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
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- Critic Score
The most distinctive characteristic of Starship Troopers' gameplay is its immersive quality... In Starship Troopers you feel like a member of the squad. You're not actually in the action yourself (ala Quake) but you'll feel connected to the team.- Computer Games Magazine
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An intense and unrelenting stealth shooter, and it treats its subject matter with respect. [July 2003, p.85]- Computer Games Magazine
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It's a benchmark for finely tuned balance, interface, and polish. It has nearly all the little features we cry out for in these types of games but never overwhelms or frustrates.- Computer Games Magazine
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For those tired of frantic building in fantasy worlds, Sudden Strike 2 serves up something pleasantly different and satisfying. [Jan 2003, p.82]- Computer Games Magazine
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This design alley is a dead end. [Jan 2004, p.80]- Computer Games Magazine
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If you got a Nintendo DS, there are just too many better way to, ahem, feel the magic. [May 2006, p.91]- Computer Games Magazine
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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
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Mobile forces is vanilla near-future sci-fi, and this non-descript, and non-story sensibility hurts the game a bit. [Nov 2002, p.83]- Computer Games Magazine
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A perfect example of trying too much an doing nothing in a particularly standout way. [Sept 2004, p.63]- Computer Games Magazine
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Forensics is inherently intriguing, and hardcore fans of the show will most likely find the game worth a look unless graphics matter to them in any way, shape, or form. [Oct. 2006, p.74]- Computer Games Magazine
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Even a decent team play mode can't overcome the pervsive sense of blandness that accompanies the tired 1996-era mechanics and style-free visuals. [Jan 2003, p.79]- Computer Games Magazine
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That it comes up short isn't too much of a shock; if anything, the fact it holds up as well as it does is perhaps the bigger surprise. [Feb 2004, p.68]- Computer Games Magazine
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It's not bad, but some straightforward tweaks and adjustments could have resulted in a much better game. [Feb 2006, p.60]- Computer Games Magazine
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Has some lovely visuals but in the end is so passionless and denuded, it makes you feel dumb for having looked forward to it. [Feb 2004, p.54]- Computer Games Magazine
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The weapons are uninspired, as are the levels, and the enemies are just barely smart enough to move toward you and attack. [Sept 2005, p.49]- Computer Games Magazine
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The best modern military tactical shooter available right now. [July 2005, p.49]- Computer Games Magazine
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Unfortunately, getting there is a dull journey full of leaden exposition, mouse hovering and clicking, and inventory manipulation. [July 2006, p.67]- Computer Games Magazine
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The story has strength and depth, but the game structure is rather clumsy for storytelling purposes.- Computer Games Magazine
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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.- Computer Games Magazine
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Unfortunately, you need human players to get away from the awful AI. [March 2005, p.88]- Computer Games Magazine
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The games biggest draw has got to be Artistic Director Jacques Simian's fabulously atmospheric world. The other characters (and there aren't nearly enough of them) are gorgeously 3D rendered right down to the last bloody facial capillary.- Computer Games Magazine
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Truly makes gamers feel as if they're controlling a lost episode. [July 2004, p.7]- Computer Games Magazine
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- Computer Games Magazine
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Everything about BloodRayne 2 - save some of the snazzy 3D effects - screams "1998." [Nov 2005, p.72]- Computer Games Magazine
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The design throughout is superb, a model of how to drag the player through the game without making it feel like, well, like it's dragging players through the game. [Sept 2004, p.74]- Computer Games Magazine
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As an urban sandbox, Tycoon City: New York is passable. As a strategy game, it's the dumbest deal since that urban legend about the Indians selling Manhattan to the Dutch. [July 2006, p.61]- Computer Games Magazine
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A retread suitable only for hardcore Tom Clancy completists.- Computer Games Magazine
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Superb visuals still impress despite their age. [Jan 2003, p.73]- Computer Games Magazine
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Its mix of classic adventure-style gameplay, intriguing storyline, logical puzzles and just a touch of action make it a topnotch choice for fans of thought-inducing gameplay.- Computer Games Magazine
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You end up with 350 mildly humorous questions that play out like pure cheese. You know what, though? It hasn't lost its age-old charm, and is still surprisingly fun, alone or with a football team huddled around the monitor. [June 2004, p.81]- Computer Games Magazine