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
    • tbd Metascore
    • 70 Critic Score
    There is very little luck involved, lots of direct conflict, lots of room for both tactical brilliance and strategic planning, and a much more complex rule-set relative to popular American games. [Apr 2006, p.61]
    • Computer Games Magazine
    • 79 Metascore
    • 90 Critic Score
    Who would have guessed that some of the most seasoned real-time strategy veterans on the planet would take one of the most well-worn licenses in gaming and turn it into one of the most inventive game in years? [May 2006, p.45]
    • Computer Games Magazine
    • 44 Metascore
    • 30 Critic Score
    Flaws like this keep State of Emergency 2 from being anything more than a straightforward third-person shooting gallery. [Jun 2006, p.92]
    • Computer Games Magazine
    • 80 Metascore
    • 80 Critic Score
    "Advance Wars" is well and good, but this is a more mature, varied, and sophisticated strategy game, arguably as deep as you'll see on a handheld. [Apr 2006, p.93]
    • 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
    • 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
    • 77 Metascore
    • 70 Critic Score
    The combat is frequently challenging, especially by the time you get to the second disk, and it certainly sets the game apart from the party-based monotony found in most games of the genre. [Apr 2006, p.90]
    • 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
    • 46 Metascore
    • 20 Critic Score
    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
    • 68 Metascore
    • 40 Critic Score
    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
    • 71 Metascore
    • 70 Critic Score
    Normally, mining the license library to populate new hardware is a move that smacks of laziness and creative bankruptcy. In this case, Capcom seems to be on to something. [May 2006, p.91]
    • Computer Games Magazine
    • 81 Metascore
    • 80 Critic Score
    Instead, it offers some of the best old-school 2D platforming this side of Mario's jump to 3D. [Jun 2006, p.91]
    • Computer Games Magazine
    • 75 Metascore
    • 100 Critic Score
    And it's another clever import from Japan that will remind you why you're not done with your Gamecube just yet. Last generation talent will always trump next-gen technology. [May 2006, p.90]
    • Computer Games Magazine
    • 69 Metascore
    • 70 Critic Score
    Over the course of seven games and three acronoyms, the Tony Hawk series has inexorably morphed into the Hot Topic of the videogame universe, a game that glitzily packages and commodifies the skater subculture it glorifies. [May 2006, p.54]
    • Computer Games Magazine
    • 84 Metascore
    • 70 Critic Score
    There's an odd balance of atypical race cars and super accessible gameplay in GT Legends, but it's a successful one. [Jun 2006, p.67]
    • Computer Games Magazine
    • 66 Metascore
    • 30 Critic Score
    If golf was indeed dull, as many non-fans wrongly suspect, True Swing Golf would be the perfect golf game. [Apr 2006, p.90]
    • Computer Games Magazine
    • 76 Metascore
    • 40 Critic Score
    The only addition is Online Everywhere, which lets you check out the live ESPN ticker while still in the game, and it's hardly essential. [Apr 2006, p.93]
    • Computer Games Magazine
    • 75 Metascore
    • 40 Critic Score
    The only addition is Online Everywhere, which lets you check out the live ESPN ticker while still in the game, and it's hardly essential. [Apr 2006, p.93]
    • Computer Games Magazine
    • 39 Metascore
    • 30 Critic Score
    As a third-person action game, 25 to life is kind of a "Max Payne in the Hood," only without the quality gameplay. [Apr 2006, p.62]
    • Computer Games Magazine
    • 77 Metascore
    • 90 Critic Score
    This is the best and most spirited of the Ape Escapes, which is faint praise if you're only familiar with the recent half-assed PSP version. [Apr 2006, p.91]
    • Computer Games Magazine
    • 71 Metascore
    • 70 Critic Score
    Even after five years, it still hurts so good. [May 2006, p.56]
    • Computer Games Magazine
    • 69 Metascore
    • 70 Critic Score
    While Wild Arms 4 isn't as wonderfully radical....it still makes returning to the weary world of Filgaia for the fith time far more enervating than it has any right to be. [Apr 2006, p.93]
    • Computer Games Magazine
    • 71 Metascore
    • 60 Critic Score
    What you see--or more specifically, what you hear--is exactly what you get. [Apr 2006, p.91]
    • Computer Games Magazine
    • 80 Metascore
    • 60 Critic Score
    It doesn't take much to turn a potentially brilliant text-based sports simulation into an average one. [May 2006, p.55]
    • Computer Games Magazine
    • 85 Metascore
    • 70 Critic Score
    Where the actual game experience falls short, the online community experience impresses. [Apr 2006, p.89]
    • Computer Games Magazine
    • 59 Metascore
    • 70 Critic Score
    This is essentially a professional quality modification to “Blitzkrieg”, handled by another Russian developer with ties to original producers Nival Interactive. [Mar 2006, p.61]
    • Computer Games Magazine
    • 59 Metascore
    • 30 Critic Score
    Ironically, the real sorrow of Seven Sorrows is how laughably, arrogantly short it is: two players can easily finish the entire campaign on the hardest setting in a night. [Mar 2006, p.91]
    • Computer Games Magazine
    • 61 Metascore
    • 30 Critic Score
    Ironically, the real sorrow of Seven Sorrows is how laughably, arrogantly short it is: two players can easily finish the entire campaign on the hardest setting in a night. [Mar 2006, p.91]
    • Computer Games Magazine
    • 65 Metascore
    • 40 Critic Score
    The PSP version is similarly structured as a set of constrictive quests through three areas that are tied together by a contrived collecting game in which you gather coins, here called “secrets”. [Mar 2006, p.88]
    • Computer Games Magazine
    • 64 Metascore
    • 60 Critic Score
    It’s all in the cards. Play the campaign to earn them and then use them to build your decks. [Mar 2006, p.91]
    • Computer Games Magazine

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