Computer Games Magazine's Scores
- Games
For 1,338 reviews, this publication has graded:
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29% higher than the average critic
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3% same as the average critic
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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: | Command & Conquer | |
|---|---|---|
| Lowest review score: | Drake of the 99 Dragons |
Score distribution:
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Positive: 463 out of 1338
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Mixed: 567 out of 1338
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Negative: 308 out of 1338
1338
game
reviews
- By Date
- By Critic Score
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- Critic Score
There isn't anything painfully awful about Highland Warriors, but there's very little to get overly excited about. [May 2003, p.82]- Computer Games Magazine
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Because the game adheres so much to real-world city-building, it's harder and harder to build the city of your dreams. [Apr 2003, p.76]- Computer Games Magazine
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Boredom becomes a factor partly because of a limited number of combinations with which to experiment. [Apr 2003, p.78]- Computer Games Magazine
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It's a game about nothing... It's a world entirely in the hands of its players, so the possibilities for creativity and expansion are virtually endless. [Apr 2003, p.74]- Computer Games Magazine
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It's incredibly good-looking and very LEGO-esque, and that's always a good thing. [May 2003, p.87]- Computer Games Magazine
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It has terrific graphics, better sound and music (the LEGO songs are great), and surprisingly entertaining gameplay. [May 2003, p.87]- Computer Games Magazine
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It offers all the epic space opera milieu of a game like Master of Orion but none of the micromanagement.- Computer Games Magazine
- Read full review
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- Critic Score
Easily the most polished, intelligent and satisfying wargame since "Combat Mission." [Sept 2002, p.78]- Computer Games Magazine
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An amusing waste of eight hours for adventure game fans, but other than its core gimmick of solving a murder before it happens, it's something we've all seen before. [May 2003, p.86]- Computer Games Magazine
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The mippy-mappy goodness of the new graphics system makes you just shake your head in awe at some of the landscapes and creatures. [Apr 2003, p.71]- Computer Games Magazine
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The whole thing has a "what the hell is going on here?" sensibility that never lets up, even after the game is over. [Feb 2003, p.70]- Computer Games Magazine
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In the end, Shadowflare simply becomes a chore, lacking any depth or flair that might justify the heat energy spent in the mouse clicking. [Mar 2003, p.88]- Computer Games Magazine
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Outside of its swanky opening credit sequence and the appearance of the classic Bond theme throughout, it lacks any sense of style or sophistication. [Feb 2003, p.66]- Computer Games Magazine
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Has something for everyone who has a joystick connected to his computer. [Mar 2003, p.83]- Computer Games Magazine
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An ambitious mess, a noble mess, certainly a well-intentioned mess, but ultimately a mess nontheless. [Mar 2003, p.78]- Computer Games Magazine
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A lame expansion... Towers, cars, and six worlds. These are the sort of additions that belong in a patch. [May 2003, p.79]- Computer Games Magazine
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A good idea gone wrong... A fantastic notion tht deserves much, much better execution than is displayed here. [Mar 2003, p.90]- Computer Games Magazine
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- Computer Games Magazine
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A technically excellent, but ultimately shallow and mechanical, experience. [Mar 2003, p.77]- Computer Games Magazine
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At its core, Archangel is all self-absorbed scenario development, and endless circle-strafe packed to its pimpy neck witih occult imagery and amateurish design. [Mar 2003, p.84]- Computer Games Magazine
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It's move to 3D makes for an attractive, enjoyable, and relatively easy game, at least until everything comes to a screeching halt during the awful boss battles. [Feb 2003, p.79]- Computer Games Magazine
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It will take at least a full game or two (or three) before you have any idea what you are doing, but even before you learn the ropes, Europa 1400: The Guild is strangely addictive. [Apr 2003, p.85]- Computer Games Magazine
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There is a great deal of depth in the game's history for the developers to build on, and a great deal of depth in the skill system for players to explore. [Mar 2003, p.82]- Computer Games Magazine
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For all Robin Hood has going for it, it's constantly undone by one fatal flaw: the game cannot distinguish between challenge and frustration. [Feb 2003, p.78]- Computer Games Magazine
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The game plays as if it's on a cocaine buzz... It's packed with non stop dunks, supersonic fast breaks, and point guards that block three-pointers with relative ease. [Feb 2003, p.84]- Computer Games Magazine
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Gives you so many intriguing possibilities, it's fairly engaging even when no fighting's going on. [Mar 2003, p.79]- Computer Games Magazine
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You can finish the entire single-player game in a single evening, with time left over to take a dinner break, watch an hour or two of television, and then turn in early. Some demos are longer. [Feb 2003, p.75]- Computer Games Magazine
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Considering that the AI seems modeled after a hybrid of suicidal human wave tactics and bumper cars, it's hard to make any sense out of whatever paper/rock/scissors system Zuxxez was trying to create in the name of historical authenticity. [Mar 2003, p.81]- Computer Games Magazine
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But for every warm fuzzy old-school feeling it invokes, there's an annoying old-school counterbalance, including a litany of bugs (some of whihch have been patched) and a tired, predictable plot. [Jan 2003, p.70]- Computer Games Magazine
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Boasts a good selection of showroom-shiny cars and famous tracks, but it lacks options, features controls that border on the unresponsive, and is missing a personality. [May 2003, p.81]- Computer Games Magazine