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
    • 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
    • 75 Metascore
    • 70 Critic Score
    Better than the original in almost every respect. [Aug 2003, p.80]
    • GMR Magazine
    • 75 Metascore
    • 50 Critic Score
    Snide voice acting turns cutesy bit players Globox and Murfy into electronic annoyances, and Hoodlum Havoc revels in its lame humor. [Apr 2003, p.68]
    • GMR Magazine
    • 75 Metascore
    • 60 Critic Score
    Despite all it's going for it, Evil Genius just isn't fun. The gameplay is dull, and there is nothing left after you get beyond the initial novelty. [Nov 2004, p.140]
    • GMR Magazine
    • 75 Metascore
    • 70 Critic Score
    If you can forgive it for some plain visuals and don't mind wading through menus - it may be fast-paced, but it's still an RPG - it's worth your time. [Mar 2003, p.58]
    • 75 Metascore
    • 80 Critic Score
    Definitely delivers cool effects and dishes up some really amazing moments, but technical issues, a cornball story, and weak voice acting add up to a slight disappointment overall. [Apr 2003, p.66]
    • GMR Magazine
    • 75 Metascore
    • 70 Critic Score
    The trouble comes when Defiance pads its levels with repetitive encounters and identical areas.
    • 75 Metascore
    • 80 Critic Score
    These battles, they feel real. More important, they seem dangerous.
    • 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
    • 75 Metascore
    • 70 Critic Score
    A fast, frantic action game starring a gun- and sword-wielding fellow fighting legions upon legions of baddies.
    • 75 Metascore
    • 70 Critic Score
    A complete aesthetic and mechanical package. [Feb 2005, p.112]
    • 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
    • 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
    • 75 Metascore
    • 80 Critic Score
    FM4 isn't likely to win new converts, but it's guaranteed to lease the choir. [July 2004, p.90]
    • GMR Magazine
    • 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
    • 75 Metascore
    • 70 Critic Score
    Defensive controls are just a tad too sluggish. [May 2004, p.84]
    • 75 Metascore
    • 50 Critic Score
    The short of it is -- you've played it before. N-d of story. [Mar 2003, p.72]
    • GMR Magazine
    • 75 Metascore
    • 50 Critic Score
    The controls are where the game falls apart: Movement is imprecise, with every jump a disaster waiting to happen; targeting an enemy with any degree of accuracy is simply impossible. [June 2004, p.81]
    • 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
    • 75 Metascore
    • 60 Critic Score
    It somehow feels like we've fought the good fight at the Battle of Hu Lao Gate dozens of times before. [Oct 2003, p.73]
    • GMR Magazine
    • 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
    • 74 Metascore
    • 60 Critic Score
    Your opponents are unbelievably excellent shots who almost never miss...A clear case of style over substance, XIII is pretty to look at but a bitch to play. [Dec 2003, p.100]
    • 74 Metascore
    • 60 Critic Score
    A more technical take on tennis - or at least it tries to be. [Aug 2004, p.89]
    • GMR Magazine
    • 74 Metascore
    • 80 Critic Score
    Get a keyboard for your PS2 or don't bother playing. However, with a keyboard, this is EverQuest, the PC phenom, in all its addictive glory. [Feb 2003, p.80]
    • 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
    • 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
    • 70 Critic Score
    The trouble comes when Defiance pads its levels with repetitive encounters and identical areas.
    • 74 Metascore
    • 90 Critic Score
    Get your soiree (not to mention your freak) on with this great addition to the Sims amazing stable of add-on packs. [Feb 2003, p.94]
    • GMR Magazine
    • 74 Metascore
    • 80 Critic Score
    What I liked best was how most of the tracks were set up in a way to guarantee fast or exciting finishes. [Mar 2003, p.64]
    • GMR Magazine
    • 74 Metascore
    • 40 Critic Score
    Say it with us: Poorly implemented gimmicks do not make for entertaining games. [July 2004, p.89]
    • GMR Magazine
    • 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]
    • 74 Metascore
    • 70 Critic Score
    Vastly improved graphics and animations make this practically a new game. [Jan 2003, p.93]
    • GMR Magazine
    • 74 Metascore
    • 80 Critic Score
    The emulation is solid, delivering sound and gameplay that's up to par. [Jan 2004, p.86]
    • 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.
    • 74 Metascore
    • 70 Critic Score
    Spearhead's default movement is also faster, which makes the game livelier: But if you're only interested in single player, there may not be enough here to sway you. [Mar 2003, p.70]
    • GMR Magazine
    • 74 Metascore
    • 70 Critic Score
    A technical knockout, really, considering there's not much competition. [Feb 2003, p.95]
    • 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
    • 74 Metascore
    • 60 Critic Score
    Different and innovative doesn't always mean good. [Oct 2003, p.69]
    • 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
    • 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.
    • 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
    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
    • 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
    • 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
    • 73 Metascore
    • 70 Critic Score
    What Avalanche does right is give the gamer the sickest sense of speed in any snowboarding game to date.
    • 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
    • 73 Metascore
    • 50 Critic Score
    Exaggeraged violence is all Pride has; matches often conclude in less time than the game takes to load the match. [Mar 2003, p.66]
    • GMR Magazine
    • 73 Metascore
    • 80 Critic Score
    These battles, they feel real. More important, they seem dangerous.
    • 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]
    • 73 Metascore
    • 90 Critic Score
    Perhaps not groundbreaking, Isuka is value-packed to the gills. [Nov 2004, p.132]
    • 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.
    • 73 Metascore
    • 70 Critic Score
    Promathia should offer worthier excursions than this. [Jan 2005, p.108]
    • 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
    • 73 Metascore
    • 70 Critic Score
    An Oliver-Stone-directed theme-park ride. [Dec 2004, p.102]
    • GMR Magazine
    • 73 Metascore
    • 60 Critic Score
    This RPG is full of lush graphics and beautiful effects but completely devoid of a decent story, character development, and anything resembling depth.
    • 73 Metascore
    • 80 Critic Score
    Giant robots are great, but basing them on the Gundam license with Capcom developing makes them greater, if that's even. [Feb 2003, p.92]
    • GMR Magazine
    • 73 Metascore
    • 80 Critic Score
    Midway has successfully overhauled their classic series, but it has kept the ultraviolence that made it so popular. [Oct 2003, p.68]
    • GMR Magazine
    • 73 Metascore
    • 60 Critic Score
    The game is good, to be sure, but only good enough to be mundane. [Nov 2003, p.81]
    • 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
    • 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
    • 73 Metascore
    • 80 Critic Score
    Groove could be the perfect addition to your parties if it wasn't for the fact that EyeToy requires lots of light. If you like your parties glaringly bright, though, it's a hit. [May 2004, p.93]
    • 73 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]
    • 73 Metascore
    • 50 Critic Score
    At worst, it's a standard adventure game that wastes good graphics, competent voice acting, and an engaging plot. [May 2003, p.71]
    • 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
    • 80 Critic Score
    The addition of first-person-shooter-style controls is what takes Nexus to the next step. The series instantly goes from being niche to nice, now that turning your Core is simpler for the uninitiated. [Nov 2004, p.112]
    • GMR Magazine
    • 73 Metascore
    • 80 Critic Score
    Frustrating but not impossible, The Third Age brings genuine LOTR authenticity and a believable RPG together - a fellowship that works. [Jan 2005, p.112]
    • 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
    • 72 Metascore
    • 80 Critic Score
    Scapland's gorgeous set pieces and unique take on "Grand Theft Auto's" open-ended gameplay makes it one of PC gaming's best-kept secrets. [Jan 2005, p.104]
    • 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
    • 72 Metascore
    • 80 Critic Score
    The emulation is solid, delivering sound and gameplay that's up to par. [Jan 2004, p.86]
    • GMR Magazine
    • 72 Metascore
    • 70 Critic Score
    Packed with gameplay depth, replay value, mordant humor, and vampire killing - the four basic food groups of the videogame diet. [Oct 2003, p.70]
    • GMR Magazine
    • 72 Metascore
    • 80 Critic Score
    It's the well-directed story and its stunning conclusion that provides the much-needed payoff and motivation to finish the game. With a slew of secrets designed to encourage repeat visits, SH3 may not be "fun," but it certainly is compelling.
    • 72 Metascore
    • 80 Critic Score
    What on the surface looks like your run-of-the-mill RTS game is actually a sophisticated action-packed balancing act. [Mar 2003, p.71]
    • GMR Magazine
    • 72 Metascore
    • 80 Critic Score
    From top to bottom, every aspect of the game oozes atmosphere. [June 2004, p.78]
    • GMR Magazine
    • 72 Metascore
    • 50 Critic Score
    Fever feels like some shareware game you could download for free on a PC. [Sept 2004, p.92]
    • GMR Magazine
    • 72 Metascore
    • 80 Critic Score
    So dark, gritty, and uncompromising, it makes "Vice City" seem much more like a cartoon than you would have previously considered it. [Mar 2003, p.62]
    • GMR Magazine
    • 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
    • 72 Metascore
    • 50 Critic Score
    But this game is too difficult. Hell, we got frustrated by the tutorial. Not a good sign. By far the biggest problem is that you'll be fighting the camera controls as much as the Nazis.
    • 72 Metascore
    • 80 Critic Score
    What could've been crap on a DVD turns out to be a game that's easy to pick up and damn fun to play.
    • 72 Metascore
    • 60 Critic Score
    Once you begin playing, though, you realize that Sword of Mana's interface is among the most ill-advised in recent memory.
    • 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
    • 72 Metascore
    • 80 Critic Score
    Holland has done a brilliant job of focusing on gameplay over realism.
    • 72 Metascore
    • 70 Critic Score
    The glorious 3D speed rush is still broken by moments where you will csream 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.
    • 72 Metascore
    • 60 Critic Score
    GT Online's price merely makes it attractive in a low-budget, disposable way. [Jan 2004, p.90]
    • GMR Magazine
    • 72 Metascore
    • 70 Critic Score
    With Dynasty 4's release scheduled for March, it's hard to recommend Xtreme Legends for purchase, fine game though it may be. [Feb 2003, p.72]
    • 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
    • 72 Metascore
    • 80 Critic Score
    It's surprisingly addictive and really does make math fun. No, really! [Oct 2003, p.77]
    • GMR Magazine
    • 72 Metascore
    • 70 Critic Score
    A fun ride that ends far too early. [May 2004, p.94]
    • GMR Magazine
    • 72 Metascore
    • 50 Critic Score
    Why waste money on Superstars when you can buy any number of hallucination-inducing substances to get your friends swatting at the air for a fraction of the price? [Feb 2005, p.94]
    • GMR Magazine
    • 72 Metascore
    • 50 Critic Score
    Overly generic... This game has been made before, and its has been made better. [July 2003, p.71]
    • 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.
    • 72 Metascore
    • 60 Critic Score
    The slower pacing and repetitive gameplay wear thin after a few hours if you're all by your lonesome. [Nov 2003, p.78]
    • 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
    • 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.
    • 71 Metascore
    • 80 Critic Score
    You actually control things like the bit and the horse's lead leg in turns. [July 2003, p.78]
    • 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
    • 71 Metascore
    • 70 Critic Score
    Better graphics and more modes equals better value. [May 2003, p.71]
    • 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
    • 71 Metascore
    • 60 Critic Score
    While PSO began as a genuine phenomenon, it ends with something more like a fizzled experiment.
    • 71 Metascore
    • 80 Critic Score
    Just as polished as the rest of the series, striking just the right balance between familiar and fresh material. [Feb 2005, p.99]
    • GMR Magazine