GMR Magazine's Scores

  • Games
For 921 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 3.6 points lower than other critics. (0-100 point scale)
Average Game review score: 71
Highest review score: 100 Tony Hawk's Pro Skater 2
Lowest review score: 0 Postal 2
Score distribution:
  1. Negative: 82 out of 921
921 game reviews
    • 72 Metascore
    • 50 Critic Score
    Fever feels like some shareware game you could download for free on a PC. [Sept 2004, p.92]
    • GMR Magazine
    • 88 Metascore
    • 80 Critic Score
    NCAA 2005 is not as good as "NCAA 2004." It's more on the level of colossal disappointment, actually, considering the hype surrounding 2005's release. [Sept 2004, p.87]
    • GMR Magazine
    • 61 Metascore
    • 50 Critic Score
    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
    • 76 Metascore
    • 80 Critic Score
    Charging $40 for a glorified expansion pack is a bit pricey, but fans will find everything they love about the original and more. [Aug 2004, p.91]
    • GMR Magazine
    • 86 Metascore
    • 80 Critic Score
    The game's not just about kicking ass, though. It's also about gorgeous graphics. [Aug 2004, p.99]
    • GMR Magazine
    • 59 Metascore
    • 60 Critic Score
    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
    • 77 Metascore
    • 80 Critic Score
    Brilliant graphics, incredibly detailed environments, smart controls, and 30 sinister standalone missions. [Oct 2004, p.120]
    • GMR Magazine
    • 61 Metascore
    • 50 Critic Score
    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
    • 68 Metascore
    • 80 Critic Score
    If there's one complaint, it's the visuals. They're not bad, just more or less the same visuals we've seen since part one. [Aug 2004, p.89]
    • GMR Magazine
    • 67 Metascore
    • 80 Critic Score
    If there's one complaint, it's the visuals. They're not bad, just more or less the same visuals we've seen since part one. [Aug 2004, p.89]
    • GMR Magazine
    • 80 Metascore
    • 80 Critic Score
    Hand-to-hand combat, especially against a large group of thugs, is clunky at best and irritating at worst. [Sept 2004, p.79]
    • 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
    • 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
    • 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
    • 55 Metascore
    • 30 Critic Score
    A plodding pace serves to slow down the showdown - something as simple as escaping from a steel cage is an extended, boring affair. [Sept 2004, p.81]
    • GMR Magazine
    • 81 Metascore
    • 90 Critic Score
    It's one of the most thorough and competent rehash packages in recent memory, offering a slew of great games in top form, along with a few cool bonuses.
    • 84 Metascore
    • 90 Critic Score
    Because of its masterful pacing, detail, and variety, Advance Tour ranks up there with the champions of GBA games. Recommended even if you have zero interest in golf. [July 2004, p.87]
    • GMR Magazine
    • 81 Metascore
    • 90 Critic Score
    The most thorough and competent rehash packages in recent memory, offering a slew of great games in top form, along with a few cool bonuses.
    • 57 Metascore
    • 50 Critic Score
    Unlike "GTA's" open-ended gameplay, DRIV3R is both linear and confined. [Sept 2004, p.83]
    • GMR Magazine
    • 87 Metascore
    • 90 Critic Score
    On the downside, you're going to have to bite your lip and accept the fact that the Xbox version does look a bit better. [Sept 2004, p.84]
    • GMR Magazine
    • 82 Metascore
    • 80 Critic Score
    Is Joint Operations better than "Battlefield 1942"? Yes, if all the pieces come together. But without good players backing you up and a well-populated map, you're screwed. [Oct 2004, p.96]
    • GMR Magazine
    • 75 Metascore
    • 80 Critic Score
    FM4 isn't likely to win new converts, but it's guaranteed to lease the choir. [July 2004, p.90]
    • GMR Magazine
    • 34 Metascore
    • 20 Critic Score
    Something this bad defies description. [Sept 2004, p.95]
    • GMR Magazine
    • 61 Metascore
    • 40 Critic Score
    It's a dull action-heavy first-person shooter emphasizing run-and-gun play rather than tactical warfare - with some noticeable slowdown when enemies and friendlies clog the screen. [Aug 2004, p.96]
    • GMR Magazine
    • 84 Metascore
    • 80 Critic Score
    While the stealth formula has been done to death, Psi-Ops is saved from mediocrity by the sheer versatility of its mind-over-matter approach. [Aug 2004, p.92]
    • GMR Magazine
    • 74 Metascore
    • 60 Critic Score
    A more technical take on tennis - or at least it tries to be. [Aug 2004, p.89]
    • 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
    • 79 Metascore
    • 80 Critic Score
    It can be a little too difficult at times, especially when trying to make finicky jumps on a small screen while, for example, riding a bus. But the balancing issues are confined mostly to the bosses. [Aug 2004, p.91]
    • GMR Magazine
    • 86 Metascore
    • 80 Critic Score
    Nintendo has put together a fantastic cooperative quest, but compared to most single-player games, it's short, and compared to most multiplayer games, there's little reason to go back once you've played through it. [July 2004, p.83]
    • GMR Magazine
    • 70 Metascore
    • 70 Critic Score
    It's a fine tie-in game, but it's over rather quickly, offering little in the way of challenge. [Aug 2004, p.93]
    • GMR Magazine
    • 84 Metascore
    • 80 Critic Score
    The most socially relevant videogame in recent memory and should be played not just by fans of the genre, but by anyone desiring a deeper understanding of what it must be like to participate in urban warfare. [Aug 2004, p.98]
    • GMR Magazine
    • 89 Metascore
    • 90 Critic Score
    It's a seamless and nigh-flawless experience that incorporates the best of what we love about gaming. [Aug 2004, p.90]
    • GMR Magazine
    • 76 Metascore
    • 80 Critic Score
    It's ironic, then, that one of the most striking things you will find on Xbox today is stellar throwback to the halcyon days of 2D gaming. [July 2004, p.87]
    • GMR Magazine
    • 85 Metascore
    • 80 Critic Score
    Deadly Shadows sticks closely to the formula, albeit with a highly refined touch. [Aug 2004, p.101]
    • GMR Magazine
    • 75 Metascore
    • 60 Critic Score
    Ultimately, we would have been better served by an all-new River City Ransom. [Sept 2004, p.81]
    • GMR Magazine
    • 69 Metascore
    • 60 Critic Score
    It's not very polished. [Aug 2004, p.93]
    • 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
    • tbd Metascore
    • 80 Critic Score
    Tons of tracks, 100 cars, 100 parts, and a dozen cool minigames deliver endless customization options. [Jan 2004, p.86]
    • GMR Magazine
    • 75 Metascore
    • 50 Critic Score
    The controls are where the game falls apart: Movement is imprecise, with every jump a disaster waiting to happen; targeting an enemy with any degree of accuracy is simply impossible. [June 2004, p.81]
    • GMR Magazine
    • 61 Metascore
    • 60 Critic Score
    For the most part, goofy fun and challenges requiring excellent tactics rule the day. Still, Tactics does a good job of reminding players that yes, it is a bargain-bin title. [July 2004, p.90]
    • GMR Magazine
    • 65 Metascore
    • 80 Critic Score
    This is quality gaming that's both fresh and exciting. [May 2004, p.92]
    • 73 Metascore
    • 70 Critic Score
    The disappointment, however, lies in wait for those who expected a greater leap forward and not yet another recycled cash-in. [June 2004, p.88]
    • GMR Magazine
    • 65 Metascore
    • 50 Critic Score
    Even the most uninspired games in this class (read: "Brute Force") have, at the very least, a solid technical foundation. But Omega Strain is janky, and uninspired on top of it. The series was better off left buried rather than marred with a subpar effort like this. [June 2004, p.80]
    • 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
    • 80 Critic Score
    The best thing about Nippon Ichi's games is the way they strike such a good balance between accessibility and depth, and La Pucelle is another good example of this philosophy. [July 2004, p.85]
    • GMR Magazine
    • 87 Metascore
    • 90 Critic Score
    It's a great challenge, and it gets tough near the end - but the lead-up to this difficulty level is perfectly executed, and the amazing graphics, weather effects, and car crashes keep you entertained during the frustrating parts. [July 2004, p.88]
    • GMR Magazine
    • 73 Metascore
    • 60 Critic Score
    Even though the game is reatively short - about a day's worth of play - the levels are paced well. But for all the years spent in the studio, Red Dead still could have used some more time for polish. [July 2004, p.93]
    • GMR Magazine
    • 71 Metascore
    • 50 Critic Score
    A decidedly by-the-numbers movie tie-in. [July 2004, p.85]
    • GMR Magazine
    • 85 Metascore
    • 80 Critic Score
    It doesn't quite have the depth or legs to carry it into longevity like an "EverQuest" or a "Final Fantasy," bit that's for later patches and expansions. [Aug 2004, p.87]
    • GMR Magazine
    • 88 Metascore
    • 80 Critic Score
    There's almost enough new gameplay in Rise of Nations: Thrones & Patriots for a full-fledged sequel instead of an expansion pack. [July 2004, p.86]
    • GMR Magazine
    • 62 Metascore
    • 50 Critic Score
    This MMORPG is so difficult, long, and slow that playing it feels more like work than a game. [Sept 2004, p.85]
    • GMR Magazine
    • 85 Metascore
    • 90 Critic Score
    This is in fact everything you have ever loved about Onimusha buffed out to the max. [June 2004, p.75]
    • 65 Metascore
    • 70 Critic Score
    The graphics and sound are far from revolutionary, the weapons basic, and the story a total throwaway, but when the gameplay is as fast and frenetic as this, no one will care. [June 2004, p.86]
    • GMR Magazine
    • 54 Metascore
    • 50 Critic Score
    Despite the evolution of the UFC itself, the series has gone absolutely nowhere. [July 2004, p.92]
    • GMR Magazine
    • 72 Metascore
    • 80 Critic Score
    From top to bottom, every aspect of the game oozes atmosphere. [June 2004, p.78]
    • GMR Magazine
    • 73 Metascore
    • 80 Critic Score
    Groove could be the perfect addition to your parties if it wasn't for the fact that EyeToy requires lots of light. If you like your parties glaringly bright, though, it's a hit. [May 2004, p.93]
    • 74 Metascore
    • 70 Critic Score
    Vastly improved graphics and animations make this practically a new game. [Jan 2003, p.93]
    • 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
    • 74 Metascore
    • 40 Critic Score
    Say it with us: Poorly implemented gimmicks do not make for entertaining games. [July 2004, p.89]
    • GMR Magazine
    • 81 Metascore
    • 80 Critic Score
    The game's physics interact brilliantly with your actions to create game sequences much more memorable than any cut-scene could ever be. [July 2004, p.86]
    • GMR Magazine
    • 72 Metascore
    • 70 Critic Score
    But even without the fielder cam, defensive controls are just a tad too sluggish—it's not uncommon to see a player circling around a ball on the ground or to have an outfielder take his sweet time throwing the ball into the infield because of the imprecision.
    • 64 Metascore
    • 50 Critic Score
    Stealth, ostensibly, should carry the game. It does not, simply because players are given little incentive to be stealthy. [June 2004, p.78]
    • GMR Magazine
    • 72 Metascore
    • 80 Critic Score
    It's the well-directed story and its stunning conclusion that provides the much-needed payoff and motivation to finish the game. With a slew of secrets designed to encourage repeat visits, SH3 may not be "fun," but it certainly is compelling.
    • 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.
    • 76 Metascore
    • 80 Critic Score
    Like the SAT of videogames, a rapid-fire test of standard videogame skills. From the ability to process onscreen information on the fly to punching the A button like mad, you're drilled on speed, timing, control, stamina, and even intelligence in a couple hundred 5-second games.
    • 83 Metascore
    • 80 Critic Score
    It's not always realistic, but the proven mechanics ensure that it's fun...even when bling is no longer in. [June 2004, p.90]
    • GMR Magazine
    • 85 Metascore
    • 90 Critic Score
    The detail in the fighter models and their movements is frighteningly convincing, and performing a violent action against another human being feels appreciably authentic.
    • 85 Metascore
    • 90 Critic Score
    A brutally lifelike affair that firmly drives home the fact that 21st-century videogaming is rapidly approaching an era of photorealism. [Apr 2004, p.81]
    • 57 Metascore
    • 50 Critic Score
    The specialized tag-style modes are fun for a while, particularly because they involve explosions, but even these modes quickly wear thin. [June 2004, p.83]
    • GMR Magazine
    • 71 Metascore
    • 60 Critic Score
    It does get one thing right: The controls are actually functional and somewhat intuitive. [June 2004, p.89]
    • 75 Metascore
    • 70 Critic Score
    A fast, frantic action game starring a gun- and sword-wielding fellow fighting legions upon legions of baddies.
    • 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
    • 65 Metascore
    • 70 Critic Score
    A solid game that shines in multiplayer, Blade Warriors is a great take on the "Smash Bros." formula that would truly excel if it were applied to the entire Capcom roster. Imagine the potential. [Apr 2004, p.84]
    • 70 Metascore
    • 80 Critic Score
    An admirable port. If you already have the Xbox version, you really don't need another one, but PS2 owners should pick it up in a flash...bang.
    • 59 Metascore
    • 60 Critic Score
    As far as action-platformers go, Samurai Jack isn't about to replace the likes of Jak, Ratchet & Clank, or Prince of Persia. It lacks depth, and it's way too easy (a weekend ought to do it).
    • 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
    • 59 Metascore
    • 60 Critic Score
    The game hits the mark in terms of Samurai Jack authenticity. As he battles his archnemesis Aku, Jack acts and sounds like you'd expect Jack to act and sound. Only cel shading, rather than 3D RenderWare-ing, would have taken this over the top.
    • 85 Metascore
    • 90 Critic Score
    It can be frustrating at times, but it's not until around levels 18 and 20 that the true appeal of the game even makes itself known. [May 2004, p.83]
    • GMR Magazine
    • 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
    • 53 Metascore
    • 60 Critic Score
    Playing through Cy Girls is straight-up torturous at times. It's as if the level designers threw dice to figure out the flow of certain stages. [Apr 2004, p.84]
    • 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.
    • 75 Metascore
    • 70 Critic Score
    Defensive controls are just a tad too sluggish. [May 2004, p.84]
    • 64 Metascore
    • 40 Critic Score
    Surma's camera is a hateful creation, demanding more attention than a sugar-buzzed toddler and never showing you what you need to see, including anyone who might be shooting holes in your stomach. [Feb 2004, p.86]
    • 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
    • 70 Metascore
    • 70 Critic Score
    Ghost Recon was fine tactical infantry sim - back in 2001. This new PS2 version is solid, but it pales when compared to modern juggernauts like "SOCOM II." [Mar 2004, p.83]
    • GMR Magazine
    • 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
    • 71 Metascore
    • 80 Critic Score
    We're not sure sure we've ever seen a more convincing first-person action-adventure quite like Breakdown. [May 2004, p.91]
    • 79 Metascore
    • 80 Critic Score
    While the repetition of farm life is soothing, the repetition in the human interactions is just annoying...Still, with all the chores, you'll probably spend little time carousing about town, anyhow. [Apr 2004, p.81]
    • 84 Metascore
    • 90 Critic Score
    All the hardware that makes modern warfare hell is here, and from the moment you see the enemy hightail it at th efirst sound of your F-4 Phantom's engines, you'll know why every FPS - be it set in the future or that fabled galaxy far, far away - is out to imitate the Battlefield formula. [May 2004, p.89]
    • 52 Metascore
    • 20 Critic Score
    This game is so bad that it's insulting to both the talent behind it and the poor bastards who'll end up playing it. [May 2004, p.87]
    • 70 Metascore
    • 50 Critic Score
    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. [Apr 2004, p.93]
    • 69 Metascore
    • 50 Critic Score
    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.
    • 70 Metascore
    • 60 Critic Score
    Mildly compelling. [May 2004, p.90]
    • GMR Magazine
    • 70 Metascore
    • 60 Critic Score
    At times, the game's saccharine sensibilities make the challenges, though very real, hard to swallow.
    • 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.
    • 63 Metascore
    • 50 Critic Score
    You might even turn a blind eye to some of the dull, repetitive levels because they don't last too long. But can you forgive the control set that has you shooting your nozzle with R1 while aiming with the right stick?
    • 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
    • 65 Metascore
    • 50 Critic Score
    While the action portion of Commander is a leaky dinghy, the strategy elements are the Titanic, pre-iceberg. [May 2004, p.82]
    • 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.
    • 85 Metascore
    • 90 Critic Score
    The A.I. of the genome soldiers has been drastically improved—they're able to hear and see you much better, even from above and below. If Snake is detected, they'll coordinate their searches and look in every room—and when it comes to looking under nondescript orange boxes, they're total jerks.

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