given its obscure development.[2]
The player's soldiers destroy an enemy building in a snowy locale.
Liam Martin of Digital Spy noted that the variety of locations and weather effects added to the distinctiveness of individual levels. He praised the 'simple but effective', 'cartoonish' and colorful visual style, the improved detail from the game's predecessors along with the 'light-hearted tone' and 'spectacular and bloody' gore effects. He praised the destructible environments but thought the characters too small. He felt use of strategy to be 'limited' but the action 'enormous amounts of explosive fun' and enjoyed the gratification of destroying enemies and buildings with rifles and tanks. The writer found the game a 'little repetitive' with a 'tendency to grate', which he blamed on somewhat tedious level design, a lack of variety in objectives, a poor camera and long loading times. Free delphi ds150e keygen 2016 full version 2016 download. The lack of a tutorial or mini-map proved sometimes confusing. He noted the 'welcome' but limited on-line cooperative mode. Martin felt the game was 'best played in short bursts' and summarised: 'Provided you're not expecting a game with much depth or that's oozing innovation, Cannon Fodder 3 proves that virtual war can still be a lot of fun.'[3]
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![Cannon Fodder 3 For Mac Cannon Fodder 3 For Mac](/uploads/1/2/7/5/127542695/726176447.jpeg)
Nathan Cocks of PC PowerPlay complained the need for secondary weapons proves frustrating: 'It is not uncommon to run out of the weapons needed for the job, forcing the player to engage in a tedious game of hide and seek as they scour the map in the hopes of finding another cache.' He wrote: 'In fact, tedium is a frequent bedfellow in Cannon Fodder 3', due to the lack of variety in the gameplay and mission objectives. He felt the player's vehicles to be of limited effectiveness as is the ability to split the squad. Cocks complained of the game's 'bargain basement production' ruining the tone of the game due to low quality translations and voice acting, as well as numerous bugs causing problems with running the game, crashes, spawning and using vehicles. The reviewer acknowledged the 'wonderfully cartoony' graphics, found the gory windscreen wipers 'amusing' and wrote 'It’s all over-the-top explosive goodness and contributes a great deal to what little appeal is present.' Cocks summarised: 'Cannon Fodder 3 is the ultimate coat-tail rider [..] perhaps there is some nostalgic pleasure to be taken in this but for the most part, we suggest leaving well enough alone.'[4]
Strategy Informer felt the game had updated and improved upon the original, noting better controls, more forgiving health bars and save points, and more engaging mission goals. The reviewer criticised the poor translations and perceived borderline ethnic stereotypes in the enemy characters. Overall the reviewer was impressed by the game, saying 'in the end CF3 far exceeded my expectations'.[5]Metro had some praise for the graphics but complained of a lack of any fun and poor camera, controls and level design. The reviewer called the translated dialogue worse than that of Zero Wing.[18] Greece's PC Master praised the game as enjoyable and while somewhat repetitive, a successful update of the Cannon Fodder series.[16] Czech website Games.cz criticised the game as a failure, with poor graphics, music, sound effects and immature, unimpressive humour, saying the game would only be worth buying at a lower price.[17]
Cannon Fodder Wiki
References[edit]
- ^GameCentral, Cannon Fodder 3 out now… in Russia, Metro, 3 Feb 2012, Retrieved 14 July 2012
- ^ abcdRichard Cobbet, 'Lukewarm War', PC Gamer UK, April 2012 (issue 238), p. 116
- ^ abcLiam Martin, 'Cannon Fodder 3' review (PC), Digital Spy, 27 Feb 2012, Retrieved 13 July 2012
- ^ abcdNathan Cocks, Cannon Fodder 3, PC PowerPlay, 18 June 2012, Retrieved 13 July 2012
- ^ abcdChris Capel, Cannon Fodder 3 Review (PC), Strategy Informer, Retrieved 10 Aug 2012
- ^ abCannon Fodder 3 Interview (PC), Strategy Informer, Retrieved 10 Aug 2012
- ^Robert Purchese, Hare figuring out iCannon Fodder, Eurogamer, 11 Jan 2011, Retrieved 14 July 2012
- ^GameCentral, Cannon Fodder creator ponders iPhone comeback, Metro, 11 Jan 2011, Retrieved 14 July 2012
- ^Quintin Smith, Son Of A Gun: Cannon Fodder 3 Announced, Rock, Paper, Shotgun, 18 Jan 2011, Retrieved 14 July 2012
- ^ abWesley Yin-Poole, Will Cannon Fodder 3 release in the UK?, Eurogamer, 18 Jan 2011, Retrieved 14 July 2012
- ^ abNathan Brown, Cannon Fodder 3 Announced, Edge, 18 Jan 2011, Retrieved 14 July 2012
- ^Wesley Yin-Poole, Cannon Fodder 3 is… well…, Eurogamer, 3 Feb 2012, Retrieved 14 July 2012
- ^John Walker, Cannon Fodder 3 Actually Happened, Demo, Rock, Paper, Shotgun, 3 Feb 2012, Retrieved 14 July 2012
- ^ abWesley Yin-Poole, English language Cannon Fodder 3 hits GamersGate, Eurogamer, 9 Feb 2012, Retrieved 14 July 2012
- ^Scott Nichols, 'Cannon Fodder 3' gets English release, Digital Spy, 9 Feb 2012, Retrieved 14 July 2012
- ^ abCannon Fodder 3 PC, Metacritic, Retrieved 14 July 2012; taken from PC Master, Apr 2012
- ^ abKarel Vojtisek, Cannon Fodder 3 (Czech), Games.cz, 29 Mar 2012, Retrieved 14 July 2012
- ^ abDavid Jenkins, Cannon Fodder 3 review – insensible software, Metro, 8 Aug 2012, Retrieved 10 Aug 2012
Cannon Fodder Miniatures
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