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 Tekken 3
Lowest review score: 0 Ping Pals
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.

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