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 Metal Gear Solid 3: Snake Eater
Lowest review score: 0 Postal 2
Score distribution:
  1. Negative: 82 out of 920
920 game reviews
    • 93 Metascore
    • 90 Critic Score
    Arguably the best version of Street Fighter to grace the system. [Feb 2003, p.97]
    • GMR Magazine
    • 93 Metascore
    • 80 Critic Score
    You'll be hard-pressed to find a white-knuckle, multiplayer-focused FPS more intense than UT2004 any time this year. [June 2004, p.87]
    • GMR Magazine
    • 93 Metascore
    • 90 Critic Score
    SSX
    A surprisingly good snowboarder with over-the-top stunts and great course design. [Feb 2003, p.93]
    • GMR Magazine
    • 93 Metascore
    • 90 Critic Score
    The control is sublime, the camera is perfectly placed. The vaunted variety of snow-types is no gimmick either - it's an incredibly palpable, almost physical, experience. [Nov 2003, p.71]
    • GMR Magazine
    • 93 Metascore
    • 90 Critic Score
    Awesome in ways this space doesn't allow us to describe. [Feb 2003]
    • GMR Magazine
    • 93 Metascore
    • 90 Critic Score
    A deep and ultimately rewarding game that apes soccer completely. From the pace to the strategy to the subtle nuances, it's all there. [Apr 2003, p.62]
    • GMR Magazine
    • 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
    • 93 Metascore
    • 80 Critic Score
    A balanced blend of "Super Mario Kart" and "Mario Kart 64." [Feb 2003, p.97]
    • GMR Magazine
    • 93 Metascore
    • 90 Critic Score
    One of the most handsome, inventive, and to be perfectly frank, <I>cool</I> beat-em-ups ever conceived. [Nov 2003, p.76]
    • 93 Metascore
    • 90 Critic Score
    A certifiable classic. [Feb 2003, p.97]
    • GMR Magazine
    • 93 Metascore
    • 100 Critic Score
    Not only the best 3D fighter of all time, it will make you a better fighting-game player. [Sept 2003, p.66]
    • GMR Magazine
    • 93 Metascore
    • 100 Critic Score
    A modern-day masterpiece that will be talked about for years to come.
    • 93 Metascore
    • 90 Critic Score
    It's the little things that count, and from the minor (new training minigames) to the major (24 new club teams) to the why-didn't-they-think-of-that-before (referees playing the advantage with fouls), it's all here. [Mar 2004, p.86]
    • 92 Metascore
    • 90 Critic Score
    Whether you're using analog or digital controls, the PS2 pad offers the best controls for kicking butts... But the graphics are the least polished of the three versions. [Sept 2003, p.63]
    • GMR Magazine
    • 92 Metascore
    • 80 Critic Score
    But POP's only really significant flaw lies in its adventure/action ratio: Both aspects are thoroughly fleshed-out but rarely intertwined.
    • 92 Metascore
    • 80 Critic Score
    Boasts a new set of insane gravity-defying and physically impossible stunts, not to mention all-new tracks and characters. [Feb 2003, p.93]
    • GMR Magazine
    • 92 Metascore
    • 90 Critic Score
    Compares nicely to the firmly entrenched Madden juggernaut, and even beats it in some areas. [Feb 2003, p.95]
    • GMR Magazine
    • 92 Metascore
    • 80 Critic Score
    But POP's only really significant flaw lies in its adventure/action ratio: Both aspects are thoroughly fleshed-out but rarely intertwined.
    • 92 Metascore
    • 80 Critic Score
    The insanity effects are clever [the first time] and the scenery is downright creepy. [Feb 2003, p.96]
    • GMR Magazine
    • 92 Metascore
    • 100 Critic Score
    It's impossible to categorize EA's addictive superblockbuster life simulator, just like it's impossible to stop playing it. [Feb 2003, p.94]
    • 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.
    • 92 Metascore
    • 80 Critic Score
    Once you get sucked in, it's hard to pull yourself away. [Feb 2003, p.97]
    • GMR Magazine
    • 92 Metascore
    • 90 Critic Score
    Portable "Super Mario World"... You should buy it. [Feb 2003, p.97]
    • GMR Magazine
    • 92 Metascore
    • 90 Critic Score
    A Nintendo fanatic's dream, if only for the exhaustive gallery of collectible Nintendorabilia. [Feb 2003, p.96]
    • GMR Magazine
    • 92 Metascore
    • 90 Critic Score
    The multiplayer could use a few more game options, like allowing players to actually play the campaign rather than only skirmishes. Still, for anyone who wants strategic depth with their RTS game, there's no better title out there. [Dec 2004, p.131]
    • GMR Magazine
    • 92 Metascore
    • 90 Critic Score
    Not quite as groundbreaking as "Super Mario 64." [Feb 2003, p.96]
    • 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.
    • 92 Metascore
    • 90 Critic Score
    The Xbox controller, thanks to the ultrastiff D-pad and gummi bear-buttons, is the least responsive controller to play SC II with... The graphics are the best of the three versions, though not by much. [Sept 2003, p.63]
    • GMR Magazine
    • 92 Metascore
    • 90 Critic Score
    Does away [with] the traditional overworld, but introduces full voice acting. Artistically beautiful, as always. [Feb 2003, p.92]
    • GMR Magazine
    • 92 Metascore
    • 80 Critic Score
    But POP's only really significant flaw lies in its adventure/action ratio: Both aspects are thoroughly fleshed-out but rarely intertwined.

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