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
    • 91 Metascore
    • 70 Critic Score
    Instead of cramming three divergent threads into one game, the developers should have split them up. The Russian campaign could have stood on its own, but it feels like an afterthought.
    • 89 Metascore
    • 70 Critic Score
    People with high blood pressure might want to stay away, but if you can tolerate unreasonably difficult A.I., Far Cry will punish you. And you will like it. [June 2004, p.82]
    • GMR Magazine
    • 86 Metascore
    • 70 Critic Score
    We'd be hard pressed to stake the claim that any of these add significantly to the first game's singularly terse thrill. [Jan 2004, p.60]
    • GMR Magazine
    • 86 Metascore
    • 70 Critic Score
    It's that A.I. thing that's a killer. The price is definitely right, but basing it on gameplay alone, this one lags behind this season's No. 1: "March Madness." [Jan 2005, p.118]
    • GMR Magazine
    • 85 Metascore
    • 70 Critic Score
    It's a claustrophobic eye-dryer whose thrills are offset by the demands it places on the gamer. [May 2003, p.65]
    • GMR Magazine
    • 84 Metascore
    • 60 Critic Score
    The glossy graphics can't shine off the mediocrity of the Westwood formula. [Apr 2003, p.67]
    • GMR Magazine
    • 84 Metascore
    • 70 Critic Score
    A gritty, stylish noir sequel built to please the first game's many trigger-happy fans. [Feb 2004, p.86]
    • GMR Magazine
    • 84 Metascore
    • 70 Critic Score
    Precise, demanding, and about as tough as rally racing gets, Colin McRae Rally 04 should be approached by those predisposed to driving on dirt.
    • 84 Metascore
    • 70 Critic Score
    Unfortunately, like its prequel, Black Arrow's single-player campaign is still a collection of trial-and-error missions that require you to memorize the location of every hostage and enemy while perfecting your run through linear levels. [Sept 2004, p.93]
    • GMR Magazine
    • 84 Metascore
    • 70 Critic Score
    There's enough here to warrant purchase for diehard AoM fans, but it doesn't change gameplay significantly enough to draw in audiences outside the original fanbase. [Dec 2003, p.97]
    • 84 Metascore
    • 70 Critic Score
    You will get enough to satisfy your battlefield cravings, but these extras could have - and maybe should have - been offered as a free download, not a $17.99 purchase. [May 2003, p.69]
    • GMR Magazine
    • 83 Metascore
    • 70 Critic Score
    For newbies, this is still a great game, but for veterans of previous iterations, there's no reason to switch. [July 2003, p.75]
    • GMR Magazine
    • 83 Metascore
    • 70 Critic Score
    The delights are mostly in the details - and the developer has taken the time to stuff this version full of neat little extras. [Apr 2003, p.73]
    • GMR Magazine
    • 83 Metascore
    • 70 Critic Score
    Offers a more simplified, newbie-friendly version of traditional Tribes gameplay. [Jan 2005, p.92]
    • GMR Magazine
    • 82 Metascore
    • 70 Critic Score
    Ruby and Sapphire stick to the script - there are few surprises here. Yes, the world is all new, and yes, there are 100 new Pokemon, but it's still basically the same game. [June 2003, p.78]
    • GMR Magazine
    • 82 Metascore
    • 70 Critic Score
    A totally new game. Unfortunately, it lacks the depth of the other games here, and therefore won't satisfy hardcore baseball fans. [Apr 2003, p.64]
    • GMR Magazine
    • 82 Metascore
    • 70 Critic Score
    A lot of fun, but if it has one problem, it's that it is too similar to the previous game. But hey, the first game was great. [Aug 2003, p.71]
    • GMR Magazine
    • 82 Metascore
    • 50 Critic Score
    There are no more than a handful of truly danceable tracks. The rest are either slow, boring, or both. [Jan 2004, p.64]
    • GMR Magazine
    • 82 Metascore
    • 70 Critic Score
    Fighters plays up the action while devaluing its story with cookie-cutter bad guys, bad accents, and jingoistic sentiments. [Oct 2003, p.76]
    • GMR Magazine
    • 82 Metascore
    • 70 Critic Score
    Takes its inspiration from "The Legend of Zelda" - and that ain't bad. [Feb 2003, p.96]
    • GMR Magazine
    • 82 Metascore
    • 70 Critic Score
    If you're gonna buy one college game this year, buy March Madness.
    • 82 Metascore
    • 70 Critic Score
    Holding back the fun are severe slowdown and scripting problems; hectic firefights and complex rooms often crush the game's framerate, and some event triggers can be irrevocably hung up, forcing a restart. [Dec 2003, p.92]
    • GMR Magazine
    • 81 Metascore
    • 70 Critic Score
    If you're gonna buy one college game this year, buy March Madness.
    • 81 Metascore
    • 70 Critic Score
    The most welcome addition to the series are the highly interactive backgrounds of Namco's arcade classic "Crisis Zone." [Nov 2003, p.84]
    • GMR Magazine
    • 81 Metascore
    • 50 Critic Score
    Finding a hot zone that doesn't play like a deathmatch in a broom closet [or getting to a hot zone at all] takes more legwork than you'd expect for the payoff. [Sept 2003, p.65]
    • GMR Magazine
    • 81 Metascore
    • 70 Critic Score
    My only gripe is the less-than-perfect lightsaber controls. [Feb 2003, p.72]
    • GMR Magazine
    • 81 Metascore
    • 70 Critic Score
    Because may stages aren't too difficult to pass, the game might seem easy at first, but it's really a system that favors rewarding good players rather than punishing poor ones. [July 2004, p.89]
    • GMR Magazine
    • 81 Metascore
    • 70 Critic Score
    When you marry the spot-on physics of pinball ballistics with the collection-mania of Nintendo's ageless Pokemon franchise, good times are all but guaranteed. [Nov 2003, p.90]
    • GMR Magazine
    • 81 Metascore
    • 70 Critic Score
    In Premiership terms: FIFA is Manchester United - polished and predictable. "Winning Eleven" plays like Chelsea - maverick with panache and flair. Which would you rather play? [Dec 2004, p.119]
    • GMR Magazine
    • 81 Metascore
    • 70 Critic Score
    With the exception of battling other Jedi, you'll be slicing your way through this game in no time. [Dec 2003, p.80]
    • GMR Magazine
    • 81 Metascore
    • 70 Critic Score
    A totally new game. Unfortunately, it lacks the depth of the other games here, and therefore won't satisfy hardcore baseball fans. [Apr 2003, p.64]
    • GMR Magazine
    • 81 Metascore
    • 70 Critic Score
    There are a lot of things about HM:FMT that make it ideal for GBA, but the main thing is the bite-sized chunks of time that the game is broken up into. [Dec 2003, p.104]
    • GMR Magazine
    • 81 Metascore
    • 70 Critic Score
    Jump online, and you'll immediately reconsider Thunder. [Oct 2003, p.76]
    • GMR Magazine
    • 81 Metascore
    • 70 Critic Score
    One of the fastest-paced, most exciting wrestling games we've ever played... [But] effectively dealing with multiple opponents is highly problematic. [Apr 2003, p.70]
    • GMR Magazine
    • 80 Metascore
    • 70 Critic Score
    Luckily, the insipid offline game serves as a training ground for its exciting online counterpart. [Feb 2005, p.86]
    • GMR Magazine
    • 80 Metascore
    • 70 Critic Score
    The Eye Toy experience suffers from the overall lack of precision one would expect from a game that involves little more than waving your hands in vague motions at your TV, but it's still a bold experiment. [Nov 2003, p.86]
    • GMR Magazine
    • 80 Metascore
    • 70 Critic Score
    PC players have a set of expectations that couldn't be met without more solid A.I. That, plus unfulfilling multiplayer, takes away any chances for a Medal of Honor here. [Jan 2005, p.122]
    • GMR Magazine
    • 80 Metascore
    • 60 Critic Score
    Unfortunately, unique visuals and a well-made battle system can't always rescue this easy linear game from the swell of mediocrity that often threatens to overrun it. [Jan 2005, p.82]
    • GMR Magazine
    • 80 Metascore
    • 70 Critic Score
    The fighting is absolutely mad-dog-howling good. [Mar 2004, p.93]
    • GMR Magazine
    • 80 Metascore
    • 70 Critic Score
    Combat is flashy and loud, marred only by the accent-heavy voiceovers. [Sept 2004, p.88]
    • GMR Magazine
    • 80 Metascore
    • 70 Critic Score
    While the action might not be outstanding, the game world itself is. [Feb 2005, p.98]
    • GMR Magazine
    • 80 Metascore
    • 60 Critic Score
    We struggle with MXU's collision problems, floatiness while jumping, and the decision to scrap "MX Superfly's" stunt track editor. These work to frustrate and unfortunately take things down a bit. [Apr 2004, p.93]
    • GMR Magazine
    • 80 Metascore
    • 70 Critic Score
    Good for boredom, bad for creativity. [Jan 2005, p.102]
    • GMR Magazine
    • 80 Metascore
    • 70 Critic Score
    A solid title, but not what it could have been. [Oct 2003, p.76]
    • GMR Magazine
    • 80 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
    • 80 Metascore
    • 70 Critic Score
    What really wins this skins match is multiplayer: "Tiger" doesn't do it on Xbox, while Links not only offers multiplayer tourneys, but also the promise of new downloadable courses. [Dec 2003, p.82]
    • GMR Magazine
    • 80 Metascore
    • 70 Critic Score
    One of the fastest-paced, most exciting wrestling games we've ever played... [But] effectively dealing with multiple opponents is highly problematic. [Apr 2003, p.70]
    • GMR Magazine
    • 80 Metascore
    • 70 Critic Score
    Factor in the need to half-push the left stick and left and right triggers in order to get style bonuses, and you can see why intuitiveness completely disappears.
    • 80 Metascore
    • 70 Critic Score
    Has Kirby on the right track and, for the first time in years, starts to evolve the series. It just doesn't quite live up to its ambitions. [Nov 2004, p.118]
    • GMR Magazine
    • 80 Metascore
    • 70 Critic Score
    A truly attractive game that sometimes even manages to better its competition, but the gameplay is just too riddled with holes for comfort. [Sept 2004, p.91]
    • GMR Magazine
    • 79 Metascore
    • 60 Critic Score
    Playing out your career is fun for a little while, but there's just too much tedium and repetition involved to inject freshness into a tired franchise. [Sept 2003, p.67]
    • 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
    • 70 Critic Score
    This game time is artificially prolonged by ridiculous amounts of difficulty. The clunky and unresponsive control scheme is bad enough, but you start so weak that you're forced to do a lot of mindless leveling up before you can do anything interesting.
    • 79 Metascore
    • 70 Critic Score
    The disappointing lack of traffic [online] means you'll need at least four competitors on a course to prevent boredom. [Dec 2004, p.123]
    • GMR Magazine
    • 79 Metascore
    • 60 Critic Score
    Even without online play, Uru wins points for style and originality. Diehard "Myst" fans probably already have this, but others may want to wait until February to see if the whole online thing pays off.
    • 79 Metascore
    • 70 Critic Score
    The only real knock against Two Towers is its limited replayability. [Feb 2003, p.68]
    • GMR Magazine
    • 79 Metascore
    • 70 Critic Score
    One of the fastest, most insane combat-racing games ever devised... If the tracks were a little bit less ambitious or the trick system streamlined for human hands, DD would easily be one of the best games of its type. [Aug 2003, p.78]
    • GMR Magazine
    • 78 Metascore
    • 60 Critic Score
    Although there are plenty of missions to complete and mosters to vanquish, even die-hard D&D fans might struggle to stay awake throughout this game. [Mar 2004, p.84]
    • 78 Metascore
    • 70 Critic Score
    Overall, everything feels responsive, scores and stats come out realistically, and the atmosphere just feels right. [May 2004, p.84]
    • GMR Magazine
    • 78 Metascore
    • 60 Critic Score
    Imagine the leap a game like "Dead or Alive 2" made when it became "3," and you can see the potential being wasted here. [May 2003, p.63]
    • 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
    • 78 Metascore
    • 70 Critic Score
    It's difficult to justify the price tag when the single-player campaign offers little lasting value. [Sept 2004, p.84]
    • GMR Magazine
    • 78 Metascore
    • 60 Critic Score
    Not nearly as exciting as it sounds. [June 2003, p.70]
    • GMR Magazine
    • 78 Metascore
    • 70 Critic Score
    A totally new game. Unfortunately, it lacks the depth of the other games here, and therefore won't satisfy hardcore baseball fans. [Apr 2003, p.64]
    • GMR Magazine
    • 78 Metascore
    • 70 Critic Score
    Like most strategy-RPGs, it's a lot to bite off at once, but it's a fine game for players who know what they're getting into. [Dec 2003, p.86]
    • GMR Magazine
    • 78 Metascore
    • 70 Critic Score
    It's not baseball. Slugfest is "NFL Blitz" with bats... If you know what you're getting going in, you'll have a blast. [Apr 2003, p.65]
    • GMR Magazine
    • 78 Metascore
    • 70 Critic Score
    One fine tactical strategy series...It's just too bad that so little has been changed. This isn't Dynasty Tactics 2, it's "DT: Special Edition." [Nov 2003, p.77]
    • GMR Magazine
    • 78 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
    • 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.
    • 78 Metascore
    • 70 Critic Score
    Like getting socks for Christmas, it's good and comfortable, but not what we wanted. [Feb 2003, p.96]
    • GMR Magazine
    • 77 Metascore
    • 70 Critic Score
    All the atmosphere is here - the confusion and fear - but beyond that, DFBHD doesn't involve much more than mowing down hordes of mindless enemy drones. [June 2003, p.73]
    • GMR Magazine
    • 77 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
    • 77 Metascore
    • 70 Critic Score
    Even if the image of the precious Hamtaro in an apple suit makes you cringe, there's a solid game behind the cuteness. [Sept 2004, p.94]
    • GMR Magazine
    • 77 Metascore
    • 60 Critic Score
    And again, boss encounters are both overwhelming and plodding. [Nov 2004, p.127]
    • GMR Magazine
    • 77 Metascore
    • 70 Critic Score
    The hand-to-hand combat is, despite a handful of unlockable combos, pure button-mashing chaos. There's a clever fight in which you shove your opponent into a fiery stove, but that's the only strategic scrap.
    • 77 Metascore
    • 70 Critic Score
    With its violence, use of Xbox Live, and deep franchise mode, this title will appeal to both hardcore and casual baseball fans alike. [Aug 2004, p.96]
    • GMR Magazine
    • 77 Metascore
    • 50 Critic Score
    The game's frequent puzzles also range from simplistic to mildly frustrating. Fortunately, you'll be finished with the game in a weekend.
    • 77 Metascore
    • 60 Critic Score
    Although there are plenty of missions to complete and monsters to vanquish, even die-hard D&D fans might struggle to stay awake throughout this game.
    • 77 Metascore
    • 70 Critic Score
    The hand-to-hand combat is, despite a handful of unlockable combos, pure button-mashing chaos.
    • 77 Metascore
    • 70 Critic Score
    By upping the number of creatures in a stable, Tecmo has dramatically quickened the game's pace, with only a minimal trade-off in terms of the number of menus a trainer must plod through. [Jan 2004, p.60]
    • GMR Magazine
    • 77 Metascore
    • 70 Critic Score
    The hand-to-hand combat is, despite a handful of unlockable combos, pure button-mashing chaos.
    • 77 Metascore
    • 50 Critic Score
    The game's frequent puzzles also range from simplistic to mildly frustrating. Fortunately, you'll be finished with the game in a weekend.
    • 77 Metascore
    • 70 Critic Score
    With its violence, online play, and deep franchise mode, this title will appeal to both hardcore and casual baseball fans alike.
    • 77 Metascore
    • 60 Critic Score
    So detail oriented and text heavy that it appeals to only the most diehard and, perhaps, anal-retentive. [Nov 2003, p.77]
    • GMR Magazine
    • 77 Metascore
    • 70 Critic Score
    If you're frustrated by "FFTA," this is strategy with training wheels. [July 2004, p.92]
    • GMR Magazine
    • 77 Metascore
    • 60 Critic Score
    It's a good game, but it lacks the qualities that make the greats - the Marios, Castlevanias, and Metroids - absolute must-haves. [June 2003, p.79]
    • GMR Magazine
    • 77 Metascore
    • 60 Critic Score
    Despite some well-done presentation and solid controls, major missteps in the level design and entire multiplayer system cause Brute Force to lose all the fun from what should be a great time for you and your friends. [Aug 2003, p.69]
    • 77 Metascore
    • 70 Critic Score
    It's the closest any DBZ game has ever come to replicating the insane airborne fights from the show. [Jan 2005, p.114]
    • GMR Magazine
    • 76 Metascore
    • 70 Critic Score
    It's not baseball. Slugfest is "NFL Blitz" with bats... If you know what you're getting going in, you'll have a blast. [Apr 2003, p.65]
    • GMR Magazine
    • 76 Metascore
    • 70 Critic Score
    It's not baseball. Slugfest is "NFL Blitz" with bats... If you know what you're getting going in, you'll have a blast. [Apr 2003, p.65]
    • GMR Magazine
    • 76 Metascore
    • 70 Critic Score
    Oddly, though, Yuke's employs two separate buttons for blocks when there's clearly no need to use more than one, and it offers no option to modify this scheme. [Nov 2003, p.74]
    • GMR Magazine
    • 76 Metascore
    • 70 Critic Score
    The stellar visuals and spot-on sound design keep these from being too terribly dull, but clumsy combat and woeful repetition will try your patience.
    • 76 Metascore
    • 70 Critic Score
    The experience could have been even edgier if the enemy A.I. was fully up to snuff. [Nov 2004, p.136]
    • GMR Magazine
    • 76 Metascore
    • 70 Critic Score
    An incredibly deep military flight simulator, Lock On is overwhelming, except to the most die-hard flight-stick jockeys. [Mar 2004, p.83]
    • 76 Metascore
    • 70 Critic Score
    The novelty wears off and Konga becomes repetitive, especially without other bongo owners to play against or with. [Nov 2004, p.130]
    • GMR Magazine
    • 76 Metascore
    • 70 Critic Score
    The levels are repetitive, boxy mazes with nothing interesting in them aside from battles, and the story's for fans only. Still, it's a technically excellent and fun game that begins to wear only through repetition and ease. [Jan 2005, p.84]
    • 76 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
    • 76 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]
    • GMR Magazine
    • 76 Metascore
    • 70 Critic Score
    It's shamelessly hilarious, leaving no topic or genre stereotype sacred. [Dec 2004, p.110]
    • 76 Metascore
    • 60 Critic Score
    Ultimately, however, Manhunt becomes more laborious than shocking. Along the way, the vaunted enemy A.I. turns transparent, detracting considerably from its aura of paranoia.

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