GMR Magazine's Scores
- Games
For 924 reviews, this publication has graded:
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37% higher than the average critic
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5% same as the average critic
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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: |
Critic Score
100
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|---|---|
| Lowest review score: |
Critic Score
0
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Score distribution:
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Positive: 458 out of 924
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Mixed: 384 out of 924
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Negative: 82 out of 924
924
game reviews
- By critic score
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Critic Score 90
The replays had some of us doing double-takes to make sure we weren't watching real race footage. [Feb 2003, p.97] -
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Critic Score 90
The overlooked early gem of the PlayStation's RPG library. [Aug 2004, p.102] -
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Critic Score 90
Zombies running amok in Raccoon City; more B-movie voice acting running amok on your speakers. Enough to fill two disks this time! [Feb 2003, p.97] -
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Critic Score 90
Plenty of cars, silky-smooth graphics, and of all things, a story mode. Best played with the Jogcon controller. [Feb 2003, p.97] -
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Critic Score 90
Arguably the best version of Street Fighter to grace the system. [Feb 2003, p.97] -
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Critic Score 90
Play a version of Madden where the Rams could actually win with Kurt Warner. [Feb 2003, p.97] -
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Critic Score 90
It's very clever; the political overtones are great for that last-minute term paper. [Feb 2003, p.97] -
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Critic Score 90
A complex card system governs your special abilities. [Feb 2003, p.97] -
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Critic Score 90
A deep combat engine and brilliant graphics make this the best RPG available on the GBA. [Feb 2003, p.97] -
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Critic Score 90
A great-looking and playing racer with one major drawback: a tedious password save system. [Feb 2003, p.97] -
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Critic Score 90
Portable "Super Mario World"... You should buy it. [Feb 2003, p.97] -
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Critic Score 90
While the gameplay is faster, and more responsive than ever before, MF manages to feel even more claustophobic than in the past. That's a good thing. [Feb 2003, p.75] -
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Critic Score 90
These are fantastic (albeit amazingly difficult) games that every RPG should experience. [Feb 2003, p.75] -
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Critic Score 90
A great RPG strong on replay value (the item trading and link-up systems are particularly handy) with great visuals and art style to match (Akihiko Yoshida's character designs have never been better). [Oct 2003, p.79] -
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Critic Score 90
Not having to dig out the SNES and clean out the cartridge port is nice enough, but to play this classic game on the bus? Pure Nirvana. [Feb 2003, p.74] -
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Critic Score 90
One of the greatest 2D platformers ever put to silicon. [Feb 2003, p.97] -
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Critic Score 90
Because of its masterful pacing, detail, and variety, Advance Tour ranks up there with the champions of GBA games. Recommended even if you have zero interest in golf. [July 2004, p.87] -
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Critic Score 90
A collection of over 200 totally unexpected, random, frighteningly creative "microgames." [Aug 2003, p.79] -
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Critic Score 90
One of those games you cherish playing - and avoid completing because you just don't want it to end. [Jan 2003, p.93] -
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Critic Score 90
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] -
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Critic Score 90
It's refreshing to look back on the genesis of the world's most popular RPG. -
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Critic Score 90
This more expansive and finely tuned sequel takes all that was great about its predecessor and finesses the formula while losing none of the charm. [Dec 2004, p.108] -
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Critic Score 90
Outside of a slightly boring midgame stretch in which you're tracking down overdue library books (no, really) and an overly tough final boss, this is a flawless portable adventure. [Feb 2005, p.91] -
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Critic Score 90
Still the best baseball sim there is. [Apr 2003, p.65] -
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Critic Score 90
It's Pandora's Box, a treasure trove of bonuses including extra modes and characters, CG movies, detailed stats, and the original Panzer Dragoon, that will keep gamers coming back. [Feb 2003, p.69] -
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Critic Score 90
The title's most remarkable feature is the towrope's physics. Whether you're taking in slack or using it to slingshot around massive lakes, the rope feels absolutely real and must be played to be believed. [July 2003, p.73] -
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Critic Score 90
Awesome in ways this space doesn't allow us to describe. [Feb 2003] -