Game Frenzy
Although the Amiga is a fantastic platform capable
of anything from 2D to 3D to Audio and Video, it was
deservedly famous as a gaming platform. Its custom chipset
combined with its highly efficient operating system opened up
a whole new world for the games developers. Game Frenzy is a
column dedicated to gaming on the Amiga, and in particular,
highlighting certain games that captured the imagination. CAM
invites all readers to send in their articles relating to
games that they loved to play, or would like to see again.
Send any submissions to cam@amiga.com.
This time, for the first Game Frenzy article,
Fleecy Moss, CTO of Amiga, Inc. talks half in love, half in
hate of the monster hit that was Sensible Software's Cannon
Fodder.
Probably the third most asked question I get after
"Are you bankrupt?" and "Where can I send you a ticking
present?" is "What was your favorite game on the Amiga?" Now,
I am normally a person who hates those sorts of questions -
what is your favorite film? What is your favorite food? -
Because the answer is always "It depends" When asked about my
favorite game on the Amiga however, the answer is always there
in front of my brain the moment my ears process the sounds.
Even more bizarrely, since that answer became my only answer,
it has never changed, not through Amiga, through PC, through
PS1, PS2 and XBox.
That answer is "Cannon Fodder".
Hard to believe but the answer is often tested.
Every time I find something I like and play for more than a
few hours, I find myself comparing it to Cannon Fodder but
there is always something missing. Indeed I am starting to
wonder whether the sepia effect of ageing has perhaps
contributed to my love affair with Cannon Fodder. When that
happens, I get out the last functioning A1200 I have and play
it again, and I find myself running, a star crossed lover
across the field of crosses and lining up with the rest of the
recruits. It still has my heart.
For those of you who don't know Cannon Fodder,
this may sound bizarre. At first look, it isn't anything
special (although that isn't a good test - I often find my
favorite music albums creep up on my after a few plays, and
I've lost count of the number of gorgeous First Person Shooter
games that have just become boring after a hour). The game
engine itself is almost comical, small little dwarf figures
only slightly more detailed than the Lemmings moving across a
2D look down cartoony landscape.
Gameplay is based upon a war genre, with you having
to guide a small team of soldiers through a series of
missions, each of which is divided into 2-4 levels. Each level
has enemy soldiers, fortifications and some super weapons,
such as a tank, a helicopter, a skidoo, an artillery gun etc.
You control the squad of soldiers and they can be split into
smaller teams and given orders. They can all fire their
machine guns but can also pick up hand grenades and rockets,
which are stingily spread around the levels, and you can also
take control of and use some of the super weapons.
So what makes it such a fantastic game, a game
that occupied myself and almost everyone I knew for months?
Indeed, so addictive was it that we used to spend time at work
drawing up plans with new strategies to try that night when we
got back home. Here are my six reasons;
1 - Limited Weapons
Ironically, in an era where having more weapons
and more exotic weapons seems to be one of the driving forces
of game development, I think one of the successes of Cannon
Fodder was in having just three real weapons - guns, grenades
and missiles. The reason is because with such a limited set,
and a set that did not have such dramatic effect upon the
enemy and environment, the player knew their limitations and
strategy, almost puzzle solving became much more a part of it.
You couldn't just get a super weapon and take out the enemy
with an air strike or have a sniper kill them all. You had to
think about it, everything from sneaking up to the full
frenzied Berzerker charge. This fine balance, and the fact
that the weapons were so closely linked to each character made
it very personal.
2 - Character Development
What a great concept. Give the characters names.
That's it really. Sounds simple but boy did you become
attached to them. Sure the development was just promotion for
longevity, with slightly increased range and survivability but
it meant that you actually thought about who you were going to
use for certain things, not just in a role based model -
sniper, sapper, knife thrower etc, but actually as characters.
Several times at work, people talked about taking 'Henry and
Chuck' over the snow ridge. It just added another level.
3 - The Mission system
The Mission system could have been better, in that
the levels that made up the mission could have been better
linked in terms of story line but what made the game so dammed
playable was that you could only save between missions, which
meant you had to start from the beginning of each mission and
get through the 2-4 levels on one go and without losing the
squad. The fact that it could take a few hours to do each
mission, and that quite a lot of the time getting past a level
was more luck than skill meant that this was infuriating;
indeed in a world where you seem to get save points every ten
seconds, it would probably drive today's game players mad.
However, the fact that losing even one squad member could have
such a catastrophic effect in terms of finishing the mission
or having to start again, it meant that you were much more
careful. For example, sometimes in Red Alert, when I have
gotten stuck, I've just grabbed every unit and thrown them
into the unknown, more to find out what is there so that I can
plan a better attack when I restart. I would never have
considered doing that in Cannon Fodder.
4 - The Squad system
The ability to break the squad up into smaller
units (I think 4 was the most you could do) and the ability to
divide the grenades and rockets between them just added to the
strategic element of the game. Combined with the character
development, you often found yourself faced with difficult
decisions. Should I put experienced Mitch and John together or
split them apart? How many rockets should I give to team A,
knowing that if team A were destroyed team B wouldn't have
enough?
5 - Mission Design
The Mission design was always fantastic. Each
level was a pleasure to explore and some were so devious that
I can even remember them a decade later. The skidoo jump over
the river, that bloody helicopter searching for you over the
jungle, the canyon where you had to rush the bridge. For me,
as for many, the hardest mission, and the one that took the
longest was I believe mission 8, combining 3 or 4 jungle
missions that had two of the most infamous levels ever
devised, the pillboxes with the artillery gun on the Island in
the middle, and then the one that must have been repeated
every month in CU Amiga and Amiga Format, the 'leap of faith'
with the Jeep. Embarrassed or proud, it took me weeks to get
past the Artillery piece level.
6 - The Super Weapons
I call them Super Weapons but they weren't - the
helicopter, the skidoo, the jeep, the tank and the artillery
piece. Their rarity made them something exciting to find but
their weaknesses also made them something you were careful to
use. When hunting you down they were relentless and could make
the hair stand up on the back of your neck (especially when
you heard the helicopter coming and had to scatter your squad
to protect them) whilst when you had access to them, you
suddenly felt empowered with the ability to do anything.
Of course there were things that irritated as
well. It did take some to get to grips with the control
interface, something that could drive you mad as one small
control mistake and you could lose a squad member. The spears
in the jungle also drove me nuts, precisely because they were
so hard to see and yet so lethal. As brilliant as the Mission
based saving was in terms of making each decision difficult,
it also made you want to scream when you did get stuck.
The announcement that Sensible were going to do
Cannon Fodder 2 sent excitement off the scale. Several of us
sat around and thought about how it could be improved without
damaging a great game. This excitement grew, right up until we
got hold of CF2 and played it. NOTHING. They had changed
NOTHING. It was the same game with different levels and the
addition of a new alien level that offered little extra. It
was one of the biggest disappointments in my gaming life.
I bought the PC version for a friend a year or so
later but it was awful. Something in the porting process
turned the vivid landscapes and real characters into a
horrible pixelated mass that wouldn't have looked out of place
in a Jackson Pollock exhibition.
Such a shame.
In these days of high resolution 3D team based
shooters, I wonder if there is a place for something like
Cannon Fodder, and I have to say that I think there is a
place. There is a game called Commandos on the PC and consoles
that is the closest I have found to Cannon Fodder, and I hate
it. It has gorgeous backdrops and cleverly thought out
missions but there is something missing, to the point that I
just gave up with it after a few missions.
There is a space for the 3D element but perhaps
more in the 3D Real Time Strategy model where you can zoom in
and out and spin a camera. This could be attached to squad
members or remote cameras and flying eyes, adding them to the
kit available. This 3D view could also collapse down on
request to a 2D 'map', which could allow for out of time
planning and control.
I would also retain the cartoony look and feel. I
like explosions as good as anyone else but with the emphasis
these days on realism and mega gore, I feel the point of the
game has been lost, i.e. strategy. Having body parts and gore
spread everywhere doesn't really add to the gameplay. However,
this may be because I am now a parent and don't really trust
kids to see the different between make believe and reality
when in fact they do just fine. Changing to robots or having
futuristic weapons that just phase people out of existence
could always achieve it.
Multiplayer is a great concept as well but I don't
think it would work for one real player per squad member. The
whole point of Cannon Fodder was leadership and direction and
in gaming, everyone wants to be the leader. However, building
a model around one real player per squad would work. It would
also open up the possibility of attackers versus defenders,
allowing the defenders to build up a defended position, with
detectors, alarms, search squads etc. Having large maps and
multiple squads on the same map would also open up the chance
for some great game play.
The character development model could definitely
be enhanced, with each player having different physical
abilities - speed, size, agility, survivability, and healing
speed. I am not sure about skills though. Whilst more
realistic, one of the nightmares of certain games is that if
the character with that skill is killed, you are stuffed. A
better solution might be that if one squad member learns a
skill then everyone else in the group picks it up as well but
at only a quarter or half of the effectiveness.
Despite what I said above, I would add a few more
weapons. Perhaps the key in maintaining game balance is
actually restricting them (no unlimited ammo for these weapons
you can find) - remote control bombs, mortars, mines,
deployable heavy machine guns, and guided rockets I would add
a cityscape, both outdoor and indoor to the types of levels,
and I would make the levels much more dynamic - rain, snow,
night, wind, with these affecting the game engine. Firing from
cover would be safer but cover and the deformable landscape
would work properly with the weapons damage and range. Hiding
and concealment would be important.
Ah, Cannon Fodder, how I've missed you. Reinvented
for AmigaOS4.0 it could provide a great game unique to our
reborn platform and show the world that we still have what it
takes to produce original and compelling gameplay that gobbles
up peoples' lives by the hour.
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