GMR Magazine's Scores

  • Games
For 924 reviews, this publication has graded:
  • 37% higher than the average critic
  • 5% same as the average critic
  • 58% lower than the average critic
On average, this publication grades 2.1 points lower than other critics. (0-100 point scale)
Average Game review score: 71
Highest review score: 100 Grand Theft Auto: Vice City
Lowest review score: 0 Ping Pals
Score distribution:
  1. Negative: 82 out of 924
924 game reviews
    • 93 Metascore
    • 100 Critic Score
    Not only the best 3D fighter of all time, it will make you a better fighting-game player. [Sept 2003, p.66]
    • GMR Magazine
    • 91 Metascore
    • 100 Critic Score
    Culminates in one of the greatest ending sequences in gaming and what's probably the most impressive display of the PlayStation 2's untapped graphical abilities.
    • 95 Metascore
    • 100 Critic Score
    Core gameplay is unchanged, but the graphics get a complete overhaul - which makes GT3 the best-playing/looking sim on the market. [Feb 2003, p.92]
    • GMR Magazine
    • 96 Metascore
    • 100 Critic Score
    It's a game that somehow manages to simultaneously fulfill all expectations yet finish with the player unsatisfied and craving for more. [Feb 2005, p.92]
    • GMR Magazine
    • 93 Metascore
    • 100 Critic Score
    A modern-day masterpiece that will be talked about for years to come.
    • 95 Metascore
    • 100 Critic Score
    There's something indescribably cool about cruising Vice City's beach strip while rocking to "Billie Jean." [Feb 2003, p.92]
    • GMR Magazine
    • 95 Metascore
    • 100 Critic Score
    The rare occasion when the sequel to a classic goes above and beyond its predecessor. Can't wait for III. [Feb 2003, p.94]
    • GMR Magazine
    • 90 Metascore
    • 100 Critic Score
    Highly conceptual "god-game" that has you ruling over mortals with a little help from a giant cow-monster. [Feb 2003, p.94]
    • GMR Magazine
    • 92 Metascore
    • 100 Critic Score
    It's impossible to categorize EA's addictive superblockbuster life simulator, just like it's impossible to stop playing it. [Feb 2003, p.94]
    • GMR Magazine
    • 94 Metascore
    • 100 Critic Score
    Open-ended and uproariously funny. [Sept 2003, p.67]
    • GMR Magazine
    • 94 Metascore
    • 100 Critic Score
    The depth of this game is staggering. [Feb 2003, p.93]
    • GMR Magazine
    • 90 Metascore
    • 100 Critic Score
    Never before has a console game offered the flexibility of a PC-strength level editor with the ability to swap and trade freely with a natino of virtual skaters. [Dec 2003, p.65]
    • 90 Metascore
    • 100 Critic Score
    So much more involving, more expansive, and just plain more, more that that you might need to buy a new PC so you can play it alongside Mommy. [Dec 2004, p.120]
    • GMR Magazine
    • 91 Metascore
    • 100 Critic Score
    The controls are flawless, the weapons are diverse, and the production values are some of the highest in the industry. [Dec 2004, p.106]
    • 94 Metascore
    • 100 Critic Score
    It wasn't quite the "Chrono Trigger" sequel most people expected, but it's a magnificent game by its own right. [Feb 2003, p.97]
    • GMR Magazine
    • 94 Metascore
    • 100 Critic Score
    The crystals return to the series, along with a four-member party, blue magic, and black mages. [Feb 2003, p.97]
    • GMR Magazine
    • 93 Metascore
    • 100 Critic Score
    The second lap was even better than the first. [Feb 2003, p.97]
    • GMR Magazine
    • 94 Metascore
    • 100 Critic Score
    A cinematic classic. [Feb 2003, p.97]
    • GMR Magazine
    • 96 Metascore
    • 100 Critic Score
    An amazing conversion, given the difference between the arcade and PlayStation hardware at the time. Set the standard for bonuses. [Feb 2003, p.97]
    • GMR Magazine
    • 98 Metascore
    • 100 Critic Score
    The best installment of the series in terms of control, music, and course design. [Feb 2003, p.97]
    • GMR Magazine
    • 87 Metascore
    • 100 Critic Score
    One of the best reasons to own a Game Boy Advance. [Feb 2003, p.97]
    • GMR Magazine
    • 96 Metascore
    • 100 Critic Score
    GTA's go-anywhere, do-anything gameplay design is something that truly shouldn't be missed by any gamer. The GTA Double Pack is a must-have for any console gamer.
    • 97 Metascore
    • 100 Critic Score
    The definitive reason to own an Xbox. [Feb 2003, p.95]
    • GMR Magazine
    • 94 Metascore
    • 100 Critic Score
    The battle system rocks. Not quite real-time, not quite turn-based, but somewhere in-between, KOTOR's battle engine offers tremendous depth while being intimately adjustable. [Sept 2003, p.78]
    • GMR Magazine
    • 95 Metascore
    • 100 Critic Score
    The digital surround sound is phenomenal (and the voice-acting peerless), and players with a good A/V system will enjoy hearing enemies approach from all sides due to the sharp positional sound.
    • 97 Metascore
    • 100 Critic Score
    As if they dissected "Super Metroid", added a dimension, and put it back together again with slick graphics. [Feb 2003, p.96]
    • GMR Magazine
    • 87 Metascore
    • 100 Critic Score
    Yeah, we'll say it: Mario Kart: Double Dash is the most fun you'll have with a game this year. And probably next year. And maybe even the year after that.
    • 96 Metascore
    • 100 Critic Score
    Magnificent. It's a terrific, if tardy, showcase for the GameCube, and it's every bit as worthy as the Halos, the GTAs, and the MGSes of this generation. This is a stunning return to form. (Happy Trails, GMR staff!) [Feb 2005]
    • 91 Metascore
    • 90 Critic Score
    Incredible at the time, DOA2 did things the "big boys" hadn't even dreamed of. [Oct 2004, p.122]
    • GMR Magazine
    • 85 Metascore
    • 90 Critic Score
    The massively muliplayer RPG that's so addictive it makes crack look like Sanka. Play this game at your own risk. [Feb 2003, p.94]
    • GMR Magazine