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 The Sims 2
Lowest review score: 0 Postal 2
Score distribution:
  1. Negative: 82 out of 924
924 game reviews
    • 72 Metascore
    • 70 Critic Score
    Cel-shaded graphics effectively capture the look and feel of the classic 1980's cartoon. Especially enjoyable for fans of the series. [Feb 2003, p.93]
    • GMR Magazine
    • 65 Metascore
    • 70 Critic Score
    When all is said and done, Mafia still has a lot to offer: The competent graphics, incredible music and dialogue, top-notch story, cinemas, and ambience all work to create a virtual time machine.
    • 68 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.
    • 81 Metascore
    • 70 Critic Score
    The most welcome addition to the series are the highly interactive backgrounds of Namco's arcade classic "Crisis Zone." [Nov 2003, p.84]
    • GMR Magazine
    • 80 Metascore
    • 70 Critic Score
    The Eye Toy experience suffers from the overall lack of precision one would expect from a game that involves little more than waving your hands in vague motions at your TV, but it's still a bold experiment. [Nov 2003, p.86]
    • GMR Magazine
    • 66 Metascore
    • 70 Critic Score
    Encounters in Space makes up for its inevitably repetitive lock/dodge/shoot action with tons of replay value.
    • 70 Metascore
    • 70 Critic Score
    Ghost Recon was fine tactical infantry sim - back in 2001. This new PS2 version is solid, but it pales when compared to modern juggernauts like "SOCOM II." [Mar 2004, p.83]
    • GMR Magazine
    • 66 Metascore
    • 70 Critic Score
    The best DBZ game yet. It's a fighter with enough personality and depth to appeal even to all seven nonfans of the franchise. [Jan 2004, p.56]
    • 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]
    • 70 Metascore
    • 70 Critic Score
    The gameplay, although strong at first, wasn't meant to be stretched this thin; if you're someone how intends to attempt all four games at a stretch, prepare for plenty of tedium to set in halfway through. [Jan 2004, p.52]
    • 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.
    • 69 Metascore
    • 70 Critic Score
    The real selling point is Ghosthunter's presentation, and the graphics, script, music, and acting are all first-rate. [Sept 2004, p.96]
    • 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]
    • 80 Metascore
    • 70 Critic Score
    Combat is flashy and loud, marred only by the accent-heavy voiceovers. [Sept 2004, p.88]
    • GMR Magazine
    • 66 Metascore
    • 70 Critic Score
    Most combat objectives are immediately recognizable to anyone who's logged a few hours in either "Ace Combat" or "Airforce Delta". Not that htis is really a bad thing, because ultimately, the sci-fi story and design is sufficiently compelling. [Mar 2004, p.88]
    • 68 Metascore
    • 70 Critic Score
    Two words: bottomless pits. That foul design element, which should have been eradicated from gaming's lexicon decades ago, shows up in Nightshade - and with maddening regularity. [Apr 2004, p.88]
    • 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.
    • 80 Metascore
    • 70 Critic Score
    While the action might not be outstanding, the game world itself is. [Feb 2005, p.98]
    • GMR Magazine
    • 70 Metascore
    • 70 Critic Score
    It's a well-made game, but its high points start to fall as you experience them over…and over...
    • 73 Metascore
    • 70 Critic Score
    The disappointment, however, lies in wait for those who expected a greater leap forward and not yet another recycled cash-in. [June 2004, p.88]
    • GMR Magazine
    • 76 Metascore
    • 70 Critic Score
    Clumsy combat and woeful repetition will try your patience. [Oct 2004, p.118]
    • GMR Magazine
    • 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
    • 65 Metascore
    • 70 Critic Score
    The fact that Jaguar's flame katana - a standard weapon - can take down most bosses in less than five slashes...well, that just shouldn't be possible. [Dec 2004, p.128]
    • GMR Magazine
    • 79 Metascore
    • 70 Critic Score
    And the first-person baseball feature? Don't even think about it. [May 2004, p.85]
    • 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.
    • 74 Metascore
    • 70 Critic Score
    If it weren't for an enhanced combat system, it would be a definite step down from "Kingdoms VIII" - ultimately, it's more of the same. [Apr 2004, p.92]
    • 69 Metascore
    • 70 Critic Score
    If we could just get a third "Legends" game using this engine, then series fans would really have something to cheer about. [Nov 2004, p.127]
    • GMR Magazine
    • 76 Metascore
    • 70 Critic Score
    It's shamelessly hilarious, leaving no topic or genre stereotype sacred. [Dec 2004, p.110]
    • 72 Metascore
    • 70 Critic Score
    The combat is fantastic, but...everything outside of combat is pretty bland. [Aug 2004, p.100]
    • GMR Magazine
    • 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.
    • 65 Metascore
    • 70 Critic Score
    The graphics and sound are far from revolutionary, the weapons basic, and the story a total throwaway, but when the gameplay is as fast and frenetic as this, no one will care. [June 2004, p.86]
    • GMR Magazine
    • 66 Metascore
    • 70 Critic Score
    As anime-based games go, there have been far worse. Unfortunately, there have also been better. [Dec 2004, p.125]
    • GMR Magazine
    • 68 Metascore
    • 70 Critic Score
    Literally as simple, short, and brutal as a bullet to the head. [Nov 2004, p.116]
    • GMR Magazine
    • 71 Metascore
    • 70 Critic Score
    As a relentless slashfest backed by a rich story, lush visuals, and moments of snap-the-controller-in-half difficulty, Demon Stone is at least fun while it lasts. [Dec 2004, p.129]
    • GMR Magazine
    • 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
    • 64 Metascore
    • 70 Critic Score
    Maximum Impact is trapped in a weird place. It got most of its soul from the series' 2D legacy, but elements of the latest in 3D fighters have been sprinkled liberally on it. [Dec 2004, p.133]
    • 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.
    • 80 Metascore
    • 70 Critic Score
    A truly attractive game that sometimes even manages to better its competition, but the gameplay is just too riddled with holes for comfort. [Sept 2004, p.91]
    • GMR Magazine
    • 71 Metascore
    • 70 Critic Score
    There's solid ground on which to build a game, but compared to what Insomniac is doing, much work remains. [Dec 2004, p.126]
    • GMR Magazine
    • 73 Metascore
    • 70 Critic Score
    Promathia should offer worthier excursions than this. [Jan 2005, p.108]
    • GMR Magazine
    • 80 Metascore
    • 70 Critic Score
    PC players have a set of expectations that couldn't be met without more solid A.I. That, plus unfulfilling multiplayer, takes away any chances for a Medal of Honor here. [Jan 2005, p.122]
    • GMR Magazine
    • 76 Metascore
    • 70 Critic Score
    The experience could have been even edgier if the enemy A.I. was fully up to snuff. [Nov 2004, p.136]
    • GMR Magazine
    • 71 Metascore
    • 70 Critic Score
    A sublime experience that incorporates the feel of flying, acrobatics, and racing all in one. Unfortunately, the finicky EyeToy provides less than optimal control, resulting in intermittent bursts of frustration. [Jan 2005, p.122]
    • GMR Magazine
    • 66 Metascore
    • 70 Critic Score
    Short, linear, and in its best moments, incredibly difficult. But for those who long to feel their hands cramp up around the cold, hard plastic, that might be enough. [Nov 2004, p.108]
    • GMR Magazine
    • 82 Metascore
    • 70 Critic Score
    If you're gonna buy one college game this year, buy March Madness.
    • 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
    • 58 Metascore
    • 70 Critic Score
    On its own, it's a good, solid action game with a compelling story, nonstop action, and a deep, dark jungle atmosphere that's easy to get lost in. [Nov 2004, p.121]
    • GMR Magazine
    • 48 Metascore
    • 70 Critic Score
    A surprisingly deep and satisfying ride, made all the more appealing by its $19.99 price tag. [Nov 2004, p.136]
    • GMR Magazine
    • 81 Metascore
    • 70 Critic Score
    In Premiership terms: FIFA is Manchester United - polished and predictable. "Winning Eleven" plays like Chelsea - maverick with panache and flair. Which would you rather play? [Dec 2004, p.119]
    • GMR Magazine
    • 73 Metascore
    • 70 Critic Score
    If you're new to Sonic, for 20 bucks you really can't go wrong. [Feb 2005, p.103]
    • 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
    • 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
    • 75 Metascore
    • 70 Critic Score
    A complete aesthetic and mechanical package. [Feb 2005, p.112]
    • GMR Magazine
    • 68 Metascore
    • 70 Critic Score
    While it does a lot right, it lacks the polish the series is known for. [Feb 2005, p.113]
    • GMR Magazine
    • 70 Metascore
    • 70 Critic Score
    It's hard to ask for more from a portable puzzler, which makes Drill Spirits a tasty (if not completely filling) morsel of gaming goodness. [Feb 2005, p.111]
    • GMR Magazine
    • 82 Metascore
    • 70 Critic Score
    Ruby and Sapphire stick to the script - there are few surprises here. Yes, the world is all new, and yes, there are 100 new Pokemon, but it's still basically the same game. [June 2003, p.78]
    • GMR Magazine
    • 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
    • 64 Metascore
    • 70 Critic Score
    It's more significant for the plot threads it weaves than the gaming innovations ti offers. [Feb 2004, p.92]
    • 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
    • 73 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
    • 80 Metascore
    • 70 Critic Score
    The fighting is absolutely mad-dog-howling good. [Mar 2004, 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
    • 74 Metascore
    • 70 Critic Score
    Vastly improved graphics and animations make this practically a new game. [Jan 2003, p.93]
    • GMR Magazine
    • 81 Metascore
    • 70 Critic Score
    There are a lot of things about HM:FMT that make it ideal for GBA, but the main thing is the bite-sized chunks of time that the game is broken up into. [Dec 2003, p.104]
    • GMR Magazine
    • 75 Metascore
    • 70 Critic Score
    Better than the original in almost every respect. [Aug 2003, p.80]
    • GMR Magazine
    • 81 Metascore
    • 70 Critic Score
    When you marry the spot-on physics of pinball ballistics with the collection-mania of Nintendo's ageless Pokemon franchise, good times are all but guaranteed. [Nov 2003, p.90]
    • GMR Magazine
    • 81 Metascore
    • 70 Critic Score
    Because may stages aren't too difficult to pass, the game might seem easy at first, but it's really a system that favors rewarding good players rather than punishing poor ones. [July 2004, p.89]
    • GMR Magazine
    • 70 Metascore
    • 70 Critic Score
    If the NPC A.I. were a little more fully realized, CIMA would rank as one of the best GBA games out there. As it stands, it's merely pretty darn good. [Nov 2003, p.90]
    • 77 Metascore
    • 70 Critic Score
    If you're frustrated by "FFTA," this is strategy with training wheels. [July 2004, p.92]
    • 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]
    • 80 Metascore
    • 70 Critic Score
    Has Kirby on the right track and, for the first time in years, starts to evolve the series. It just doesn't quite live up to its ambitions. [Nov 2004, p.118]
    • GMR Magazine
    • 80 Metascore
    • 70 Critic Score
    Good for boredom, bad for creativity. [Jan 2005, p.102]
    • GMR Magazine
    • 77 Metascore
    • 70 Critic Score
    Even if the image of the precious Hamtaro in an apple suit makes you cringe, there's a solid game behind the cuteness. [Sept 2004, p.94]
    • GMR Magazine
    • 83 Metascore
    • 70 Critic Score
    The delights are mostly in the details - and the developer has taken the time to stuff this version full of neat little extras. [Apr 2003, p.73]
    • GMR Magazine
    • 72 Metascore
    • 70 Critic Score
    A fun ride that ends far too early. [May 2004, p.94]
    • GMR Magazine
    • 74 Metascore
    • 70 Critic Score
    A technical knockout, really, considering there's not much competition. [Feb 2003, p.95]
    • GMR Magazine
    • 76 Metascore
    • 70 Critic Score
    All traffic and pedestrians are removed from the game. Fortunately, the capture the flag and tag style modes are plenty entertaining, especially with a larger group. [Aug 2003, p.78]
    • GMR Magazine
    • 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
    • 77 Metascore
    • 70 Critic Score
    The hand-to-hand combat is, despite a handful of unlockable combos, pure button-mashing chaos. There's a clever fight in which you shove your opponent into a fiery stove, but that's the only strategic scrap.
    • 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
    • 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
    • 82 Metascore
    • 70 Critic Score
    Fighters plays up the action while devaluing its story with cookie-cutter bad guys, bad accents, and jingoistic sentiments. [Oct 2003, p.76]
    • GMR Magazine
    • 71 Metascore
    • 70 Critic Score
    This green-eyed feline can control the flow of time, but puzzles designed around that concept are lacking. Great idea, flawed execution. [Feb 2003, p.95]
    • GMR Magazine
    • 81 Metascore
    • 70 Critic Score
    My only gripe is the less-than-perfect lightsaber controls. [Feb 2003, p.72]
    • GMR Magazine
    • 74 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
    • 79 Metascore
    • 70 Critic Score
    The only real knock against Two Towers is its limited replayability. [Feb 2003, p.68]
    • GMR Magazine
    • 82 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
    • 71 Metascore
    • 70 Critic Score
    Better graphics and more modes equals better value. [May 2003, p.71]
    • GMR Magazine
    • 76 Metascore
    • 70 Critic Score
    It's not baseball. Slugfest is "NFL Blitz" with bats... If you know what you're getting going in, you'll have a blast. [Apr 2003, p.65]
    • GMR Magazine
    • 73 Metascore
    • 70 Critic Score
    An Oliver-Stone-directed theme-park ride. [Dec 2004, p.102]
    • GMR Magazine
    • 60 Metascore
    • 70 Critic Score
    A true love-it-or-hate-it game; try before you buy. [Aug 2003, p.77]
    • GMR Magazine
    • 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
    • 80 Metascore
    • 70 Critic Score
    Factor in the need to half-push the left stick and left and right triggers in order to get style bonuses, and you can see why intuitiveness completely disappears.
    • 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.
    • 81 Metascore
    • 70 Critic Score
    Jump online, and you'll immediately reconsider Thunder. [Oct 2003, p.76]
    • GMR Magazine
    • 82 Metascore
    • 70 Critic Score
    Holding back the fun are severe slowdown and scripting problems; hectic firefights and complex rooms often crush the game's framerate, and some event triggers can be irrevocably hung up, forcing a restart. [Dec 2003, p.92]
    • GMR Magazine
    • 73 Metascore
    • 70 Critic Score
    Some puzzles require a more elaborate death, but the concept could have been taken a step further. [Dec 2003, p.82]
    • GMR Magazine