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
    • 58 Metascore
    • 50 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
    • 84 Metascore
    • 50 Critic Score
    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
    • 72 Metascore
    • 50 Critic Score
    Boredom becomes a factor partly because of a limited number of combinations with which to experiment. [Apr 2003, p.78]
    • Computer Games Magazine
    • 70 Metascore
    • 80 Critic Score
    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
    • 65 Metascore
    • 70 Critic Score
    It's incredibly good-looking and very LEGO-esque, and that's always a good thing. [May 2003, p.87]
    • Computer Games Magazine
    • 71 Metascore
    • 80 Critic Score
    It has terrific graphics, better sound and music (the LEGO songs are great), and surprisingly entertaining gameplay. [May 2003, p.87]
    • Computer Games Magazine
    • 81 Metascore
    • 90 Critic Score
    It offers all the epic space opera milieu of a game like Master of Orion but none of the micromanagement.
    • 79 Metascore
    • 80 Critic Score
    Easily the most polished, intelligent and satisfying wargame since "Combat Mission." [Sept 2002, p.78]
    • Computer Games Magazine
    • 71 Metascore
    • 50 Critic Score
    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
    • 85 Metascore
    • 90 Critic Score
    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
    • 70 Metascore
    • 60 Critic Score
    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
    • 49 Metascore
    • 30 Critic Score
    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
    • 59 Metascore
    • 40 Critic Score
    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
    • 83 Metascore
    • 80 Critic Score
    Has something for everyone who has a joystick connected to his computer. [Mar 2003, p.83]
    • Computer Games Magazine
    • 72 Metascore
    • 40 Critic Score
    An ambitious mess, a noble mess, certainly a well-intentioned mess, but ultimately a mess nontheless. [Mar 2003, p.78]
    • Computer Games Magazine
    • 71 Metascore
    • 30 Critic Score
    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
    • 49 Metascore
    • 30 Critic Score
    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
    • 60 Metascore
    • 40 Critic Score
    Really just a glorified scenario collector. [Mar 2003, p.85]
    • Computer Games Magazine
    • 82 Metascore
    • 60 Critic Score
    A technically excellent, but ultimately shallow and mechanical, experience. [Mar 2003, p.77]
    • Computer Games Magazine
    • 49 Metascore
    • 30 Critic Score
    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
    • 61 Metascore
    • 50 Critic Score
    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
    • 82 Metascore
    • 70 Critic Score
    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
    • 66 Metascore
    • 80 Critic Score
    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
    • 80 Metascore
    • 60 Critic Score
    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
    • 80 Metascore
    • 50 Critic Score
    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
    • 75 Metascore
    • 60 Critic Score
    Gives you so many intriguing possibilities, it's fairly engaging even when no fighting's going on. [Mar 2003, p.79]
    • Computer Games Magazine
    • 74 Metascore
    • 30 Critic Score
    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
    • 61 Metascore
    • 20 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
    • 77 Metascore
    • 70 Critic Score
    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
    • 66 Metascore
    • 40 Critic Score
    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

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