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
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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Street Supremacy's visuals are as drab as the gameplay, and they are further marred by technical glitches. [Jun 2006, p.93]- Computer Games Magazine
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Whatever you call it, it's guilty of one thing: not being funny. In fact, it's offensively unfunny. [Dec. 2006, p.70]- Computer Games Magazine
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Amped 3 aims to keep you distracted by constantly nickel-and-diming you with a hundred mini-challenges, each with its own pointless reward, spread across a dozen mountainsides. [Feb 2006, p.87]- Computer Games Magazine
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Crime Stories is merely tragic, a paranormal murder mystery whose downfall is its over-enthusiam. [Oct. 2006, p.72]- Computer Games Magazine
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In lieu of interesting situations, tactics, thrills, or simple variety, Starship Troopers coughs up a big greasy hairball of run-right-at-you enemies that never stop coming. [Mar 2006, p.55]- Computer Games Magazine
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Not even the most jaded gamers are this desperate. [Jan. 2007, p.71]- Computer Games Magazine
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After two moderately interesting "Soul Reaver" sequels, the "Legacy of Kain" series ahs finally been stripped of any worthwhile gameplay, storyline, or atmosphere, leaving only a classic example of a dull, unimaginative, soulless game design... Please someone put a stake in the series, because it's done. [Sept 2002, p.80]- Computer Games Magazine
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- Computer Games Magazine
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- Computer Games Magazine
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Completely without substance and fails to match even the primordial games from the DOS era.- Computer Games Magazine
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The whole thing is an embarrassing reminder that there are still plenty of people making, publishing, and buying games who have a lot of growing up to do. [July 2006, p.93]- Computer Games Magazine
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Dated gameplay, wonky controls, and more bugs than an orc's loincloth. [Aug 2005, p.78]- Computer Games Magazine
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Imagine a murky graphics engine that blurs as it moves, is way too dark and missing a gamma setting, and gets frequently swallowed up by flashy spell effects.- Computer Games Magazine
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Carl "Kung Fu Fighting" Williams would be happy about the addition of kung fu combo attacks (to the hack-and-slash formula), but everyone else will be bored silly by mindless repetition and deeply flawed design. [Apr 2004, p.73]- Computer Games Magazine
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Imagine a WWII tank game with lots of pyrotechnics and hearty sound, with fancy graphics of destroyable terrain and tens of friendly and enemy tanks blasting away at one another. This isn't that game. [May 2006, p.51]- Computer Games Magazine
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There's virtually no effort made to adapt the controls to a PC, so make sure you've got a gamepad handy. Although the far better alternative is to just have a better game handy. [Oct. 2006, p.75]- Computer Games Magazine
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But this isn't so much a racing game as a slapdash splash of smeared color that never quite captures the feeling of hurtling down a track. [Jun 2006, p.92]- Computer Games Magazine
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A dry exercise in bald number twiddling. What's worse is that it's hardly any different from the first Interstellar Trader. [July 2003, p.81]- Computer Games Magazine
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It's terrible...This is just the sort of game that gives movie license titles a bad name. [Nov 2004, p.87]- Computer Games Magazine
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The mess of a control scheme, stilted animation, and poor transitions obviously shows that Daydream Software must have been daydreaming when it decided to leap into the world of 3D. [Feb 2004, p.85]- Computer Games Magazine
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Problems with artificial intelligence cause foes to run in one place, refuse to shoot you at point-blank range, and opt out of taking cover. [July 2003, p.86]- Computer Games Magazine
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Jazz and Faust is hard-pressed to make your pet bulldog sit up and take notice, despite the rump roast you cleverly glued to the screen. [Sept 2002, p.79]- Computer Games Magazine
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Said crimes are only marginally more heinous than this bug-ridden, empty, lifeless, un-engaging, shoddily designed excuse for an adventure game. [July 2004, p.69]- Computer Games Magazine
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At best, it's a half-baked cell shading demo with a few curt lessons from the master swordfighter Miyamoto Musashi ostentatiously interjected in between mind-numbingly dull "action" and "adventure" stages. [Oct 2002, p.77]- Computer Games Magazine
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The gameplay is bad, the "adventuring" is boring, the magnificent Dune story is condensed into something dull and lifeless, but it looks pretty enough, if only when showing the massive and frightening giant worms.- Computer Games Magazine
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If you're feeling generous, it might also be called "Halo Done Wrong." [May 2004, p.61]- Computer Games Magazine