GMR Magazine's Scores

  • Games
For 920 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 2.6 points lower than other critics. (0-100 point scale)
Average Game review score: 71
Highest review score: 100 The Sims
Lowest review score: 0 Ping Pals
Score distribution:
  1. Negative: 82 out of 920
920 game reviews
    • 79 Metascore
    • 80 Critic Score
    While the repetition of farm life is soothing, the repetition in the human interactions is just annoying...Still, with all the chores, you'll probably spend little time carousing about town, anyhow. [Apr 2004, p.81]
    • 77 Metascore
    • 80 Critic Score
    Taiko: Drum Master's surreal happy-happy smiling drums and their friends are much more charming and should easily win over the hearts of music-loving PS2 gamers across the globe. [Dec 2004, p.132]
    • GMR Magazine
    • 86 Metascore
    • 80 Critic Score
    Seriously, if you haven't finished the first installment of Camelot's sprawling GBA epic, it's likely you'll be baffled, at least initially, by this direct follow-up. [May 2003, p.73]
    • GMR Magazine
    • 79 Metascore
    • 80 Critic Score
    Or you could get them and play them again and again the way you play a favorite album, because your $30 will get you two of the funkiest, most charming grooves you'll ever see in videogame form. [Jan 2004, p.90]
    • GMR Magazine
    • 76 Metascore
    • 80 Critic Score
    Charging $40 for a glorified expansion pack is a bit pricey, but fans will find everything they love about the original and more. [Aug 2004, p.91]
    • GMR Magazine
    • 79 Metascore
    • 80 Critic Score
    Solidly designed, solidly programmed, very pretty, and about as close to "Zelda" as PS2 and Xbox will ever get. This one deserves to be a sleeper hit.
    • 68 Metascore
    • 80 Critic Score
    If there's one complaint, it's the visuals. They're not bad, just more or less the same visuals we've seen since part one. [Aug 2004, p.89]
    • GMR Magazine
    • 75 Metascore
    • 80 Critic Score
    Has the most ambitious plan for post-treadmill play of any MMORPG released to date. [July 2003, p.71]
    • GMR Magazine
    • 81 Metascore
    • 80 Critic Score
    Powered by a solid 3D engine, an innovative control scheme (including user-controlled bullet time), and revolutionary shaky-cam views. [Dec 2003, p.92]
    • 78 Metascore
    • 80 Critic Score
    Enemies number in the hundreds along branching paths of glory. [Feb 2003, p.92]
    • GMR Magazine
    • 83 Metascore
    • 80 Critic Score
    It's a close one, but ESPN bows to "Live 2005" on the final shot. [Dec 2004, p.118]
    • GMR Magazine
    • 85 Metascore
    • 80 Critic Score
    It's fun and impressive, but neither the drama nor the realism will convert anyone who isn't already planning on naming their first-born "Dale." [Nov 2003, p.88]
    • GMR Magazine
    • 76 Metascore
    • 80 Critic Score
    The emulation is solid, delivering sound and gameplay that's up to par. [Jan 2004, p.86]
    • GMR Magazine
    • 73 Metascore
    • 80 Critic Score
    Another slight issues is that while the world seems fully realized, and the interface is standard Pokemon issue, the game isn't nearly as massive or deep as something like "Ruby." [Apr 2004, p.83]
    • 62 Metascore
    • 80 Critic Score
    This is one of the slickest-looking games on the PS2. [Sept 2004, p.88]
    • GMR Magazine
    • 85 Metascore
    • 80 Critic Score
    When the amazing, talented artists from Square join forces with the amazing, talented artists from Disney, good things happen. [Feb 2003, p.92]
    • GMR Magazine
    • 84 Metascore
    • 80 Critic Score
    While the stealth formula has been done to death, Psi-Ops is saved from mediocrity by the sheer versatility of its mind-over-matter approach. [Aug 2004, p.92]
    • GMR Magazine
    • 84 Metascore
    • 80 Critic Score
    Introduces a rather swift prebattle system. It's a welcome addition for "Total War" players who want better control of forces and reinforcements. [Aug 2003, p.75]
    • GMR Magazine
    • 87 Metascore
    • 80 Critic Score
    Enemies and weapons are well balanced, progression through the Mars base is even and steady, and the locations are varied enough to keep things interesting. [Oct 2004, p.100]
    • GMR Magazine
    • 78 Metascore
    • 80 Critic Score
    It's different than any RPG you've played before, and better than most. [Apr 2003, p.62]
    • GMR Magazine
    • 79 Metascore
    • 80 Critic Score
    For those who are just curious, it might not be worth your time, but with teh Amano art gallery, an Easy mode for "FFI," and other improvements, the old school will be pleased. [Mar 2003, p.65]
    • GMR Magazine
    • 77 Metascore
    • 80 Critic Score
    If "Battle Network 2" was a tasty burrito, Battle Network 3 is a tasty burrito stuffed inside a larger, tastier burrito. [June 2003, p.79]
    • GMR Magazine
    • 92 Metascore
    • 80 Critic Score
    The insanity effects are clever [the first time] and the scenery is downright creepy. [Feb 2003, p.96]
    • GMR Magazine
    • 71 Metascore
    • 80 Critic Score
    Like Bob himself, this game holds its water and is, in fact, remarkably fun. [Jan 2004, p.86]
    • GMR Magazine
    • 91 Metascore
    • 80 Critic Score
    If "Harmony" was dinner, then Aria is surely dessert: short, sweet, and to the point. Not bad if you don't mind too much of a good thing. [June 2003, p.76]
    • GMR Magazine
    • 79 Metascore
    • 80 Critic Score
    It's hard to go wrong with giant robots blowing stuff up, but Enix's latest effort goes one step further with a novel control scheme. [Feb 2003, p.93]
    • GMR Magazine
    • 84 Metascore
    • 80 Critic Score
    Two-player co-op is decent fun, and it makes the single-player campaign a lot more manageable and enjoyable, but the real meat of the game is the XBL multiplayer. [July 2003, p.68]
    • 77 Metascore
    • 80 Critic Score
    Gory and twisted in ways only the mature freak can appreciate. [Feb 2003, p.71]
    • GMR Magazine
    • 77 Metascore
    • 80 Critic Score
    With the new modes and new tunes, Extreme feels more robust than other versions of DDR. It's more accessible without neglecting its core audience - fancy footwork to be sure. [Nov 2004, p.118]
    • GMR Magazine
    • 67 Metascore
    • 80 Critic Score
    If there's one complaint, it's the visuals. They're not bad, just more or less the same visuals we've seen since part one. [Aug 2004, p.89]
    • GMR Magazine
    • 85 Metascore
    • 80 Critic Score
    Throw in three difficulty levels and multiplayer support (with either a Multitap or a Network Adaptor) and you've got a lengthy and highly replayable adventure. [Mar 2004, p.86]
    • 84 Metascore
    • 80 Critic Score
    The cohesion between 007's on-foot mission and driving excursions further adds to the cinematic feel, which is Everthing or Nothing's strongest trait. [Apr 2004, p.86]
    • 86 Metascore
    • 80 Critic Score
    An enhanced port of the classic SNES racer with improved graphics and support for 4 players. [Feb 2003, p.97]
    • GMR Magazine
    • 84 Metascore
    • 80 Critic Score
    When you're not blasting baddies, however, it can get pretty dull. Vehicles aren't much fun to drive and, other than a few little challenges, there's not a lot to do. Good thing blowing stuff up in your hijacked tank doesn't get old quickly. [Feb 2005, p.95]
    • GMR Magazine
    • 78 Metascore
    • 80 Critic Score
    It's fun and impressive, but neither the drama nor the realism will convert anyone who isn't already planning on naming their first-born "Dale."
    • 80 Metascore
    • 80 Critic Score
    It's faced paced, full of creative shot making, and chock-full of fun unlockables - there's no denying the addictive power. [Oct 2004, p.98]
    • GMR Magazine
    • 76 Metascore
    • 80 Critic Score
    Like the SAT of videogames, a rapid-fire test of standard videogame skills. From the ability to process onscreen information on the fly to punching the A button like mad, you're drilled on speed, timing, control, stamina, and even intelligence in a couple hundred 5-second games.
    • 83 Metascore
    • 80 Critic Score
    This game looks as good as it can, and the gameplay still offers a few tricks you won't find in your average RPG. [Aug 2004, p.103]
    • GMR Magazine
    • 87 Metascore
    • 80 Critic Score
    The ultrasharp, hi-res character art and fluid animation keep XX at the cutting 2D edge, putting even Capcom's most recent fighters to shame. [Mar 2003, p.66]
    • GMR Magazine
    • 85 Metascore
    • 80 Critic Score
    The worst thing that can be said about Viewtiful Joe 2 is that it's a lot like the first game, and that's a good thing. [Jan 2005, p.123]
    • GMR Magazine
    • 71 Metascore
    • 80 Critic Score
    Like Bob himself, this game holds its water and is, in fact, remarkably fun. [Jan 2004, p.86]
    • GMR Magazine
    • 89 Metascore
    • 80 Critic Score
    Miyamoto got the idea for this quirky strategy game from observing his personal garden. What kind of garden? [Feb 2003, p.96]
    • GMR Magazine
    • 84 Metascore
    • 80 Critic Score
    The real star of NBA Live 2004, however, is the superb visual quality and the newfound ease with which players can call set plays and change defenses. [Dec 2003, p.84]
    • GMR Magazine
    • 85 Metascore
    • 80 Critic Score
    MC II should ship with a free sample of Ritalin. The amount of concentration required to maintain control of your car at such incomprehensibly high speeds almost requires some sort of chemical assistance (just joking kids). [June 2003, p.66]
    • GMR Magazine
    • 93 Metascore
    • 80 Critic Score
    A balanced blend of "Super Mario Kart" and "Mario Kart 64." [Feb 2003, p.97]
    • GMR Magazine
    • 73 Metascore
    • 80 Critic Score
    With a lavish, tropical setting (not a hurricane in sight) against which beautiful characters cavort, a vibrant reggae-themed soundtrack (you can rip your own tracks, too), and a piƱa colada atmosphere, DOAX is a flawed but guilty pleasure. [Feb 2003, p.58]
    • GMR Magazine
    • 79 Metascore
    • 80 Critic Score
    The physics, camera, and controls are great: Everything feels perfect, and there's an awesome sense of speed (helped out by the rock-solid 60 fps). [June 2004, p.81]
    • GMR Magazine
    • 92 Metascore
    • 80 Critic Score
    Boasts a new set of insane gravity-defying and physically impossible stunts, not to mention all-new tracks and characters. [Feb 2003, p.93]
    • GMR Magazine
    • 75 Metascore
    • 80 Critic Score
    There really isn't another game like Shadow of Rome, let alone one of similar quality and polish. [Feb 2005, p.102]
    • GMR Magazine
    • 86 Metascore
    • 80 Critic Score
    If Codies opened up the format and provided more variety in the Championship mode, it would be a king. [May 2003, p.68]
    • GMR Magazine
    • 86 Metascore
    • 80 Critic Score
    DOW isn't a perfect translation of the Warhammer game, nor is it a vastly innovative RTS, but it is a good-looking and fun RTS that should entertain any fan of the genre. [Dec 2004, p.130]
    • GMR Magazine
    • 80 Metascore
    • 80 Critic Score
    Its gameplay and graphics bring a richness to the genre in grand style and with lyrical grace. [Oct 2003, p.74]
    • GMR Magazine
    • 77 Metascore
    • 80 Critic Score
    What's surprising about Outlaw Volleyball is that it plays as well as it looks, like "NBA Jam" on the beach... With its sexual references, tan lines, and gyrating asses, Outlaw Volleyball makes "DOA" looks like McDonald's Playland. [Sept 2003, p.71]
    • GMR Magazine
    • 79 Metascore
    • 80 Critic Score
    The love that went into it shines through, and it's enough to have True Believers shouting "Excelsior!" for weeks to come. [Dec 2004, p.117]
    • GMR Magazine
    • 72 Metascore
    • 80 Critic Score
    Holland has done a brilliant job of focusing on gameplay over realism.
    • 78 Metascore
    • 80 Critic Score
    To be perfectly clear: This is the best 2D fighting game ever made...a 2D fighter fan's dream come true. [Sept 2004, p.95]
    • GMR Magazine
    • 76 Metascore
    • 70 Critic Score
    The levels are repetitive, boxy mazes with nothing interesting in them aside from battles, and the story's for fans only. Still, it's a technically excellent and fun game that begins to wear only through repetition and ease. [Jan 2005, p.84]
    • 65 Metascore
    • 70 Critic Score
    Feels a bit like Michael Bay's Pearl Harbor in that an attempt to make an epic WWII Pacific Theater experience results in a product with brilliant touches mixed with mediocrity.
    • 72 Metascore
    • 70 Critic Score
    But even without the fielder cam, defensive controls are just a tad too sluggish—it's not uncommon to see a player circling around a ball on the ground or to have an outfielder take his sweet time throwing the ball into the infield because of the imprecision.
    • 78 Metascore
    • 70 Critic Score
    Overall, everything feels responsive, scores and stats come out realistically, and the atmosphere just feels right. [May 2004, p.84]
    • GMR Magazine
    • 73 Metascore
    • 70 Critic Score
    The game's presentation is incredible... Unfortunately, the A.I. should have spent more time in basic training. [Feb 2005, p.87]
    • GMR Magazine
    • 80 Metascore
    • 70 Critic Score
    Combat is flashy and loud, marred only by the accent-heavy voiceovers. [Sept 2004, p.88]
    • GMR Magazine
    • 79 Metascore
    • 70 Critic Score
    One of the fastest, most insane combat-racing games ever devised... If the tracks were a little bit less ambitious or the trick system streamlined for human hands, DD would easily be one of the best games of its type. [Aug 2003, p.78]
    • GMR Magazine
    • 78 Metascore
    • 70 Critic Score
    Acclaim made a lot of improvements and did a great job at capturing some of the spirit of baseball, but the actual on-field experience seems a little off. [Apr 2003, p.64]
    • GMR Magazine
    • 71 Metascore
    • 70 Critic Score
    It's a fun, imaginative platformer that, though easily and quickly completed, is another solid first-party GameCube title. [July 2003, p.74]
    • GMR Magazine
    • 75 Metascore
    • 70 Critic Score
    Defensive controls are just a tad too sluggish. [May 2004, p.84]
    • 73 Metascore
    • 70 Critic Score
    While the action runs smoothly, textures and level design are a bit on the simple side, making some of the more ambitious "natural" levels feel a little too grid based. [Apr 2003, p.67]
    • GMR Magazine
    • 83 Metascore
    • 70 Critic Score
    For newbies, this is still a great game, but for veterans of previous iterations, there's no reason to switch. [July 2003, p.75]
    • GMR Magazine
    • 67 Metascore
    • 70 Critic Score
    With its comedic bent and offbeat gameplay, Lupin the 3rd is a blessed alternative to the current wave of "Splinter Cell" clones, and a game that stealth fans and Lupin geeks can dig on equally. [Feb 2004, p.88]
    • 50 Metascore
    • 70 Critic Score
    Ash does a wonderful job of establishing an eerie, dystopian world where Dorothy's evil still slingers. [Mar 2003, p.71]
    • GMR Magazine
    • 68 Metascore
    • 70 Critic Score
    Between its immature "Mature-rated" content (naughty language is prevalent) and rough gameplay, RoadKill narrowly misses excellence.
    • 76 Metascore
    • 70 Critic Score
    Clumsy combat and woeful repetition will try your patience. [Oct 2004, p.118]
    • GMR Magazine
    • 65 Metascore
    • 70 Critic Score
    What would have been the game's ultimate saving grace - infinite human opponents online, courtesy of Xbox Live - isn't available either. [June 2003, p.75]
    • GMR Magazine
    • 71 Metascore
    • 70 Critic Score
    The turn-based combat is fast paced, precise, and brutal—they throw the whole freaking Monster Manual at you, and the numbers these monsters roll are crazy deep.
    • 70 Metascore
    • 70 Critic Score
    It's a fine tie-in game, but it's over rather quickly, offering little in the way of challenge. [Aug 2004, p.93]
    • GMR Magazine
    • 68 Metascore
    • 70 Critic Score
    The best Mega Man X in recent memory and will provide an enjoyable challenge to gamers willing to give 2D another go. [Feb 2005, p.97]
    • GMR Magazine
    • 72 Metascore
    • 70 Critic Score
    A fun ride that ends far too early. [May 2004, p.94]
    • GMR Magazine
    • 77 Metascore
    • 70 Critic Score
    With its violence, online play, and deep franchise mode, this title will appeal to both hardcore and casual baseball fans alike.
    • 75 Metascore
    • 70 Critic Score
    For a game that's more than a decade old, The Lost Vikings looks and plays great. [June 2003, p.77]
    • GMR Magazine
    • 65 Metascore
    • 70 Critic Score
    A solid game that shines in multiplayer, Blade Warriors is a great take on the "Smash Bros." formula that would truly excel if it were applied to the entire Capcom roster. Imagine the potential. [Apr 2004, p.84]
    • 70 Metascore
    • 70 Critic Score
    The hardware simply isn't powerful enough to consistently process what Killzone wants to do, in both single-player and online multiplayer modes. Similar to how Rare's "Perfect Dark" stressed the N64 near the end of that system's life, a game with otherwise excellent attributes finds itself arriving much too late for one party and a little too early for the next.
    • 73 Metascore
    • 70 Critic Score
    An Oliver-Stone-directed theme-park ride. [Dec 2004, p.102]
    • GMR Magazine
    • 86 Metascore
    • 70 Critic Score
    It's that A.I. thing that's a killer. The price is definitely right, but basing it on gameplay alone, this one lags behind this season's No. 1: "March Madness." [Jan 2005, p.118]
    • GMR Magazine
    • 86 Metascore
    • 70 Critic Score
    We'd be hard pressed to stake the claim that any of these add significantly to the first game's singularly terse thrill. [Jan 2004, p.60]
    • GMR Magazine
    • 64 Metascore
    • 70 Critic Score
    The glorious 3D speed rush is still broken by moments where you will scream with rage inspired by whatever sadism or idiocy has kept Sonic Team from fixing its camera and control schemes after five years of 3D Sonic games.
    • 58 Metascore
    • 70 Critic Score
    Achieves portable "Diablo"-ness like no one's business... The main problem with [it] is that it quickly gets repetitious and is best played with the three friends that the game supports. [Oct 2003, p.80]
    • GMR Magazine
    • 74 Metascore
    • 70 Critic Score
    Vastly improved graphics and animations make this practically a new game. [Jan 2003, p.93]
    • GMR Magazine
    • 70 Metascore
    • 70 Critic Score
    The games survive in excellent fashion on GBA, with sharp colors and fast framerates. [Sept 2003, p.80]
    • GMR Magazine
    • 75 Metascore
    • 70 Critic Score
    A fast, frantic action game starring a gun- and sword-wielding fellow fighting legions upon legions of baddies.
    • 72 Metascore
    • 70 Critic Score
    Xbox Live support is limited to downloadable content, not the needed multiplayer action, but it's great fun while it lasts. [Nov 2003, p.74]
    • GMR Magazine
    • 77 Metascore
    • 70 Critic Score
    It's the closest any DBZ game has ever come to replicating the insane airborne fights from the show. [Jan 2005, p.114]
    • GMR Magazine
    • 76 Metascore
    • 70 Critic Score
    An incredibly deep military flight simulator, Lock On is overwhelming, except to the most die-hard flight-stick jockeys. [Mar 2004, p.83]
    • 75 Metascore
    • 70 Critic Score
    A complete aesthetic and mechanical package. [Feb 2005, p.112]
    • GMR Magazine
    • 71 Metascore
    • 70 Critic Score
    With its open-ended structure and unusual story line, Arx Fatalis is the polar opposite of traditional console RPGs, and that's why I like it so much.
    • 75 Metascore
    • 70 Critic Score
    Topping off the game is the ability to go through all of RS's excellent missions in a splitscreen co-op mode with a friend. [Dec 2003, p.68]
    • GMR Magazine
    • 77 Metascore
    • 70 Critic Score
    If you're frustrated by "FFTA," this is strategy with training wheels. [July 2004, p.92]
    • GMR Magazine
    • 83 Metascore
    • 70 Critic Score
    Offers a more simplified, newbie-friendly version of traditional Tribes gameplay. [Jan 2005, p.92]
    • GMR Magazine
    • 81 Metascore
    • 70 Critic Score
    A totally new game. Unfortunately, it lacks the depth of the other games here, and therefore won't satisfy hardcore baseball fans. [Apr 2003, p.64]
    • GMR Magazine
    • 50 Metascore
    • 70 Critic Score
    It isn't exactly groundbreaking, but Whiteout plays well and offers a good-looking experience. [Feb 2003, p.73]
    • GMR Magazine
    • 84 Metascore
    • 70 Critic Score
    You will get enough to satisfy your battlefield cravings, but these extras could have - and maybe should have - been offered as a free download, not a $17.99 purchase. [May 2003, p.69]
    • GMR Magazine

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