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 Ratchet & Clank: Up Your Arsenal
Lowest review score: 0 Postal 2
Score distribution:
  1. Negative: 82 out of 920
920 game reviews
    • 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
    • 65 Metascore
    • 80 Critic Score
    This is quality gaming that's both fresh and exciting. [May 2004, p.92]
    • 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
    • 65 Metascore
    • 50 Critic Score
    Even the most uninspired games in this class (read: "Brute Force") have, at the very least, a solid technical foundation. But Omega Strain is janky, and uninspired on top of it. The series was better off left buried rather than marred with a subpar effort like this. [June 2004, p.80]
    • GMR Magazine
    • 79 Metascore
    • 70 Critic Score
    And the first-person baseball feature? Don't even think about it. [May 2004, p.85]
    • GMR Magazine
    • 79 Metascore
    • 80 Critic Score
    The best thing about Nippon Ichi's games is the way they strike such a good balance between accessibility and depth, and La Pucelle is another good example of this philosophy. [July 2004, p.85]
    • GMR Magazine
    • 87 Metascore
    • 90 Critic Score
    It's a great challenge, and it gets tough near the end - but the lead-up to this difficulty level is perfectly executed, and the amazing graphics, weather effects, and car crashes keep you entertained during the frustrating parts. [July 2004, p.88]
    • 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
    • 71 Metascore
    • 50 Critic Score
    A decidedly by-the-numbers movie tie-in. [July 2004, p.85]
    • GMR Magazine
    • 85 Metascore
    • 80 Critic Score
    It doesn't quite have the depth or legs to carry it into longevity like an "EverQuest" or a "Final Fantasy," bit that's for later patches and expansions. [Aug 2004, p.87]
    • GMR Magazine
    • 88 Metascore
    • 80 Critic Score
    There's almost enough new gameplay in Rise of Nations: Thrones & Patriots for a full-fledged sequel instead of an expansion pack. [July 2004, p.86]
    • GMR Magazine
    • 62 Metascore
    • 50 Critic Score
    This MMORPG is so difficult, long, and slow that playing it feels more like work than a game. [Sept 2004, p.85]
    • GMR Magazine
    • 85 Metascore
    • 90 Critic Score
    This is in fact everything you have ever loved about Onimusha buffed out to the max. [June 2004, p.75]
    • 65 Metascore
    • 70 Critic Score
    The graphics and sound are far from revolutionary, the weapons basic, and the story a total throwaway, but when the gameplay is as fast and frenetic as this, no one will care. [June 2004, p.86]
    • GMR Magazine
    • 54 Metascore
    • 50 Critic Score
    Despite the evolution of the UFC itself, the series has gone absolutely nowhere. [July 2004, p.92]
    • GMR Magazine
    • 72 Metascore
    • 80 Critic Score
    From top to bottom, every aspect of the game oozes atmosphere. [June 2004, p.78]
    • 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]
    • 74 Metascore
    • 70 Critic Score
    Vastly improved graphics and animations make this practically a new game. [Jan 2003, p.93]
    • GMR Magazine
    • 78 Metascore
    • 60 Critic Score
    47 doesn't interact smoothly with his world. His movements come right out of the Max Payne School of Character Animation, with the antihero sliding and gliding across surfaces rather than running...None of this feels right. [June 2004, p.84]
    • 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
    • 81 Metascore
    • 80 Critic Score
    The game's physics interact brilliantly with your actions to create game sequences much more memorable than any cut-scene could ever be. [July 2004, p.86]
    • 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.
    • 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.
    • 78 Metascore
    • 70 Critic Score
    Aside from a single heckler who insists that Andruw learn how to spell his name, you only ever hear a light roar—even when the ball is hit. As a result, you simply don't feel all that enthralled.
    • 76 Metascore
    • 80 Critic Score
    Like the SAT of videogames, a rapid-fire test of standard videogame skills. From the ability to process onscreen information on the fly to punching the A button like mad, you're drilled on speed, timing, control, stamina, and even intelligence in a couple hundred 5-second games.
    • 83 Metascore
    • 80 Critic Score
    It's not always realistic, but the proven mechanics ensure that it's fun...even when bling is no longer in. [June 2004, p.90]
    • GMR Magazine
    • 85 Metascore
    • 90 Critic Score
    The detail in the fighter models and their movements is frighteningly convincing, and performing a violent action against another human being feels appreciably authentic.
    • 64 Metascore
    • 50 Critic Score
    Stealth, ostensibly, should carry the game. It does not, simply because players are given little incentive to be stealthy. [June 2004, p.78]
    • 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]
    • 57 Metascore
    • 50 Critic Score
    The specialized tag-style modes are fun for a while, particularly because they involve explosions, but even these modes quickly wear thin. [June 2004, p.83]
    • GMR Magazine

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