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 2.4 points lower than other critics. (0-100 point scale)
Average Game review score: 71
Highest review score: 100 Virtua Fighter 4: Evolution
Lowest review score: 0 Postal 2
Score distribution:
  1. Negative: 82 out of 920
920 game reviews
    • 87 Metascore
    • 90 Critic Score
    The invention-building feature, which lets you create new weapons by combining photos of different found objects is nothing short of genius. [Mar 2003, p.68]
    • GMR Magazine
    • 83 Metascore
    • 90 Critic Score
    The acrobatics alone make Warrior Within a must-buy. Rounded out with superb character design and vast Myst-like landscapes, this Prince is another winner.
    • 89 Metascore
    • 90 Critic Score
    A collection of over 200 totally unexpected, random, frighteningly creative "microgames." [Aug 2003, p.79]
    • GMR Magazine
    • 81 Metascore
    • 90 Critic Score
    It's somehow mind-numbingly mundane and brilliantly addictive at the same time. [Jan 2004, p.92]
    • GMR Magazine
    • 91 Metascore
    • 90 Critic Score
    For those who have the Dual Shock firmly hardwired into their psyche, switching over to the oddly-shpaed GameCube can prove difficult. [Feb 2003, p.96]
    • GMR Magazine
    • 89 Metascore
    • 90 Critic Score
    Where Zero Mission really adds to the legend is in the game's challenging surprise ending...this isn't your daddy's Metroid. [Mar 2004, p.92]
    • 93 Metascore
    • 90 Critic Score
    The control in the GameCube version is suprisingly good, with buttons intuitively arranged and response time razor sharp. The Cube SCII is nearly as sharp is the Xbox version, and GameCube owners get the coolest exclusive character in Link. [Sept 2003, p.63]
    • GMR Magazine
    • 96 Metascore
    • 90 Critic Score
    A beautifuly and highly enjoyable game... Yet it's disappointing in other ways, including the small number of dungeons; overdependence on sailing; easy boss battles; a meaningless, pace-killing treasure hunt; and a less-than-satisfying finale. [Apr 2003, p.58]
    • GMR Magazine
    • 92 Metascore
    • 90 Critic Score
    Whether it's speed or stunts, manic or mellow, big air or backcountry, SSX 3 does it all, and it does it all with style.
    • 91 Metascore
    • 90 Critic Score
    A complex card system governs your special abilities. [Feb 2003, p.97]
    • GMR Magazine
    • 89 Metascore
    • 90 Critic Score
    F-Zero is finally running on hardware that can do it proper justice, and Sega makes GameCube sing. [Oct 2003, p.63]
    • GMR Magazine
    • 85 Metascore
    • 90 Critic Score
    A brutally lifelike affair that firmly drives home the fact that 21st-century videogaming is rapidly approaching an era of photorealism. [Apr 2004, p.81]
    • 87 Metascore
    • 90 Critic Score
    The game that never ends... So why is it so much fun to play? [Feb 2003, p.96]
    • GMR Magazine
    • 80 Metascore
    • 90 Critic Score
    We're not exactly sure how two games out of a series of nine constitutes an "anthology," but they're good games nonetheless. [Feb 2003, p.97]
    • GMR Magazine
    • 95 Metascore
    • 90 Critic Score
    There is also a distinct lack of overall polish, mostly noticeable in the smallest ways: ugly character models, cluttered maps (the custom waypoint is a welcomed and downright necessary addition), unnecessarily complex wardrobe management, odd misspellings ("Cobra Marital Arts"), and even repeated references to Los Angeles instead of Los Santos.
    • 82 Metascore
    • 90 Critic Score
    The third volume includes features that rocket its entertainment value to an entirely unparalleled level. [Dec 2004, p.115]
    • 85 Metascore
    • 90 Critic Score
    As frivolous as it seems, FFX-2 is most effective later in the game, when the light stuff gives way to more serious tones. A bizarre, feisty triumph. [Dec 2003, p.90]
    • 78 Metascore
    • 90 Critic Score
    To get the most out of this game, start the expansion pack with a brand-new character. We imported a high-level cleric - Beaverskull Bablicious - from NWN and found Undrentide to be too easy. [Sept 2003, p.76]
    • GMR Magazine
    • 90 Metascore
    • 90 Critic Score
    Impressive when you consider it took only nine months to make. [Feb 2003, p.96]
    • GMR Magazine
    • 80 Metascore
    • 90 Critic Score
    Every stage looks utterly fantastic, with detailed architecture filling every corner of the screen... [and] the controls are simple enough to keep the action intense. [Feb 2003, p.62]
    • GMR Magazine
    • 85 Metascore
    • 90 Critic Score
    The A.I. of the genome soldiers has been drastically improved—they're able to hear and see you much better, even from above and below. If Snake is detected, they'll coordinate their searches and look in every room—and when it comes to looking under nondescript orange boxes, they're total jerks.
    • 86 Metascore
    • 90 Critic Score
    A fine RPG - it's just not the earth-shattering sequel that people might expect. [Feb 2005, p.100]
    • GMR Magazine
    • 93 Metascore
    • 90 Critic Score
    This is Pandora's downfall: For a game that requires stealth and discreet action, the mechanics aren't very forgiving-or for that matter, consistent.
    • 91 Metascore
    • 90 Critic Score
    This remake could almost be described as a new game. But is it really Resident Evil without the laughably bad voice acting? [Feb 2003, p.96]
    • GMR Magazine
    • 93 Metascore
    • 90 Critic Score
    A certifiable classic. [Feb 2003, p.97]
    • GMR Magazine
    • 87 Metascore
    • 90 Critic Score
    The mix of 2D characters on a 3D plane not only looks appealing, the gameplay that's designed around the concept (Mario's transformation skills in particular) is a creative fusion of art and design. [Nov 2004, p.105]
    • GMR Magazine
    • 85 Metascore
    • 90 Critic Score
    Combining the reckless, breakneck speed and high-impact collisions of "Burnout" with the neon-tipped street culture of Fast and the Furious (and, more specifically, "Midnight Club II"), Underground is the new definition of white-knuckle.
    • 84 Metascore
    • 90 Critic Score
    A one-time sleeper hit [has] evolved into a bona fide classic. Quite possibly the finest next-gen RPG thus far. [Feb 2003, p.70]
    • GMR Magazine
    • 81 Metascore
    • 90 Critic Score
    Practically begs to be played with other people. [Oct 2003, p.75]
    • GMR Magazine
    • 79 Metascore
    • 90 Critic Score
    It's refreshing to look back on the genesis of the world's most popular RPG.