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 Chrono Cross
Lowest review score: 0 Postal 2
Score distribution:
  1. Negative: 82 out of 920
920 game reviews
    • 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
    • 75 Metascore
    • 70 Critic Score
    The trouble comes when Defiance pads its levels with repetitive encounters and identical areas.
    • 58 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
    A gritty, stylish noir sequel built to please the first game's many trigger-happy fans. [Feb 2004, p.86]
    • GMR Magazine
    • 82 Metascore
    • 70 Critic Score
    Takes its inspiration from "The Legend of Zelda" - and that ain't bad. [Feb 2003, p.96]
    • GMR Magazine
    • 77 Metascore
    • 70 Critic Score
    The hand-to-hand combat is, despite a handful of unlockable combos, pure button-mashing chaos.
    • 80 Metascore
    • 70 Critic Score
    One of the fastest-paced, most exciting wrestling games we've ever played... [But] effectively dealing with multiple opponents is highly problematic. [Apr 2003, p.70]
    • GMR Magazine
    • 66 Metascore
    • 70 Critic Score
    Lacking in the production department, with awful slowdown at times and a camera that makes life difficult. [Feb 2003, p.70]
    • 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]
    • 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.
    • 80 Metascore
    • 70 Critic Score
    The fighting is absolutely mad-dog-howling good. [Mar 2004, p.93]
    • 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
    • 80 Metascore
    • 70 Critic Score
    What really wins this skins match is multiplayer: "Tiger" doesn't do it on Xbox, while Links not only offers multiplayer tourneys, but also the promise of new downloadable courses. [Dec 2003, p.82]
    • 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.
    • 57 Metascore
    • 70 Critic Score
    The game alone is worth the price of admission, but this version features an all-new Mission mode that, while fluff, is nonetheless fun, plus 12 entirely cool Sonic games taken wars and all from the Sega Game Gear. [June 2003, p.72]
    • GMR Magazine
    • 72 Metascore
    • 70 Critic Score
    The combat is fantastic, but...everything outside of combat is pretty bland. [Aug 2004, p.100]
    • 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
    • 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
    • 74 Metascore
    • 70 Critic Score
    The trouble comes when Defiance pads its levels with repetitive encounters and identical areas.
    • 78 Metascore
    • 70 Critic Score
    Like most strategy-RPGs, it's a lot to bite off at once, but it's a fine game for players who know what they're getting into. [Dec 2003, p.86]
    • GMR Magazine
    • 64 Metascore
    • 70 Critic Score
    Graphical shortcomings aside, hardcore fans shouldn't fret. AE is easily one of the most full-fledged flight sims available on any console. [Apr 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
    • 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
    • 78 Metascore
    • 70 Critic Score
    One fine tactical strategy series...It's just too bad that so little has been changed. This isn't Dynasty Tactics 2, it's "DT: Special Edition." [Nov 2003, p.77]
    • GMR Magazine
    • 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
    • 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
    • 73 Metascore
    • 70 Critic Score
    Godzilla & Co. wrecking cityscapes and each other, with support up to four players. What's not to like? [Feb 2003, p.96]
    • GMR Magazine
    • 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
    • 80 Metascore
    • 70 Critic Score
    Good for boredom, bad for creativity. [Jan 2005, p.102]
    • GMR Magazine
    • 80 Metascore
    • 70 Critic Score
    A solid title, but not what it could have been. [Oct 2003, p.76]
    • 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
    • 76 Metascore
    • 70 Critic Score
    The stellar visuals and spot-on sound design keep these from being too terribly dull, but clumsy combat and woeful repetition will try your patience.
    • 79 Metascore
    • 70 Critic Score
    The disappointing lack of traffic [online] means you'll need at least four competitors on a course to prevent boredom. [Dec 2004, p.123]
    • GMR Magazine
    • 68 Metascore
    • 70 Critic Score
    It's a shame Artoon didn't have enough faith in the gamer to really let this kitty off the leash. [Feb 2005, p.97]
    • GMR Magazine
    • 80 Metascore
    • 70 Critic Score
    Luckily, the insipid offline game serves as a training ground for its exciting online counterpart. [Feb 2005, p.86]
    • 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
    If you're new to Sonic, for 20 bucks you really can't go wrong. [Feb 2005, p.103]
    • 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]
    • 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]
    • 69 Metascore
    • 70 Critic Score
    The game expertly blends physical—mostly platforming—challenges with cerebral puzzles and, in the process, keeps players guessing throughout.
    • 80 Metascore
    • 60 Critic Score
    We struggle with MXU's collision problems, floatiness while jumping, and the decision to scrap "MX Superfly's" stunt track editor. These work to frustrate and unfortunately take things down a bit. [Apr 2004, p.93]
    • GMR Magazine
    • 73 Metascore
    • 60 Critic Score
    The schizophrenia works, but just barely, because the game does nothing particularly brilliantly. [Jan 2004, p.72]
    • GMR Magazine
    • 63 Metascore
    • 60 Critic Score
    None of the game's various segments is better than the source material that inspired it.
    • 67 Metascore
    • 60 Critic Score
    A feature-lite driving simulator that neither offends nor excels in any particular area of design, and one that doesn't elicit a sense of excitement, rather a feeling of déjà vu.
    • 75 Metascore
    • 60 Critic Score
    Though nostalgia hounds will likely be amused, others will probably want more depth from the best beat-em-up 1985 had to offer. [Dec 2003, p.104]
    • GMR Magazine
    • 56 Metascore
    • 60 Critic Score
    The nice thing about Fullmetal Alchemist that you don't always get in a licensed game... is that the gameplay actually seems inspired by and drawn from the source material, rather than simply being generic with some recognizable characters plugged in. [Feb 2005, p.106]
    • GMR Magazine
    • 63 Metascore
    • 60 Critic Score
    As a third-person space shooter, Galactica barely holds its own. [Jan 2004, p.64]
    • GMR Magazine
    • 66 Metascore
    • 60 Critic Score
    A decent example of the genre and has some creative design, but it won't blow any minds or win many awards.
    • 66 Metascore
    • 60 Critic Score
    It's suitably goofy, but with a little bit of heart and a good bit of homage. [Dec 2003, p.82]
    • GMR Magazine
    • 74 Metascore
    • 60 Critic Score
    Though the nostalgia of playing wears off quickly, for only 20 bucks, you really can't go wrong. [Dec 2004, p.104]
    • GMR Magazine
    • 74 Metascore
    • 60 Critic Score
    If only the battle system were as imaginative as the character creation, Magic Pengel would be one of those quirky and lovable games everyone looks back upon fondly. As it stands, it's just quirky. [June 2003, p.69]
    • GMR Magazine
    • 65 Metascore
    • 60 Critic Score
    With a less-frustrating difficulty level, revamped weapons system, and a graphical look that wasn't so...dull, Transmission could have been very good. [June 2003, p.72]
    • GMR Magazine
    • 70 Metascore
    • 60 Critic Score
    At times, the game's saccharine sensibilities make the challenges, though very real, hard to swallow.
    • 60 Metascore
    • 60 Critic Score
    As fun to run through once as any of them. [May 2004, p.95]
    • GMR Magazine
    • 76 Metascore
    • 60 Critic Score
    What it lacks in substance, it makes up for in brilliance, and while we're averse to rewarding style over substance, in this case, we can't really deny the game's addictive appeal. [Feb 2003, p.73]
    • GMR Magazine
    • 59 Metascore
    • 60 Critic Score
    While the monster creation is excellent, the minigames feel more rudimentary. [Sept 2004, p.93]
    • GMR Magazine
    • 62 Metascore
    • 60 Critic Score
    Just don't expect anything new. [Oct 2004, p.102]
    • GMR Magazine
    • 71 Metascore
    • 60 Critic Score
    Every bit as good as the movie upon which it is based, and no better. [July 2003, p.78]
    • GMR Magazine
    • 74 Metascore
    • 60 Critic Score
    Should have been the next glorious chapter in that game's story. Instead, it's a mildly disappointing epilogue.
    • 72 Metascore
    • 60 Critic Score
    It's almost as if Koei planned this expansion pack long ago just to milk Warriors fans for all they're worth. [Jan 2005, p.102]
    • GMR Magazine
    • 73 Metascore
    • 60 Critic Score
    This poor man's "Spy Hunter" is the part of Everything or Nothing in which nothing is, in all honesty, preferable. [Jan 2003, p.93]
    • GMR Magazine
    • 55 Metascore
    • 60 Critic Score
    A kick for a while, but it quickly becomes unmanageable. [May 2003, p.72]
    • GMR Magazine
    • 69 Metascore
    • 60 Critic Score
    It's difficult to describe any element of the game as anything but simply "good." [Jan 2005, p.106]
    • GMR Magazine
    • 71 Metascore
    • 60 Critic Score
    It does get one thing right: The controls are actually functional and somewhat intuitive. [June 2004, p.89]
    • 72 Metascore
    • 60 Critic Score
    The game ends just when the story starts to get interesting, and hardcore RPG fans should be able to beat it over a single weekend of dedicated play. [Oct 2004, p.114]
    • GMR Magazine
    • 65 Metascore
    • 60 Critic Score
    There's plenty to unlock, and training games break up the pace a bit, but the motivation to return to the ring isn't there. [Dec 2004, p.119]
    • GMR Magazine
    • 71 Metascore
    • 60 Critic Score
    The only problem with SNK's KoF double-pack is the two KOF's SNK chose to pack together. [Jan 2004, p.72]
    • GMR Magazine
    • 57 Metascore
    • 60 Critic Score
    Hiding an otherwise mediocre game behind story and setting doesn't work twice.
    • 61 Metascore
    • 60 Critic Score
    The real problem is that you'll feel like you've seen variations of all eight missions somewhere else, and without all the hand-holding to solve the puzzles. [Dec 2003, p.96]
    • GMR Magazine
    • 72 Metascore
    • 60 Critic Score
    A clear case of style over substance, XIII is pretty to look at but a bitch to play. Even all of its snazzy extra features can't make up for the hole that the evilly accurate A.I. puts in its head.
    • 76 Metascore
    • 60 Critic Score
    Ultimately, however, Manhunt becomes more laborious than shocking. Along the way, the vaunted enemy A.I. turns transparent, detracting considerably from its aura of paranoia.
    • 70 Metascore
    • 60 Critic Score
    Mildly compelling. [May 2004, p.90]
    • GMR Magazine
    • 73 Metascore
    • 60 Critic Score
    Even though the game is reatively short - about a day's worth of play - the levels are paced well. But for all the years spent in the studio, Red Dead still could have used some more time for polish. [July 2004, p.93]
    • GMR Magazine
    • 73 Metascore
    • 60 Critic Score
    Problem is, the missions are largely cookie-cutter (do tasks like "destroy four generators without being spotted" sound familiar?) and lack the thrill found in similarly themed games, like "GoldenEye 007" (N64). Worse yet, your opponents are unbelievably excellent shots who almost never miss.
    • 61 Metascore
    • 60 Critic Score
    The authoritative presence of Hal of Fame sports announcer Keith Jackson significantly enhances what would have been an otherwise poor showing. [Oct 2003, p.68]
    • GMR Magazine
    • 53 Metascore
    • 60 Critic Score
    Everybody runs. In the case of the lackluster 3D-adventure-cum-beat-em-up Minority Report, rest assured, they're not running to the videogame store. [Feb 2003, p.71]
    • GMR Magazine
    • 77 Metascore
    • 60 Critic Score
    So detail oriented and text heavy that it appeals to only the most diehard and, perhaps, anal-retentive. [Nov 2003, p.77]
    • GMR Magazine
    • 63 Metascore
    • 60 Critic Score
    Competent on all levels, offering solid if unexceptional value. [Feb 2005, p.110]
    • GMR Magazine
    • 50 Metascore
    • 60 Critic Score
    Everybody runs. In the case of the lackluster 3D-adventure-cum-beat-em-up Minority Report, rest assured, they're not running to the videogame store. [Feb 2003, p.71]
    • GMR Magazine
    • 54 Metascore
    • 60 Critic Score
    Controls are decent in concept but poor in execution. [Sept 2004, p.92]
    • GMR Magazine
    • 79 Metascore
    • 60 Critic Score
    Even without online play, Uru wins points for style and originality. Diehard "Myst" fans probably already have this, but others may want to wait until February to see if the whole online thing pays off.
    • 74 Metascore
    • 60 Critic Score
    A more technical take on tennis - or at least it tries to be. [Aug 2004, p.89]
    • GMR Magazine
    • 80 Metascore
    • 60 Critic Score
    Unfortunately, unique visuals and a well-made battle system can't always rescue this easy linear game from the swell of mediocrity that often threatens to overrun it. [Jan 2005, p.82]
    • GMR Magazine
    • 75 Metascore
    • 60 Critic Score
    Ultimately, we would have been better served by an all-new River City Ransom. [Sept 2004, p.81]
    • GMR Magazine
    • 59 Metascore
    • 60 Critic Score
    As far as action-platformers go, Samurai Jack isn't about to replace the likes of Jak, Ratchet & Clank, or Prince of Persia. It lacks depth, and it's way too easy (a weekend ought to do it).
    • 68 Metascore
    • 60 Critic Score
    Besides the not-quite-fluid-enough controls, the main problem is that shooting is a bit of a pain (you tap the right analog toward your target and use the R2 to shoot). [Mar 2004, p.85]
    • 59 Metascore
    • 60 Critic Score
    The Versus mode, the generally solid beat-em-up action, and the nostalgia factor somewhat save these turtles from obscurity. [Dec 2003, p.92]
    • GMR Magazine
    • 61 Metascore
    • 60 Critic Score
    An interesting attempt at innovation in the genre. Unfortunately, it's also a frustrating, throw-down-your-headset, curse-generating one.
    • 64 Metascore
    • 60 Critic Score
    Uninspired level design rounds out the package, with the designers relying far too much on impassable mountain ranges and forcing players to find roundabout routes to their targets. [Sept 2003, p.77]
    • GMR Magazine
    • 62 Metascore
    • 60 Critic Score
    DemiKids has a finer pedigree than most, but the rest of us are still waiting for these things to grow a spine. A curiosity at best. [Nov 2003, p.91]
    • GMR Magazine
    • 77 Metascore
    • 60 Critic Score
    Despite some well-done presentation and solid controls, major missteps in the level design and entire multiplayer system cause Brute Force to lose all the fun from what should be a great time for you and your friends. [Aug 2003, p.69]
    • 69 Metascore
    • 60 Critic Score
    Remains an uneven effort because the fighting is so good while the sneaking is downright disappointing. [Aug 2003, p.73]
    • GMR Magazine
    • 61 Metascore
    • 60 Critic Score
    The bad news is this: The game's graphics look dated. Most characters are blocky and reek of a poor PC port job. And Xbox Live support...needs an overhaul. [Aug 2003, p.74]
    • GMR Magazine
    • 66 Metascore
    • 60 Critic Score
    It's just that there's not much game here. [Jan 2004, p.68]
    • GMR Magazine
    • 61 Metascore
    • 60 Critic Score
    For the most part, goofy fun and challenges requiring excellent tactics rule the day. Still, Tactics does a good job of reminding players that yes, it is a bargain-bin title. [July 2004, p.90]
    • GMR Magazine
    • 58 Metascore
    • 60 Critic Score
    Like its football counterpart, ShootOut simply doesn't compete against the might of "NBA Live" or "ESPN Basketball." [Jan 2004, p.82]
    • GMR Magazine
    • 53 Metascore
    • 60 Critic Score
    Playing through Cy Girls is straight-up torturous at times. It's as if the level designers threw dice to figure out the flow of certain stages. [Apr 2004, p.84]
    • GMR Magazine
    • 67 Metascore
    • 60 Critic Score
    With too much style and not enough substance, this one can only Go! Go! so far. [Dec 2003, p.88]
    • GMR Magazine
    • 69 Metascore
    • 60 Critic Score
    Scratch the "Complete" BS - this really should've been called "Silent Scope 3 Plus," because the first two games are so short that your time is best spent uncovering the third game's myriad secrets. [Mar 2004, p.85]
    • 75 Metascore
    • 60 Critic Score
    NHL 2005's major flaw is the sheer amount of contact that takes place during a game. It's got more checks than a bank! More hits than the Top 40! [Oct 2004, p.107]
    • GMR Magazine

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