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 2.7 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
    • 78 Metascore
    • 40 Critic Score
    The slow tracks still outnumber the fast ones; here's hoping the downloadable packages include a few more peppy songs. [Dec 2004, p.132]
    • GMR Magazine
    • 52 Metascore
    • 40 Critic Score
    Controlling Lara is like a dream - that one where you simply can't get to where you want to go fast enough, no matter what you try. [Sept 2003, p.74]
    • GMR Magazine
    • 59 Metascore
    • 40 Critic Score
    Not funny enough to make you want to endure an uncooperative camera, a choppy framerate, ill-conceived jumping puzzles, terrible aim in the shooting levels, and poor collision detection. [Oct 2003, p.70]
    • GMR Magazine
    • 48 Metascore
    • 40 Critic Score
    The principal function of moving around is a chore and, combined with the overly fancy (and illegible) heads-up display, makes completing even the simplest missions more irritating than gratifying. [Apr 2003, p.68]
    • GMR Magazine
    • 63 Metascore
    • 40 Critic Score
    Boring and repetitive... The best part of the game is when Vanessa flaunts her futuristic T&A as the credits roll. That's right, it's more fun than playing the game. [Oct 2003, p.73]
    • GMR Magazine
    • 65 Metascore
    • 40 Critic Score
    A rousing, gravelly, NFL Films-style introduction immediately gives way to slippery, sloppy, and outdated PS2 football. [Oct 2003, p.69]
    • GMR Magazine
    • 56 Metascore
    • 40 Critic Score
    Bomb-collection out the wazoo, a grim but bland story line, and everything old packaged as if it were new. [June 2003, p.75]
    • GMR Magazine
    • 62 Metascore
    • 40 Critic Score
    As passive entertainment, ETM isn't bad...As interactive entertainment (as a game, that is), this Matrix is quite simply spectacularly average. [Aug 2003, p.76]
    • GMR Magazine
    • 62 Metascore
    • 40 Critic Score
    Fails at almost every level. The framerate shudders like a dying horse. [June 2004, p.86]
    • GMR Magazine
    • 63 Metascore
    • 40 Critic Score
    While DBS2 does an admirable job of capturing the platform jumping and heated brawling of Nintendo's more famous franchise, the game still falls flat. [Oct 2003, p.80]
    • GMR Magazine
    • 69 Metascore
    • 40 Critic Score
    It's technically competent, but Crash NKR does not offer a gaming experience anyone would call fun. [Jan 2004, p.56]
    • GMR Magazine
    • 64 Metascore
    • 40 Critic Score
    The only thing unreal that awakened while playing this game was the uncontrollable urge to vomit. [May 2004, p.80]
    • 55 Metascore
    • 40 Critic Score
    Factor in the lack of two-player action and all that's left is a tepid experience.
    • 61 Metascore
    • 40 Critic Score
    Misses on just about every cylinder. [May 2003, p.71]
    • GMR Magazine
    • 48 Metascore
    • 40 Critic Score
    It's far too contrived and boring to titillate. [Feb 2005, p.112]
    • GMR Magazine
    • 65 Metascore
    • 40 Critic Score
    "Fu-Ma" (the included game) is both useless and boring. It's blurry graphics and awkward control (in an RPG?!) provide a sickening surety that no matter how much time you spend in design, the final result won't be worth playing. [Feb 2004, p.88]
    • 61 Metascore
    • 40 Critic Score
    Though it features a few original ideas, its execution is lackluster and uninspired compated to its competition. [Oct 2004, p.112]
    • GMR Magazine
    • 55 Metascore
    • 40 Critic Score
    Unresponsive controls, repetitive scenario design, and inconsistent A.I. [Oct 2003, p.74]
    • GMR Magazine
    • 57 Metascore
    • 40 Critic Score
    So the pretty cool quests and diplomacy are sacked by sad combat that makes you frustrated and impatient. [Nov 2003, p.80]
    • GMR Magazine
    • 59 Metascore
    • 40 Critic Score
    The biggest problem is pacing. Simply put, Headhunter: Redemption is monotonous and dull. [Nov 2004, p.124]
    • GMR Magazine
    • 62 Metascore
    • 40 Critic Score
    Looks like it should be a fun game, but when you spend some time with it, it makes you want to chew your arm off. [Oct 2003, p.66]
    • GMR Magazine
    • 58 Metascore
    • 40 Critic Score
    Factor in the lack of two-player action and all that's left is a tepid experience. [Feb 2004, p.91]
    • 60 Metascore
    • 40 Critic Score
    Physics don't play a big part in the proceedings; it's possible to ride a character full-speed into a wall, without any ill effects. [Feb 2003, p.72]
    • GMR Magazine
    • 65 Metascore
    • 40 Critic Score
    These ladies are hamstrung by weak animation, dinner-theater accents, and brain-dead A.I., and you can't appreciate their asses - uh, assets thorugh the long-range camera or motion-blurred replays. [Sept 2003, p.69]
    • GMR Magazine
    • 40 Metascore
    • 40 Critic Score
    There's also a full set of uninteresting urban ethnic stereotypes rendered in starkly dated graphics and loudmouth fake gangsta sound bites. [Mar 2004, p.85]
    • GMR Magazine
    • 37 Metascore
    • 40 Critic Score
    A half-assed first try. Fight Club falls flat. [Jan 2005, p.100]
    • GMR Magazine
    • 58 Metascore
    • 40 Critic Score
    Physics don't play a big part in the proceedings; it's possible to ride a character full-speed into a wall, without any ill effects. [Feb 2003, p.72]
    • GMR Magazine
    • 63 Metascore
    • 40 Critic Score
    But, as usually happens when you try to put too many spices in your gumbo, the whole thing would up tasting like an armpit. [June 2004, p.91]
    • GMR Magazine
    • 68 Metascore
    • 40 Critic Score
    PT is not worth your time or money. Almost every aspect of the game feels rushed. [June 2004, p.91]
    • GMR Magazine
    • 38 Metascore
    • 40 Critic Score
    A crappy lock-on system snaps the Terminator's weapon right to a target, oftentimes one that's right underneath a grate and thus untouchable, all the while ignoring a more obvious threat.

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