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
    • 98 Metascore
    • 100 Critic Score
    The best installment of the series in terms of control, music, and course design. [Feb 2003, p.97]
    • GMR Magazine
    • 97 Metascore
    • 100 Critic Score
    As if they dissected "Super Metroid", added a dimension, and put it back together again with slick graphics. [Feb 2003, p.96]
    • GMR Magazine
    • 97 Metascore
    • 90 Critic Score
    A phenom in terms of gameplay and sales. [Feb 2003, p.92]
    • GMR Magazine
    • 97 Metascore
    • 100 Critic Score
    The definitive reason to own an Xbox. [Feb 2003, p.95]
    • GMR Magazine
    • 96 Metascore
    • 100 Critic Score
    It's a game that somehow manages to simultaneously fulfill all expectations yet finish with the player unsatisfied and craving for more. [Feb 2005, p.92]
    • GMR Magazine
    • 96 Metascore
    • 100 Critic Score
    Magnificent. It's a terrific, if tardy, showcase for the GameCube, and it's every bit as worthy as the Halos, the GTAs, and the MGSes of this generation. This is a stunning return to form. (Happy Trails, GMR staff!) [Feb 2005]
    • 96 Metascore
    • 100 Critic Score
    An amazing conversion, given the difference between the arcade and PlayStation hardware at the time. Set the standard for bonuses. [Feb 2003, p.97]
    • GMR Magazine
    • 96 Metascore
    • 90 Critic Score
    A beautifuly and highly enjoyable game... Yet it's disappointing in other ways, including the small number of dungeons; overdependence on sailing; easy boss battles; a meaningless, pace-killing treasure hunt; and a less-than-satisfying finale. [Apr 2003, p.58]
    • GMR Magazine
    • 96 Metascore
    • 90 Critic Score
    The replays had some of us doing double-takes to make sure we weren't watching real race footage. [Feb 2003, p.97]
    • GMR Magazine
    • 96 Metascore
    • 90 Critic Score
    This highly anticipated sequel throws a real curveball early on in the game. It was probably the least confusing part of the story. [Feb 2003, p.92]
    • GMR Magazine
    • 96 Metascore
    • 100 Critic Score
    GTA's go-anywhere, do-anything gameplay design is something that truly shouldn't be missed by any gamer. The GTA Double Pack is a must-have for any console gamer.
    • 95 Metascore
    • 100 Critic Score
    The rare occasion when the sequel to a classic goes above and beyond its predecessor. Can't wait for III. [Feb 2003, p.94]
    • GMR Magazine
    • 95 Metascore
    • 90 Critic Score
    There is also a distinct lack of overall polish, mostly noticeable in the smallest ways: ugly character models, cluttered maps (the custom waypoint is a welcomed and downright necessary addition), unnecessarily complex wardrobe management, odd misspellings ("Cobra Marital Arts"), and even repeated references to Los Angeles instead of Los Santos.
    • 95 Metascore
    • 100 Critic Score
    There's something indescribably cool about cruising Vice City's beach strip while rocking to "Billie Jean." [Feb 2003, p.92]
    • GMR Magazine
    • 95 Metascore
    • 100 Critic Score
    Core gameplay is unchanged, but the graphics get a complete overhaul - which makes GT3 the best-playing/looking sim on the market. [Feb 2003, p.92]
    • GMR Magazine
    • 95 Metascore
    • 100 Critic Score
    The digital surround sound is phenomenal (and the voice-acting peerless), and players with a good A/V system will enjoy hearing enemies approach from all sides due to the sharp positional sound.
    • 95 Metascore
    • 90 Critic Score
    Not having to dig out the SNES and clean out the cartridge port is nice enough, but to play this classic game on the bus? Pure Nirvana. [Feb 2003, p.74]
    • GMR Magazine
    • 94 Metascore
    • 100 Critic Score
    The crystals return to the series, along with a four-member party, blue magic, and black mages. [Feb 2003, p.97]
    • GMR Magazine
    • 94 Metascore
    • 90 Critic Score
    Did you know DMC was going to be "Resident Evil 4," before it was spun off into its own series? Oh, you did? Nevermind, then. [Feb 2003, p.92]
    • GMR Magazine
    • 94 Metascore
    • 100 Critic Score
    It wasn't quite the "Chrono Trigger" sequel most people expected, but it's a magnificent game by its own right. [Feb 2003, p.97]
    • GMR Magazine
    • 94 Metascore
    • 100 Critic Score
    Open-ended and uproariously funny. [Sept 2003, p.67]
    • GMR Magazine
    • 94 Metascore
    • 90 Critic Score
    04 offers more of the same, but also takes encouraging steps toward true innovation... It's superb in every regard. [Sept 2003, p.72]
    • GMR Magazine
    • 94 Metascore
    • 100 Critic Score
    A cinematic classic. [Feb 2003, p.97]
    • GMR Magazine
    • 94 Metascore
    • 90 Critic Score
    The only missteps are a super class of cars that are almost too fast for the courses, an abundance of loading screens, and a mostly terrible soundtrack-the latter two problems solved by the Xbox version.
    • 94 Metascore
    • 90 Critic Score
    NCAA stands as (at least) "Madden's" equal and easily justifies a $50 expenditure... Improvements galore and online play (with chat) make NCAA second to none. [Sept 2003, p.72]
    • GMR Magazine
    • 94 Metascore
    • 100 Critic Score
    The battle system rocks. Not quite real-time, not quite turn-based, but somewhere in-between, KOTOR's battle engine offers tremendous depth while being intimately adjustable. [Sept 2003, p.78]
    • GMR Magazine
    • 94 Metascore
    • 100 Critic Score
    The depth of this game is staggering. [Feb 2003, p.93]
    • GMR Magazine
    • 93 Metascore
    • 90 Critic Score
    The only missteps are a super class of cars that are almost too fast for the courses, an abundance of loading screens, and a mostly terrible soundtrack--the latter two problems solved by the Xbox version. [Oct 2004, p.111]
    • 93 Metascore
    • 100 Critic Score
    The second lap was even better than the first. [Feb 2003, p.97]
    • GMR Magazine
    • 93 Metascore
    • 90 Critic Score
    This is Pandora's downfall: For a game that requires stealth and discreet action, the mechanics aren't very forgiving-or for that matter, consistent.
    • 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.
    • 92 Metascore
    • 90 Critic Score
    Brought RPGs into the Western spotlight and contained the most debated plot twist of an era. [Feb 2003, p.97]
    • GMR Magazine
    • 92 Metascore
    • 90 Critic Score
    An excellent game with brilliant art direction and tried-and-true gameplay. But...feels slightly less powerful than its predecessor. [Jan 2005, p.96]
    • GMR Magazine
    • 92 Metascore
    • 90 Critic Score
    While the gameplay is faster, and more responsive than ever before, MF manages to feel even more claustophobic than in the past. That's a good thing. [Feb 2003, p.75]
    • GMR Magazine
    • 91 Metascore
    • 100 Critic Score
    The controls are flawless, the weapons are diverse, and the production values are some of the highest in the industry. [Dec 2004, p.106]
    • 91 Metascore
    • 90 Critic Score
    This remake could almost be described as a new game. But is it really Resident Evil without the laughably bad voice acting? [Feb 2003, p.96]
    • GMR Magazine
    • 91 Metascore
    • 100 Critic Score
    Culminates in one of the greatest ending sequences in gaming and what's probably the most impressive display of the PlayStation 2's untapped graphical abilities.
    • 91 Metascore
    • 90 Critic Score
    While it may intimidate casual gamers, the hardcore will eat this up. Ninja Gaiden is the work of developers at the peak of their powers and is, pound for pound, light years beyond anything else in the category. [Jan 2004, p.47]
    • 91 Metascore
    • 90 Critic Score
    Incredible at the time, DOA2 did things the "big boys" hadn't even dreamed of. [Oct 2004, p.122]
    • GMR Magazine
    • 91 Metascore
    • 90 Critic Score
    One of the greatest 2D platformers ever put to silicon. [Feb 2003, p.97]
    • GMR Magazine
    • 91 Metascore
    • 80 Critic Score
    On the field, Sega falls short of the more immediate action, tighter controls, and more powerful on-field flexibility of "Madden 2004." [Sept 2003, p.73]
    • GMR Magazine
    • 91 Metascore
    • 90 Critic Score
    Austin Powers ain't got nothing on Cate Archer, the hottest digital chick with a gun since that old hag Lara Croft. [Feb 2003, p.94]
    • GMR Magazine
    • 91 Metascore
    • 90 Critic Score
    It still doesn't own the grahics category, but Madden controls better with that same great pace it's known to have. [Sept 2004, p.86]
    • GMR Magazine
    • 91 Metascore
    • 90 Critic Score
    For those who have the Dual Shock firmly hardwired into their psyche, switching over to the oddly-shpaed GameCube can prove difficult. [Feb 2003, p.96]
    • GMR Magazine
    • 91 Metascore
    • 90 Critic Score
    If you're a D&D nerd then you already know, but buy this one for the multiplayer and user-made mods. [Feb 2003, p.94]
    • GMR Magazine
    • 91 Metascore
    • 80 Critic Score
    If "Harmony" was dinner, then Aria is surely dessert: short, sweet, and to the point. Not bad if you don't mind too much of a good thing. [June 2003, p.76]
    • GMR Magazine
    • 91 Metascore
    • 90 Critic Score
    A deep combat engine and brilliant graphics make this the best RPG available on the GBA. [Feb 2003, p.97]
    • GMR Magazine
    • 91 Metascore
    • 90 Critic Score
    A complex card system governs your special abilities. [Feb 2003, p.97]
    • GMR Magazine
    • 90 Metascore
    • 90 Critic Score
    When it comes to online play, PGR2 knocks it out of the park. [Jan 2004, p.76]
    • GMR Magazine
    • 90 Metascore
    • 100 Critic Score
    So much more involving, more expansive, and just plain more, more that that you might need to buy a new PC so you can play it alongside Mommy. [Dec 2004, p.120]
    • GMR Magazine
    • 90 Metascore
    • 90 Critic Score
    ICO
    An underappreciated work of art with challenging puzzles, fantastic lighting, and engrossing character relationships. [Feb 2003, p.92]
    • GMR Magazine
    • 90 Metascore
    • 90 Critic Score
    One of those games you cherish playing - and avoid completing because you just don't want it to end. [Jan 2003, p.93]
    • GMR Magazine
    • 90 Metascore
    • 100 Critic Score
    Never before has a console game offered the flexibility of a PC-strength level editor with the ability to swap and trade freely with a natino of virtual skaters. [Dec 2003, p.65]
    • 90 Metascore
    • 90 Critic Score
    What keeps Street hot in any of its addictive modes is its tight controls, great graphics, and awesome play-by-play commentary (you go, Bobbito!). [May 2003, p.72]
    • GMR Magazine
    • 90 Metascore
    • 100 Critic Score
    Highly conceptual "god-game" that has you ruling over mortals with a little help from a giant cow-monster. [Feb 2003, p.94]
    • GMR Magazine
    • 90 Metascore
    • 90 Critic Score
    With the underlying mechanics perfected, Commando gets down to the business at hand and provides a Godzilla-sized block of fun. [Dec 2003, p.72]
    • 90 Metascore
    • 80 Critic Score
    While "Madden's" a better game in the way that Peyton Manning is better than Steve McNair (marginally), it'll be fun to see if ESPN can beat the daunting spread with its budget-priced equalizer. [Sept 2004, p.87]
    • GMR Magazine
    • 90 Metascore
    • 90 Critic Score
    You won't find a better baseball game this year...It's not quite the "Madden" of baseball games yet...but it's very close. [May 2004, p.85]
    • GMR Magazine
    • 90 Metascore
    • 80 Critic Score
    It's amazing how they managed to cram Tony Hawk into a cartridge, while keeping the essence of the game true to the console version. [Feb 2003, p.97]
    • GMR Magazine
    • 90 Metascore
    • 80 Critic Score
    The studio that gave birth to Crash Bandicoot brings a couple of new mascots and new gorgeous 3D world to the PS2. [Feb 2003, p.92]
    • GMR Magazine
    • 90 Metascore
    • 90 Critic Score
    Impressive when you consider it took only nine months to make. [Feb 2003, p.96]
    • GMR Magazine
    • 90 Metascore
    • 90 Critic Score
    It's Pandora's Box, a treasure trove of bonuses including extra modes and characters, CG movies, detailed stats, and the original Panzer Dragoon, that will keep gamers coming back. [Feb 2003, p.69]
    • 90 Metascore
    • 80 Critic Score
    Character upgrades, including a useless superpunch for Olimar and Louie, highlight Pikmin 2's greatest flaw: it relies too heavily on the collection of stuff. [Oct 2004, p.104]
    • GMR Magazine
    • 90 Metascore
    • 80 Critic Score
    Everything good about the original is here, with loads of new multiplayer options including maps, weapons, and game modes, too. [Feb 2003, p.80]
    • GMR Magazine
    • 90 Metascore
    • 90 Critic Score
    Simply put, you need to play this to understand. [Oct 2004, p.94]
    • GMR Magazine
    • 90 Metascore
    • 90 Critic Score
    McRae games were and are the best. [Feb 2003, p.97]
    • GMR Magazine
    • 90 Metascore
    • 80 Critic Score
    Though ESPN is still inferior on the ice, it crushes "NHL 2003" visually, with graphics and animations that give it an incredible sense of realism. [Oct 2003, p.67]
    • GMR Magazine
    • 90 Metascore
    • 90 Critic Score
    Things were more "real" this time around. [Feb 2003, p.97]
    • GMR Magazine
    • 90 Metascore
    • 90 Critic Score
    Play a version of Madden where the Rams could actually win with Kurt Warner. [Feb 2003, p.97]
    • GMR Magazine
    • 89 Metascore
    • 90 Critic Score
    Where Zero Mission really adds to the legend is in the game's challenging surprise ending...this isn't your daddy's Metroid. [Mar 2004, p.92]
    • 89 Metascore
    • 90 Critic Score
    Action/strategy hybrid defies the conventions of all the genres it touches, while making for a fantastically original multiplayer experience. [Feb 2003, p.94]
    • GMR Magazine

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