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
    • 78 Metascore
    • 50 Critic Score
    MVP Baseball 2003 is a superlative pitching interface in search of a better showcase. [July 2003, p.75]
    • Computer Games Magazine
    • 74 Metascore
    • 70 Critic Score
    Even though it's a sequel, or maybe because it's a sequel, there's really nothing new here. Start with a ship of goods, three hours later you have a thriving sixteenth century metropolis crawling with busy citizens. [June 2003, p.86]
    • Computer Games Magazine
    • 76 Metascore
    • 80 Critic Score
    A dark, thrilling, and ultimately satisfying wargame, so long as you don't think too hard about the carnage and terror that accompanied the real-world event. [July 2003, p.76]
    • Computer Games Magazine
    • 31 Metascore
    • 20 Critic Score
    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
    • 83 Metascore
    • 70 Critic Score
    With solid netcode, short sharp snappy rounds, and game modes that focus the action without limiting it, this is punishing lethal gunplay at its best. [June 2003, p.75]
    • Computer Games Magazine
    • 74 Metascore
    • 70 Critic Score
    It's a visually sumptuous treat, with incredibly graphic design and tons of interesting details tucked into every corner. [July 2003, p.73]
    • Computer Games Magazine
    • 32 Metascore
    • 20 Critic Score
    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
    • 51 Metascore
    • 40 Critic Score
    Making a short game is less of a sin than padding one with endless combats of attrition. [Nov 2003, p.98]
    • Computer Games Magazine
    • 78 Metascore
    • 70 Critic Score
    An innovative game that veterans will find to be a refreshing and challenging change of pace. [July 2003, p.82]
    • Computer Games Magazine
    • 71 Metascore
    • 80 Critic Score
    Enclave isn't a clever game, nor is it an ambitious one... If your looking for a quality fantasy beat-em-up with more brawn and beauty than brains, it's a winning choice. [May 2003, p.81]
    • Computer Games Magazine
    • 72 Metascore
    • 60 Critic Score
    Considering the thin gameplay and locked content, it shouldn't be any surprise that Operation Genesis is a console port. [June 2003, p.81]
    • Computer Games Magazine
    • 68 Metascore
    • 80 Critic Score
    An intense and unrelenting stealth shooter, and it treats its subject matter with respect. [July 2003, p.85]
    • Computer Games Magazine
    • 70 Metascore
    • 50 Critic Score
    If you want to run a franchise and delve into all of the other options that the game offers, the horrid interface combined with the franchise mode shortcomings make it impossible to recommend. [June 2003, p.86]
    • Computer Games Magazine
    • 85 Metascore
    • 90 Critic Score
    An accessible, action-packed outer space role-playing game with plenty of personality and a marvelous online component. [May 2003, p.74]
    • Computer Games Magazine
    • 72 Metascore
    • 60 Critic Score
    The Gladiators means well, but in the end, it exists only as chewing gum for the eyes and should be factored into any gaming budget or scheduled accordingly. [May 2003, p.80]
    • 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
    • 86 Metascore
    • 90 Critic Score
    The new pilots are smarter, making for more challenging - and more convincing - air combat. [June 2003, p.76]
    • Computer Games Magazine
    • 84 Metascore
    • 80 Critic Score
    Remains the best game on the market for simulating fictional leagues and playing in a multiplayer league with friends, but after five versions, it's time to focus more on fixing what's broken rather than adding more features. [July 2003, p.86]
    • Computer Games Magazine
    • 57 Metascore
    • 40 Critic Score
    The developers have hand-placed absolutely everything, robbing the whole game of any sense of exploration or freedom. [June 2003, p.85]
    • Computer Games Magazine
    • 58 Metascore
    • 50 Critic Score
    The additions are more serviceable than inspiring. [June 2003, p.87]
    • Computer Games Magazine
    • 64 Metascore
    • 40 Critic Score
    As you spend more time with the game, you realize that much of it is out of your control, thanks to the most annoying and unpredictable AI since HAL 9000. [May 2003, p.76]
    • Computer Games Magazine
    • 91 Metascore
    • 90 Critic Score
    Once it gets started, the tension on each level is practically unbearable, and the final room of the final level provides the perfect ending to a game that sneaks up on you and never lets go. [Apr 2003, p.72]
    • Computer Games Magazine
    • 19 Metascore
    • 10 Critic Score
    A nightmarish collection of bad ideas, bottom barrel production values, and exists only to steal $19.99 from the pockets of passionate Civil War fans that deserve better. [July 2003, p.86]
    • Computer Games Magazine
    • 79 Metascore
    • 70 Critic Score
    It's a beautiful, creative tale told in the desert of originality, a startling flower in a wasteland of murder-and-loot online games. [July 2003, p.71]
    • Computer Games Magazine
    • 64 Metascore
    • 40 Critic Score
    The result is four cool-looking monsters running through poorly rendered cities that blow up blandly, and arcade thrills nowhere near the level achieved by equally mindless arcade coin-ops 20 years ago. [May 2003, p.85]
    • Computer Games Magazine
    • 89 Metascore
    • 90 Critic Score
    But be warned, this isn't a beer and greasy snack-style arcade racing game - this is the real deal, as intense, deep, and accurate a simulation as exists on your computer. [May 2003, p.78]
    • Computer Games Magazine
    • 83 Metascore
    • 100 Critic Score
    One of the deepest and most addictive racing experiences availalbe for any platform. [May 2003, p.84]
    • Computer Games Magazine
    • 84 Metascore
    • 70 Critic Score
    It's a big dumb completely over-the-top cartoon, the game equivalent of "Red Dawn." Shut off your brain and enjoy the explosive ride. [May 2003, p.70]
    • 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
    • 84 Metascore
    • 80 Critic Score
    The stars of the show here are clearly the new maps. It's as if the team at Digital Illusions discovered exactly what everyone like about the game and created new battlefields made to directly stimulate the adrenal gland of its players. [May 2003, p.73]
    • Computer Games Magazine

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