Computer Games Magazine's Scores

  • Games
For 1,338 reviews, this publication has graded:
  • 29% higher than the average critic
  • 3% same as the average critic
  • 68% lower than the average critic
On average, this publication grades 11.4 points lower than other critics. (0-100 point scale)
Average Game review score: 63
Highest review score: 100 Command & Conquer
Lowest review score: 0 Drake of the 99 Dragons
Score distribution:
1338 game reviews
    • 74 Metascore
    • 60 Critic Score
    If your teammates are dumb, the enemy is positively moronic. "Braindead" doesn't begin to describe the terrorists you'll face.
    • 65 Metascore
    • 60 Critic Score
    Provided you keep the sound on mute, pump up the resolution, and have a few hours to spare, this is decent down-home motor madness, served the finger lickin' way.
    • 69 Metascore
    • 60 Critic Score
    Despite the excellent manual, the cumbersome interface and maze of data make it seem more like a first draft of the future than mission accomplished. [Sept 2005, p.56]
    • Computer Games Magazine
    • 67 Metascore
    • 60 Critic Score
    In short, X is a fairly good game that could have been great. With more missions, a better flight model, and better pacing, it might have dethroned "Elite." As is, it joins a long line of games like "Privateer II" that entertain but leave you wanting more.
    • 69 Metascore
    • 60 Critic Score
    Parallel Lines proves that effective story-telling sometimes makes up for mediocre gameplay. [July 2006, p.87]
    • Computer Games Magazine
    • 66 Metascore
    • 60 Critic Score
    The gamplay is pretty standard fare. [March 2005, p.78]
    • Computer Games Magazine
    • 75 Metascore
    • 60 Critic Score
    Battle Out of Hell isn't an essential expansion, but it provides some good practice and motivation to try to unlock everything on some of those original levels. [Feb 2005, p.62]
    • Computer Games Magazine
    • 77 Metascore
    • 60 Critic Score
    It remains hampered by somewhat soft physics, outdated season information, and the absence of an online multiplayer mode. [Jan 2003, p.77]
    • Computer Games Magazine
    • 58 Metascore
    • 60 Critic Score
    While you need to babysit your smoke-jumpers a wee-bit too much, the topic is interesting enough to make this more than just a curiosity. [Jan 2005, p.79]
    • Computer Games Magazine
    • 90 Metascore
    • 60 Critic Score
    It's overcooked and to slick, through redeemed by the sheer quantity of stuff you can do. [Dec p.90]
    • Computer Games Magazine
    • 69 Metascore
    • 60 Critic Score
    It's a lot of clicking, looking at things, tweaking routes, and clicking a little more, and as with most of these types of games, is oddly compelling in an Excel spreadsheet kind of way.
    • 72 Metascore
    • 60 Critic Score
    Stylish and interesting, but still in need of some animated substance. [Feb 2004, p.66]
    • Computer Games Magazine
    • 65 Metascore
    • 60 Critic Score
    Scenario design in the new campaigns is overly reliant on puzzles. [Oct 2003, p.95]
    • Computer Games Magazine
    • 75 Metascore
    • 60 Critic Score
    Hamstringing Jedi and spaceships to accommodate a medieval, land-based combat system was the easy way out—a capitulation.
    • 77 Metascore
    • 60 Critic Score
    All of the changes make Railroads! less of a strategy game than a toy with extra challenges. [Jan. 2007, p.50]
    • Computer Games Magazine
    • 75 Metascore
    • 60 Critic Score
    The AI in the aging "Half-Life" was better; the sond in "Medal of Honor" blows this away; and the cut scenes and exposition in the "No One Lives Forever" series leave this in the dust. [Apr 2003, p.68]
    • Computer Games Magazine
    • 78 Metascore
    • 60 Critic Score
    It's still over too quickly, and there's little explanation why you're running around these ruined buildings beating up drug addicts. [Sept. 2006, p.76]
    • Computer Games Magazine
    • 75 Metascore
    • 60 Critic Score
    Doesn't come through with enough swashbuckling, ship-boarding flair. For all the many improvements in this sequel, it still has many of the same fundamental problems of the first game. [July 2003, p.74]
    • Computer Games Magazine
    • 85 Metascore
    • 60 Critic Score
    The geography is often stunning and shows a flair for the otherworldly that puts the more expensive landscapes of "Star Wars Galaxies" to shame. [Jan 2004, p.68]
    • Computer Games Magazine
    • 73 Metascore
    • 60 Critic Score
    While it's great to see it return to the PC after a three-year absence, it doesn't reach the heights of previous editions. [Feb 2003, p.67]
    • Computer Games Magazine
    • 73 Metascore
    • 60 Critic Score
    While the writing is more polished this time around, the dialogue remains inconsistent in voice. For every dramatic moment, there's a completely out-of-place near-verbatim take on "Monty Python,' or a silly inside joke. [Aug 2004, p.58]
    • Computer Games Magazine
    • 49 Metascore
    • 60 Critic Score
    It's viscerally fun, it actually looks and sounds pretty good, and in 15 minute spurts, it's as entertaining as many 3D shooters. [Oct 2002, p.81]
    • Computer Games Magazine
    • 65 Metascore
    • 60 Critic Score
    The game could have been stellar, but it falls flat in one critical area. You never, ever hit a ball out.
    • 68 Metascore
    • 60 Critic Score
    If directing your armies around Napoleonic Europe with somewhat abstract Quick Combat resolution gets you excited, you can pretty much overlook all the other problems. [Oct 2005, p.70]
    • Computer Games Magazine
    • 84 Metascore
    • 60 Critic Score
    It's a virtual, and literal, bummer. SimGolf is a fantastic game, by far Meier's most playful project to date, marred by all-too typical PC game glitches.
    • 73 Metascore
    • 60 Critic Score
    It's crazy, but there's something that keeps you coming back even when you think you'll be bored watching ships being built or exploring for mineral deposits. [Mar 2004, p.82]
    • Computer Games Magazine
    • 76 Metascore
    • 60 Critic Score
    One of the most user-unfriendly sims ever committed to ones and zeros. [Apr 2004, p.67]
    • Computer Games Magazine
    • 76 Metascore
    • 60 Critic Score
    The game is shockingly deep; in fact, it rivals the sheer volume of "stuff" found in most sports text games. [Aug 2004, p.71]
    • Computer Games Magazine
    • 78 Metascore
    • 60 Critic Score
    Though only the second installment, this feels more like the "Return of the Jedi" of the Battlefront franchise than "The Empire Strikes Back." [Feb 2006, p.52]
    • Computer Games Magazine
    • 71 Metascore
    • 60 Critic Score
    Quotation forthcoming. [Mar 2006]
    • Computer Games Magazine
    • 77 Metascore
    • 60 Critic Score
    With its jazzy score and terrific art design, it's a sublime bit of style over substance. With most games seemingly afraid of not being generic, that goes a long way. [May 2006, p.93]
    • Computer Games Magazine
    • 74 Metascore
    • 60 Critic Score
    By the end, even if you've blasted your way through the entire game in under ten hours, you get a strange sense of years having elapsed not far removed from an absinthe hangover. [Aug 2004, p.54]
    • Computer Games Magazine
    • 80 Metascore
    • 60 Critic Score
    When matched up against the complexity and challenge of similar PC titles like "TRON 2.0," the compromises made in the name of console game design are painfully evident. [Mar 2004, p.67]
    • Computer Games Magazine
    • 70 Metascore
    • 60 Critic Score
    A meaty, critic-proof must-buy for any Galaxies subscriber. [Oct 2005, p.83]
    • Computer Games Magazine
    • 77 Metascore
    • 60 Critic Score
    an arcade game masquerading as a simulation. [Dec p.63]
    • Computer Games Magazine
    • 77 Metascore
    • 60 Critic Score
    New passing and tackling models are nice, but soccer fans deserve the same features—career mode, AI sliders, computer trade AI, detailed stat tracking, and so on—that nearly every other EA Sports game possesses.
    • 75 Metascore
    • 60 Critic Score
    Quotation forthcoming. [Jan 2005]
    • Computer Games Magazine
    • 89 Metascore
    • 60 Critic Score
    Nintendo sweetened the pot with what feel like dozens of mini-games, and you're liable to find two or three that can hold your attention. [Sept. 2006, p.81]
    • Computer Games Magazine
    • 78 Metascore
    • 60 Critic Score
    It has the setup, but its drab, by-the-numbers execution lacks any flair.
    • 76 Metascore
    • 60 Critic Score
    Nightlife merely gives you new places to do the same old thing. [Dec p.62]
    • Computer Games Magazine
    • 74 Metascore
    • 60 Critic Score
    It just plods along in mediocrity from start to finish, smiling contently all the way. And there's nothing innately wrong with that. There just isn't anything innately right with it either. [July 2004, p.58]
    • Computer Games Magazine
    • 58 Metascore
    • 60 Critic Score
    Takeda's strength lies in its handling of the nuances of combat. Leadership, morale, training, tactics, and other factors all come into play.
    • 76 Metascore
    • 60 Critic Score
    The result is a fast, flashy exercise in steering, shooting, and squinting. [Dec p.93]
    • Computer Games Magazine
    • 74 Metascore
    • 60 Critic Score
    It appeals to a man's primal (well, juvenile, at any rate) need to blow stuff up, that part of the pre-adolescent male psyche that puts fireworks in model airplanes, melts GI Joes, and burns down popsicle stick cabins.
    • 73 Metascore
    • 60 Critic Score
    Despite the surface problems, there's a lot of real depth to Soldiers of Anarchy – just kitting out your team can take almost as long as a mission itself. [Feb 2003, p.71]
    • Computer Games Magazine
    • 65 Metascore
    • 60 Critic Score
    If there is a patch by the time you read this, and you're the type who pegs the name Peter Johnson as a redundancy, then you'll probably get a kick out of it.
    • 81 Metascore
    • 60 Critic Score
    The kind of design innovation that could make this game great, yet ends up demonstrating the game's schizophrenia. [Jan 2006, p.56]
    • Computer Games Magazine
    • 72 Metascore
    • 60 Critic Score
    There are better, more challenging alternatives out there for just $10 or $20 more.
    • 71 Metascore
    • 60 Critic Score
    The plot isn't thick enough to block candlelight, and the cut scenes that litter each mission are somewhat problematic...Thankfully, the strategic elements are far more engaging.
    • 59 Metascore
    • 60 Critic Score
    It's like scoring with a random co-ed after a night spent projectile vomiting with your frat buddies. [Dec 2004, p.89]
    • Computer Games Magazine
    • 89 Metascore
    • 60 Critic Score
    If they could have made it into the underpinnings of a stronger combat system, perhaps the other areas of the game where they played it safe wouldn't have seemed so grossly rehashed. [July 2005, p.88]
    • Computer Games Magazine
    • 70 Metascore
    • 60 Critic Score
    It's missing the polish of the games from that era, and it eventually succumbs to a samey sameness. But until it reaches that point, it satisfies the need for speed and shotguns. [May 2006, p.92]
    • Computer Games Magazine
    • 87 Metascore
    • 60 Critic Score
    It feels like exactly what it is: a small and perhaps insignificant part of something much larger and(hopefully)more interesting. [Sept. 2006, p.57]
    • Computer Games Magazine
    • 53 Metascore
    • 60 Critic Score
    While it borrows heavily from the "Baldur's Gate" bag of tricks and has a few rough edges, it's still worth a look.
    • 73 Metascore
    • 60 Critic Score
    While the game's multiplayer is truly innovative, it seems to come at the expense of the solo game.
    • 84 Metascore
    • 60 Critic Score
    Although there's a lot of new content, it's concentrated almost solely in the Atlanteans. [Dec 2003, p.90]
    • Computer Games Magazine
    • 71 Metascore
    • 60 Critic Score
    It has one basic concept, which it runs into the ground. You'll be doing a lot of the same things over and over through the game's three locales, and it's liable to get boring after a while.
    • 83 Metascore
    • 60 Critic Score
    May have been the first game to blaze the "stealthy action" trail, but the irony is that more recent PC offerings (such as "Thief") have since done it better, which leaves this port showing its age.
    • 82 Metascore
    • 60 Critic Score
    You'll get your dozen hours of fun out of Bookworm Adventures, but you'll want to go back to "Bookworm" for more serious wordplay. [Mar 2007, p.70]
    • Computer Games Magazine
    • 68 Metascore
    • 60 Critic Score
    For casual adventure fans, it's a decent alternative to some of the more graphic murder-mystery games, such as last year's superior "Still Life". [Sept. 2006, p.76]
    • Computer Games Magazine
    • 59 Metascore
    • 60 Critic Score
    The action is still highly distinctive fun, though, and for those in search of a challenge, Aquanox 2 definitely comes through. [Jan 2004, p.85]
    • Computer Games Magazine
    • 64 Metascore
    • 60 Critic Score
    A solidly entertaining stealth game, but its emphasis on puzzle-like level design, and an unforgiving difficulty level makes it as frustrating as it is entertaining. [June 2003, p.82]
    • Computer Games Magazine
    • 74 Metascore
    • 60 Critic Score
    The series still sims seasons faster than any other game out there, making it a quick and entertaining play for wannabe Billy Beans. [Aug 2005, p.79]
    • Computer Games Magazine
    • 74 Metascore
    • 60 Critic Score
    Forget technology trees - this game has a technology forest that spans 17 pages. [Sept 2002, p.85]
    • Computer Games Magazine
    • 78 Metascore
    • 60 Critic Score
    While Earth 2150 clearly takes its inspiration from the best of the RTS breed, it fails to establish any identity that is clearly its own.
    • 81 Metascore
    • 60 Critic Score
    It tries almost nothing new. It's like a K-Tel greatest hits album. Yeah, sure, you've heard these songs a million times, but they're all good and it's nice to have them in one place.
    • 75 Metascore
    • 60 Critic Score
    If you played the original, expect more of the same real-time tactical gameplay with a few new units to use along wthe way. [Sept 2004, p.75]
    • Computer Games Magazine
    • 82 Metascore
    • 60 Critic Score
    All that appeal is present in Legend, but it's attached to only half of a brilliant game. And in the end, half of a new Lara Croft game adventure turns out to be better than none at all. [July 2006, p.55]
    • Computer Games Magazine
    • 68 Metascore
    • 60 Critic Score
    The armored Task Force engine is one of the most complete, and completely baffling, systems in modern computer wargaming[sic]. [Dec p.63]
    • Computer Games Magazine
    • 73 Metascore
    • 60 Critic Score
    There aren't many gameplay variations, but it's a nice, colorful diversion. [Feb. 2007, p.74]
    • Computer Games Magazine
    • 90 Metascore
    • 60 Critic Score
    It's a brilliant toy but also a jumbled mishmash of original ideas and mundane gameplay that fails to deliver a cohesive single- or multiplayer experience.
    • tbd Metascore
    • 60 Critic Score
    Unlike most of the dregs of the genre, however, School Tycoon keeps its tongue planted firmly in cheek, and presents a slightly bizarre and weird little world for your gaming enjoyment. [May 2004, p.63]
    • Computer Games Magazine
    • 63 Metascore
    • 60 Critic Score
    The game oozes style, with high quality sound and nifty visuals that make it a simple matter to know at any time what weapon you've picked up, what your current ranking is, and which players are nearby.
    • tbd Metascore
    • 60 Critic Score
    Advanced Naval Warfare is not for rookies reared on rollover tooltips, but even seasoned salts will require a bit of time to get reacquainted. It's still an impressive and compelling game; it's just badly in need of modernization. [Oct. 2006, p.71]
    • Computer Games Magazine
    • 69 Metascore
    • 60 Critic Score
    Taken purely as a game, Getting Up works. But whoa, its message is a mess. [May 2006, p.49]
    • Computer Games Magazine
    • 73 Metascore
    • 60 Critic Score
    If you are entertained by style alone, this game may be right up your alley. If you also want truly challenging puzzles and combat that rewards creativity, however, you may be a bit disappointed.
    • 89 Metascore
    • 60 Critic Score
    It's overcooked and to slick, through redeemed by the sheer quantity of stuff you can do. [Dec p.90]
    • Computer Games Magazine
    • 63 Metascore
    • 60 Critic Score
    A game that solidly hits its clone-ish objectives but seldom elevates itself to anything more than a fun-and-frantic, click-y time killer. [Feb 2006, p.65]
    • Computer Games Magazine
    • 81 Metascore
    • 60 Critic Score
    It's just not particularly inspired. It's also amazing how much licensed cars are missed. [Oct 2003, p.85]
    • Computer Games Magazine
    • 87 Metascore
    • 60 Critic Score
    The second game in this box, the multiplayer Splinter Cell, is as bold as the single-player is mediocre. [July 2004, p.60]
    • Computer Games Magazine
    • 78 Metascore
    • 60 Critic Score
    There are few games with such radical swings from "amazing" to "sadistic." [Jan 2004, p.64]
    • Computer Games Magazine
    • 73 Metascore
    • 60 Critic Score
    Short but endearing. [Sept 2005, p.57]
    • Computer Games Magazine
    • 69 Metascore
    • 60 Critic Score
    Like far too many other sequels, the game doesn't live up to the expectations its predecessor set forth. Though it is well produced and solid, most adventure veterans will probably find themselves wishing for a little more "Circle [of Blood]" rather than such a straightforward Sword.
    • 74 Metascore
    • 60 Critic Score
    The limited campaign, awkward interface, and other niggling issues result in a gme that even sim fanatics will have to work to like. [Nov 2005, p.71]
    • Computer Games Magazine
    • 56 Metascore
    • 60 Critic Score
    Spartan's 3D battles look great, and the freer camera control give you a new perspective on hoplite warfare. [Sept 2004, p.74]
    • Computer Games Magazine
    • 72 Metascore
    • 60 Critic Score
    While most games have you fighting zombies, this one puts you squarely in the rotting feet of one Edward Stubblefield, who one day finds himself slightly undead. [Mar 2006, p.53]
    • Computer Games Magazine
    • 62 Metascore
    • 60 Critic Score
    The problems [including the lack of an intermission save feature] are a shame, because they tend to overshadow what is really a very good game.
    • 78 Metascore
    • 60 Critic Score
    For longtime fans of the series there simply isn't enough new stuff to get excited about, however, and for every improvement there are missing features and lingering problems that drag the game down.
    • 77 Metascore
    • 60 Critic Score
    The potential is there for something much greater. The magic just doesn't quite happen. [Oct 2004, p.86]
    • Computer Games Magazine
    • 69 Metascore
    • 60 Critic Score
    Since this is largely a pure math game, the AI can be brutal. [June 2005, p.56]
    • Computer Games Magazine
    • 75 Metascore
    • 60 Critic Score
    Super Princess Peach...an unremarkable platformer that plays like an introduction to the genre. [Jun 2006, p.91]
    • Computer Games Magazine
    • 67 Metascore
    • 60 Critic Score
    Superb visuals still impress despite their age. [Jan 2003, p.73]
    • Computer Games Magazine
    • 45 Metascore
    • 60 Critic Score
    Even though the Steve Saleen Styling Studio is a disappointment, there's enough entertaining racing to make a few nights fly by.
    • 66 Metascore
    • 60 Critic Score
    However, the puzzles are downright asinine, suffering from illogical design and poor execution. [Mar 2007, p.72]
    • Computer Games Magazine
    • 73 Metascore
    • 60 Critic Score
    It's best suited for those who are already familiar with "Warhammer", as there is a lot here to make a diehard grin from ear to ear. [Feb. 2007, p.60]
    • Computer Games Magazine
    • 82 Metascore
    • 60 Critic Score
    Patches are in the works (one was available shortly after the game shipped), and fans are already modding the game to make the Dynasty mode actually work. [July 2004, p.63]
    • Computer Games Magazine
    • 54 Metascore
    • 60 Critic Score
    The armored Task Force engine is one of the most complete, and completely baffling, systems in modern computer wargaming[sic]. [Dec p.63]
    • Computer Games Magazine
    • 63 Metascore
    • 60 Critic Score
    You’re not likely to be that disappointed with Traitors Gate, but then again the entire experience isn’t likely to become something you’ll cherish, either.
    • 54 Metascore
    • 60 Critic Score
    An amazing bargain, particularly if you like the idea of exploring a dynamic universe and don't mind filling in a few gaps with imagination while you live the Captain Kirk fantasy. [July 2004, p.67]
    • Computer Games Magazine
    • 62 Metascore
    • 60 Critic Score
    Odama may not be much of a pinball game, but it's certainly a choice metaphor. [July 2006, p.86]
    • Computer Games Magazine

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