GMR Magazine's Scores
- Games
For 921 reviews, this publication has graded:
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37% higher than the average critic
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5% same as the average critic
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58% lower than the average critic
On average, this publication grades 3.6 points lower than other critics.
(0-100 point scale)
Average Game review score: 71
| Highest review score: | Tony Hawk's Pro Skater 2 | |
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| Lowest review score: | Postal 2 |
Score distribution:
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Positive: 457 out of 921
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Mixed: 382 out of 921
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Negative: 82 out of 921
921
game
reviews
- By Date
- By Critic Score
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- Critic Score
Controls are decent in concept but poor in execution. [Sept 2004, p.92]- GMR Magazine
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An incredibly deep military flight simulator, Lock On is overwhelming, except to the most die-hard flight-stick jockeys. [Mar 2004, p.83]- GMR Magazine
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A bit of an acquired taste. If you dig its goofy sense of humor, or if you're a fan of previous Worms games, you might find something to like once you get past the 3D-induced flaws.- GMR Magazine
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The game feels oddly piecemeal: From its bland anime hero on a quest to collect "data chips" to its "downloadable" special abilities, Virtua Quest seems more like a Mega Man Battle Network game than a VF title.- GMR Magazine
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The nice thing about Fullmetal Alchemist that you don't always get in a licensed game... is that the gameplay actually seems inspired by and drawn from the source material, rather than simply being generic with some recognizable characters plugged in. [Feb 2005, p.106]- GMR Magazine
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Hiding an otherwise mediocre game behind story and setting doesn't work twice.- GMR Magazine
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The best Mega Man X in recent memory and will provide an enjoyable challenge to gamers willing to give 2D another go. [Feb 2005, p.97]- GMR Magazine
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Kuon has considerably limited replay value, and the game is neither ambitious nor unique enough to warrant an especially enthusiastic recommendation. [Dec 2004, p.122]- GMR Magazine
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Competent on all levels, offering solid if unexceptional value. [Feb 2005, p.110]- GMR Magazine
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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]- GMR Magazine
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It's hard to ask for more from a portable puzzler, which makes Drill Spirits a tasty (if not completely filling) morsel of gaming goodness. [Feb 2005, p.111]- GMR Magazine
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Unless you've got serious Atari nostalgia, most of these won't keep you occupied for more than five minutes. [Feb 2005, p.103]- GMR Magazine
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Wearing a no-holds-barred sense of literalism on its sleeve, this mostly mediocre affair fails to bring anything new to the genre or even match its many peers. [Feb 2005, p.104]- GMR Magazine
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A surprisingly deep and satisfying ride, made all the more appealing by its $19.99 price tag. [Nov 2004, p.136]- GMR Magazine
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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
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While it does a lot right, it lacks the polish the series is known for. [Feb 2005, p.113]- GMR Magazine
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Does nothing extraordinarily special, nor is the DS hardware exploited beyond a map. [Feb 2005, p.110]- GMR Magazine
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While the action might not be outstanding, the game world itself is. [Feb 2005, p.98]- GMR Magazine
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Takes advantage of the new lease on life by endangering the lives of its onscreen combatants in much better fashion than before. [Feb 2005, p.84]- GMR Magazine
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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
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The game's presentation is incredible... Unfortunately, the A.I. should have spent more time in basic training. [Feb 2005, p.87]- GMR Magazine
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Luckily, the insipid offline game serves as a training ground for its exciting online counterpart. [Feb 2005, p.86]- GMR Magazine
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While it's a fun enough brawler, it's not exactly "Virtua Fighter 4." [Jan 2005, p.114]- GMR Magazine
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It's a shame Artoon didn't have enough faith in the gamer to really let this kitty off the leash. [Feb 2005, p.97]- GMR Magazine
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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
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Brings style aplenty, but it rarely stoops to substance and is easily surpassed by its videogame brethren. [Jan 2005, p.85]- GMR Magazine
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The bottom line is that if you're going to have an easy-to-play game that doesn't even attempt to push the genre in any meaningful manner, at least feature characters that 8-year-olds won't be too embarrassed to be caught playing as. [Dec 2004, p.126]- GMR Magazine
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A sublime experience that incorporates the feel of flying, acrobatics, and racing all in one. Unfortunately, the finicky EyeToy provides less than optimal control, resulting in intermittent bursts of frustration. [Jan 2005, p.122]- GMR Magazine
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It's almost as if Koei planned this expansion pack long ago just to milk Warriors fans for all they're worth. [Jan 2005, p.102]- GMR Magazine
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Doesn't reinvent the gameplay of its predecessors, but it does refine it. Unfortunately, it's not all for the better. [Jan 2005, p.128]- GMR Magazine
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As anime-based games go, there have been far worse. Unfortunately, there have also been better. [Dec 2004, p.125]- GMR Magazine
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It's just a little too late for a reboot from last year. [Feb 2005, p.87]- GMR Magazine
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Why waste money on Superstars when you can buy any number of hallucination-inducing substances to get your friends swatting at the air for a fraction of the price? [Feb 2005, p.94]- GMR Magazine
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The hardware simply isn't powerful enough to consistently process what Killzone wants to do, in both single-player and online multiplayer modes. Similar to how Rare's "Perfect Dark" stressed the N64 near the end of that system's life, a game with otherwise excellent attributes finds itself arriving much too late for one party and a little too early for the next.- GMR Magazine
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If you're new to Sonic, for 20 bucks you really can't go wrong. [Feb 2005, p.103]- GMR Magazine
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A competent and, at times, genuinely fun platformer, but it will have to rely heavily on its license for a successful run. [Feb 2005, p.99]- GMR Magazine
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It's shamelessly hilarious, leaving no topic or genre stereotype sacred. [Dec 2004, p.110]- GMR Magazine
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A game designed solely and specifically to appeal to nostalgia-addled fans, released in a country where that nostalgia doesn't exist. [Dec 2004, p.102]- GMR Magazine
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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
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The fact that Jaguar's flame katana - a standard weapon - can take down most bosses in less than five slashes...well, that just shouldn't be possible. [Dec 2004, p.128]- GMR Magazine
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Short, linear, and in its best moments, incredibly difficult. But for those who long to feel their hands cramp up around the cold, hard plastic, that might be enough. [Nov 2004, p.108]- GMR Magazine
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In most ways an improvement upon its predecessor, but it's still a far cry from the awesome arcade game that came out in the late '80s...A highly mediocre experience. [Nov 2004, p.121]- GMR Magazine
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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
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Offers a more simplified, newbie-friendly version of traditional Tribes gameplay. [Jan 2005, p.92]- GMR Magazine
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Maximum Impact is trapped in a weird place. It got most of its soul from the series' 2D legacy, but elements of the latest in 3D fighters have been sprinkled liberally on it. [Dec 2004, p.133]- GMR Magazine
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A good concept with fun trappings, but it doesn't quite have enough going on under teh surface. [Nov 2004, p.108]- GMR Magazine
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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
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It's difficult to describe any element of the game as anything but simply "good." [Jan 2005, p.106]- GMR Magazine
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There's solid ground on which to build a game, but compared to what Insomniac is doing, much work remains. [Dec 2004, p.126]- GMR Magazine
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Though the nostalgia of playing wears off quickly, for only 20 bucks, you really can't go wrong. [Dec 2004, p.104]- GMR Magazine
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It's this constant barrage of humor, both cliched and well written, that saves Larry from flunking out. [Dec 2004, p.122]- GMR Magazine
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Without the cel-shaded aesthetic to bolster what's an otherwise mediocre shooter, even those seeking simply to relive their glory days of after-school anime and protoculture will find this sorely disappointing.- GMR Magazine
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And again, boss encounters are both overwhelming and plodding. [Nov 2004, p.127]- GMR Magazine
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The controls are just dandy, and there's plenty of shooting to be done, but no single aspect of this Invasion makes the game particularly notable - it looks plain, sounds plain, and pretty much plays plain, too. [Nov 2004, p.112]- GMR Magazine
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Despite all it's going for it, Evil Genius just isn't fun. The gameplay is dull, and there is nothing left after you get beyond the initial novelty. [Nov 2004, p.140]- GMR Magazine
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There's plenty to unlock, and training games break up the pace a bit, but the motivation to return to the ring isn't there. [Dec 2004, p.119]- GMR Magazine
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The novelty wears off and Konga becomes repetitive, especially without other bongo owners to play against or with. [Nov 2004, p.130]- GMR Magazine
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If we could just get a third "Legends" game using this engine, then series fans would really have something to cheer about. [Nov 2004, p.127]- GMR Magazine
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Promathia should offer worthier excursions than this. [Jan 2005, p.108]- GMR Magazine
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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
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The experience could have been even edgier if the enemy A.I. was fully up to snuff. [Nov 2004, p.136]- GMR Magazine
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NHL 2005's major flaw is the sheer amount of contact that takes place during a game. It's got more checks than a bank! More hits than the Top 40! [Oct 2004, p.107]- GMR Magazine
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Literally as simple, short, and brutal as a bullet to the head. [Nov 2004, p.116]- GMR Magazine
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You'll be on the edge after the first instances of enemy ambushes, but near the end of the game, that effect will wear off, and the initial tension will eventually turn into boredom and frustration with each new encounter. [Oct 2004, p.116]- GMR Magazine
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As a relentless slashfest backed by a rich story, lush visuals, and moments of snap-the-controller-in-half difficulty, Demon Stone is at least fun while it lasts. [Dec 2004, p.129]- GMR Magazine
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Its levels come in short, overly difficult bursts that routinely send you hurtling back to the title screen with whatever heath you had when you hit the last checkpoint, be it a full bar or a mere sliver. This basically railroads whatever fun is to be had in the RPG-like character development system. [Nov 2004, p.134]- GMR Magazine
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The game doesn't handle nearly as well as games like "Mario Kart: Super Circuit." This is especially frustrating when paired with a track that blends a bit too well into the surrounding environment, and there are quite a few of those tracks. [Apr 2004, p.90]- GMR Magazine
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On its own, it's a good, solid action game with a compelling story, nonstop action, and a deep, dark jungle atmosphere that's easy to get lost in. [Nov 2004, p.121]- GMR Magazine
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Clumsy combat and woeful repetition will try your patience. [Oct 2004, p.118]- GMR Magazine
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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.- GMR Magazine
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The whole game becomes rather monotonous, despite attempts at adding replay value. [Nov 2004, p.124]- GMR Magazine
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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
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Except for the emphasis on female persuasion, there is little to differentiate SRS from the plenty of other street racers either available now or coming soon.- GMR Magazine
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Each of the 19 planes is drawn in astounding detail, but unfortunately, for all the modeled damage and intricate cockpits, the game physics are a little too arcadey. [Dec 2004, p.133]- GMR Magazine
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While the monster creation is excellent, the minigames feel more rudimentary. [Sept 2004, p.93]- GMR Magazine
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What little real challenge there is exists solely because of the horrendous camera controls. [Oct 2004, p.98]- GMR Magazine
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The real selling point is Ghosthunter's presentation, and the graphics, script, music, and acting are all first-rate. [Sept 2004, p.96]- GMR Magazine
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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
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It arrives on Xbox as both a has-been and simultaneously a never-ran. [Oct 2004, p.120]- GMR Magazine
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Gamers who are interested in a horror title without needing to scrounge for ammunition and health packs should give Echo Night: Beyond a go, but players who are used to fighting for their survival will find the game dull and repetitive. [Sept 2004, p.94]- GMR Magazine
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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
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The combat is fantastic, but...everything outside of combat is pretty bland. [Aug 2004, p.100]- GMR Magazine
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The game ends just when the story starts to get interesting, and hardcore RPG fans should be able to beat it over a single weekend of dedicated play. [Oct 2004, p.114]- GMR Magazine
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It's difficult to justify the price tag when the single-player campaign offers little lasting value. [Sept 2004, p.84]- GMR Magazine
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Fever feels like some shareware game you could download for free on a PC. [Sept 2004, p.92]- GMR Magazine
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Competing and breaking records proves to be the main source of excitement, but wearing out your fingers gets old fast. [Sept 2004, p.82]- GMR Magazine
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Basically an expanded version of the original game. It won't win over any of the game's skeptics, but fans of the original will definitely find something to like here. [Aug 2004, p.100]- GMR Magazine
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Gone are the cel-shaded cartoon graphics, replaced with rougher texture-mapped models that lack the same action-figure sheen. [July 2004, p.90]- GMR Magazine
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Combat is flashy and loud, marred only by the accent-heavy voiceovers. [Sept 2004, p.88]- GMR Magazine
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With its violence, online play, and deep franchise mode, this title will appeal to both hardcore and casual baseball fans alike.- GMR Magazine
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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