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
    • 80 Critic Score
    What could've been crap on a DVD turns out to be a game that's easy to pick up and damn fun to play.
    • 71 Metascore
    • 70 Critic Score
    One of the better 5-on-5 basketball games we've played. [Jan 2004, p.82]
    • GMR Magazine
    • 74 Metascore
    • 60 Critic Score
    Your opponents are unbelievably excellent shots who almost never miss...A clear case of style over substance, XIII is pretty to look at but a bitch to play. [Dec 2003, p.100]
    • 77 Metascore
    • 80 Critic Score
    Flight-sim purists will be horrified by SWON's simplicity, but everyone else will be too busy having fun.
    • 67 Metascore
    • 60 Critic Score
    With too much style and not enough substance, this one can only Go! Go! so far. [Dec 2003, p.88]
    • 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.
    • 64 Metascore
    • 60 Critic Score
    What holds Fire Warrior back is some rather uninspiring gameplay. You play the entire game as a single lowly Tau warrior and must fight your way through legions of increasingly difficult enemies. Pretty standard stuff. [Nov 2003, p.77]
    • GMR Magazine
    • 47 Metascore
    • 50 Critic Score
    But what holds Fire Warrior back is some rather uninspiring gameplay. You play the entire game as a single lowly Tau warrior and must fight your way through legions of increasingly difficult enemies. Pretty standard stuff.
    • 82 Metascore
    • 90 Critic Score
    With great dialogue, beautiful art direction, and generally high-quality puzzles, it's worthwhile to indulge the designers' crate fetish just to see what comes next.
    • 85 Metascore
    • 90 Critic Score
    Combining the reckless, breakneck speed and high-impact collisions of "Burnout" with the neon-tipped street culture of Fast and the Furious (and, more specifically, "Midnight Club II"), Underground is the new definition of white-knuckle.
    • 82 Metascore
    • 90 Critic Score
    Combining the reckless, breakneck speed and high-impact collisions of Burnout with the neon-tipped street culture of "Fast and the Furious" (and, more specifically, "Midnight Club II"), Underground is the new definition of white-knuckle.
    • 76 Metascore
    • 80 Critic Score
    The emulation is solid, delivering sound and gameplay that's up to par. [Jan 2004, p.86]
    • GMR Magazine
    • 82 Metascore
    • 70 Critic Score
    If you're gonna buy one college game this year, buy March Madness.
    • 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
    • 73 Metascore
    • 60 Critic Score
    This poor man's "Spy Hunter" is the part of Everything or Nothing in which nothing is, in all honesty, preferable. [Jan 2003, p.93]
    • 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
    • 70 Metascore
    • 70 Critic Score
    If the NPC A.I. were a little more fully realized, CIMA would rank as one of the best GBA games out there. As it stands, it's merely pretty darn good. [Nov 2003, p.90]
    • 83 Metascore
    • 90 Critic Score
    Combining the reckless, breakneck speed and high-impact collisions of Burnout with the neon-tipped street culture of Fast and the Furious (and, more specifically, Midnight Club II), Underground is the new definition of white-knuckle.
    • 81 Metascore
    • 70 Critic Score
    If you're gonna buy one college game this year, buy March Madness.
    • 87 Metascore
    • 100 Critic Score
    Yeah, we'll say it: Mario Kart: Double Dash is the most fun you'll have with a game this year. And probably next year. And maybe even the year after that.
    • 83 Metascore
    • 90 Critic Score
    Combining the reckless, breakneck speed and high-impact collisions of "Burnout" with the neon-tipped street culture of Fast and the Furious (and, more specifically, "Midnight Club II"), Underground is the new definition of white-knuckle.
    • 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
    • 82 Metascore
    • 80 Critic Score
    Hit & Run's gameplay is entertaining without the license, but the license considerably enhances the fun, and you can't for ask for anything more from a tie-in.
    • 75 Metascore
    • 60 Critic Score
    Though nostalgia hounds will likely be amused, others will probably want more depth from the best beat-em-up 1985 had to offer. [Dec 2003, p.104]
    • GMR Magazine
    • 86 Metascore
    • 80 Critic Score
    What really sets it apart from other first-person shooters, though, is the attention to technical and tactical detail, as well as the skill it demands from the player. [Jan 2004, p.78]
    • GMR Magazine
    • 75 Metascore
    • 70 Critic Score
    The trouble comes when Defiance pads its levels with repetitive encounters and identical areas.
    • 86 Metascore
    • 90 Critic Score
    Every now and then, however, you strike solid gold, and if "Super Mario 64" is videogaming's "A Hard Day's Night," then Beyond Good & Evil is surely its "Let it Be." [Dec 2003, p.98]
    • 59 Metascore
    • 30 Critic Score
    If you play only one game set in Middle-earth this year, don't make it this one.
    • 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.
    • 59 Metascore
    • 50 Critic Score
    Arenas are constrained and cliched, and the gameplay is as button-mashy as ever. [Dec 2003, p.86]
    • 73 Metascore
    • 60 Critic Score
    This RPG is full of lush graphics and beautiful effects but completely devoid of a decent story, character development, and anything resembling depth.
    • 38 Metascore
    • 40 Critic Score
    A crappy lock-on system snaps the Terminator's weapon right to a target, oftentimes one that's right underneath a grate and thus untouchable, all the while ignoring a more obvious threat.
    • 68 Metascore
    • 70 Critic Score
    Feels a bit like Michael Bay's Pearl Harbor in that an attempt to make an epic WWII Pacific Theater experience results in a product with brilliant touches mixed with mediocrity.
    • 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]
    • 80 Metascore
    • 80 Critic Score
    The real star of NBA Live 2004, however, is the superb visual quality and the newfound ease with which players can call set plays and change defenses. [Dec 2003, p.84]
    • 69 Metascore
    • 40 Critic Score
    It's technically competent, but Crash NKR does not offer a gaming experience anyone would call fun. [Jan 2004, p.56]
    • GMR Magazine
    • 45 Metascore
    • 50 Critic Score
    The controls just don't cut it...Final Four's controls are quite sluggish, taking a split second or so before the corresponding action occurs onscreen. [Jan 2004, p.84]
    • GMR Magazine
    • 56 Metascore
    • 50 Critic Score
    The inferior prequel to the outstanding "No One Lives Forever" series, having none of the charm, humor, or creative gameplay of the other games under the NOLF umbrella.
    • 64 Metascore
    • 70 Critic Score
    It's more significant for the plot threads it weaves than the gaming innovations ti offers. [Feb 2004, p.92]
    • 57 Metascore
    • 50 Critic Score
    The graphics seal the deal. This just doesn't look like an Xbox game. The slowdown notwithstanding, the lighting is bad, the car models look wrong, and the trackside objects are sparse and ugly. [Oct 2003, p.77]
    • GMR Magazine
    • 35 Metascore
    • 40 Critic Score
    Throw in some uninspired third-person brawling, and, well, this turkey comes out as dry as the Sahara. [Feb 2004, p.86]
    • 74 Metascore
    • 70 Critic Score
    The trouble comes when Defiance pads its levels with repetitive encounters and identical areas.
    • 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
    • 65 Metascore
    • 70 Critic Score
    Feels a bit like Michael Bay's Pearl Harbor in that an attempt to make an epic WWII Pacific Theater experience results in a product with brilliant touches mixed with mediocrity.
    • 61 Metascore
    • 30 Critic Score
    If you play only one game set in Middle-earth this year, don't make it this one.
    • 68 Metascore
    • 70 Critic Score
    As awe-inspiring and grandiose as the Pearl Harbor level is, it's still just a rail shooter. The missions are uneven, ranging from uninspired "stealth" levels to well-designed artillery raids.
    • 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.
    • 62 Metascore
    • 30 Critic Score
    If you play only one game set in Middle-earth this year, don't make it this one.
    • 78 Metascore
    • 80 Critic Score
    Solidly designed, solidly programmed, very pretty, and about as close to "Zelda" as PS2 and Xbox will ever get. This one deserves to be a sleeper hit. [Dec 2003, p.100]
    • 79 Metascore
    • 80 Critic Score
    Solidly designed, solidly programmed, very pretty, and about as close to "Zelda" as PS2 and Xbox will ever get. This one deserves to be a sleeper hit.
    • 79 Metascore
    • 80 Critic Score
    Solidly designed, solidly programmed, very pretty, and about as close to "Zelda" as PS2 and Xbox will ever get. This one deserves to be a sleeper hit.
    • 69 Metascore
    • 80 Critic Score
    Minigames, as always, tread a fine line between clever and stupid. [Jan 2004, p.87]
    • GMR Magazine
    • 58 Metascore
    • 40 Critic Score
    Factor in the lack of two-player action and all that's left is a tepid experience. [Feb 2004, p.91]
    • 56 Metascore
    • 60 Critic Score
    It's competently done, but fairly dull.
    • 55 Metascore
    • 40 Critic Score
    Factor in the lack of two-player action and all that's left is a tepid experience.
    • 77 Metascore
    • 80 Critic Score
    The game has a bit of a learning curve, and unfortunately, the Practice mode could've been more intuitive, like "Madden 2004's" Minicamp mode.
    • 87 Metascore
    • 90 Critic Score
    Old annoyances have been addressed: You can use voice chat in the lobbies and put your buddies on a friends list to find them and send them messages (even when they are in a game). Also, cheating should be cut way down by other added measures. [Dec 2003, p.94]
    • 85 Metascore
    • 90 Critic Score
    Takes everything The Two Towers did well and improves upon it in every way.
    • 78 Metascore
    • 90 Critic Score
    Takes everything The Two Towers did well and improves upon it in every way.
    • 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
    • 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.
    • 84 Metascore
    • 90 Critic Score
    Takes everything The Two Towers did well and improves upon it in every way.
    • 82 Metascore
    • 80 Critic Score
    The Practice mode could've been more intuitive, like "Madden 2004's" minicamp mode. It was not only difficult to figure out, but also, ultimately, not even that helpful. [Dec 2003, p.86]
    • GMR Magazine
    • 84 Metascore
    • 90 Critic Score
    Takes everything The Two Towers did well and improves upon it in every way.
    • 77 Metascore
    • 70 Critic Score
    The hand-to-hand combat is, despite a handful of unlockable combos, pure button-mashing chaos.
    • 88 Metascore
    • 80 Critic Score
    Offers up some solid gameplay, sharp visuals, likable character designs, and a fairly compelling (if somewhat typical) story. Fans of "Advance Wars" will particularly enjoy it. [Dec 2003, p.102]
    • 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
    The hand-to-hand combat is, despite a handful of unlockable combos, pure button-mashing chaos.
    • 71 Metascore
    • 80 Critic Score
    Like Bob himself, this game holds its water and is, in fact, remarkably fun. [Jan 2004, p.86]
    • GMR Magazine
    • 71 Metascore
    • 80 Critic Score
    The boss battles and platforming challenges vary just enough, and the minigames (such as the side-scrolling shooter level and the "Excitebike"-inspired motorcycle race) are great. [Dec 2003, p.104]
    • GMR Magazine
    • 70 Metascore
    • 80 Critic Score
    Like Bob himself, this game holds its water and is, in fact, remarkably fun. [Jan 2004, p.86]
    • GMR Magazine
    • 71 Metascore
    • 80 Critic Score
    Like Bob himself, this game holds its water and is, in fact, remarkably fun. [Jan 2004, p.86]
    • GMR Magazine
    • 64 Metascore
    • 70 Critic Score
    Between its immature "Mature-rated" content (naughty language is prevalent) and rough gameplay, RoadKill narrowly misses excellence.
    • 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.
    • 69 Metascore
    • 60 Critic Score
    The novelty of yapping it up boosts this game from mere mediocrity into a somewhat-intriguing solid title. [Dec 2003, p.86]
    • GMR Magazine
    • 61 Metascore
    • 60 Critic Score
    The real problem is that you'll feel like you've seen variations of all eight missions somewhere else, and without all the hand-holding to solve the puzzles. [Dec 2003, p.96]
    • GMR Magazine
    • 58 Metascore
    • 60 Critic Score
    Like its football counterpart, ShootOut simply doesn't compete against the might of "NBA Live" or "ESPN Basketball." [Jan 2004, p.82]
    • 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
    • 69 Metascore
    • 80 Critic Score
    The highest compliment we can give EA's portrayal of JK Rowling's magic-infused faux sport is that it's so much fun (for fans and nonfans alike) that it makes us wish Quidditch were actually real.
    • 68 Metascore
    • 80 Critic Score
    The highest compliment we can give EA's portrayal of JK Rowling's magic-infused faux sport is that it's so much fun (for fans and nonfans alike) that it makes us wish Quidditch were actually real.
    • 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.
    • 85 Metascore
    • 80 Critic Score
    Offers great rewards to gamers willing to commit the time to it (player-vs.-player between warring nations is coming in January), and the community is filled with surprisingly helpful players, which makes for a deep, compelling, and perpetual gaming environment.
    • 73 Metascore
    • 80 Critic Score
    Midway has successfully overhauled their classic series, but it has kept the ultraviolence that made it so popular. [Oct 2003, p.68]
    • GMR Magazine
    • 73 Metascore
    • 80 Critic Score
    These battles, they feel real. More important, they seem dangerous.
    • 89 Metascore
    • 90 Critic Score
    Nearly perfect. This release from MS Game Studios, despite the glaring lack of competition, is one of the best tennis game you can get.
    • 72 Metascore
    • 70 Critic Score
    Xbox Live support is limited to downloadable content, not the needed multiplayer action, but it's great fun while it lasts. [Nov 2003, p.74]
    • 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.
    • 63 Metascore
    • 60 Critic Score
    As a third-person space shooter, Galactica barely holds its own. [Jan 2004, p.64]
    • GMR Magazine
    • 69 Metascore
    • 80 Critic Score
    The highest compliment we can give EA's portrayal of JK Rowling's magic-infused faux sport is that it's so much fun (for fans and nonfans alike) that it makes us wish Quidditch were actually real.
    • 75 Metascore
    • 80 Critic Score
    These battles, they feel real. More important, they seem dangerous.
    • 68 Metascore
    • 80 Critic Score
    The highest compliment we can give EA's portrayal of JK Rowling's magic-infused faux sport is that it's so much fun (for fans and nonfans alike) that it makes us wish Quidditch were actually real.
    • 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]
    • 85 Metascore
    • 80 Critic Score
    Submission moves finally makes sense, thanks to a logical location-based damage system, and wrestlers' weights are accurately presented. [Jan 2004, p.92]
    • GMR Magazine
    • 63 Metascore
    • 60 Critic Score
    If you're a fan of firefights, Core Combat gives you access to the complete PlanetSide experience, but if you've already got the original, the expansion isn't really necessary.
    • 65 Metascore
    • 40 Critic Score
    "Fu-Ma" (the included game) is both useless and boring. It's blurry graphics and awkward control (in an RPG?!) provide a sickening surety that no matter how much time you spend in design, the final result won't be worth playing. [Feb 2004, p.88]
    • 83 Metascore
    • 80 Critic Score
    Not nearly as embarrassing as "DDR", Karaoke Revolution is perfect for parties and tribal gatherings. [Dec 2003, p.67]
    • GMR Magazine
    • 80 Metascore
    • 80 Critic Score
    Few business games currently on the market are as enjoyable as this one.
    • 79 Metascore
    • 80 Critic Score
    The stroy is treated with respect and subtle class (that is, if you desregard the lackluster dialogue), with the conclusion providing the foundation for the many evenual battles between the Belmonts & Dracula. [Dec 2003, p.76]
    • GMR Magazine
    • 59 Metascore
    • 60 Critic Score
    The Versus mode, the generally solid beat-em-up action, and the nostalgia factor somewhat save these turtles from obscurity. [Dec 2003, p.92]
    • GMR Magazine
    • 89 Metascore
    • 80 Critic Score
    Just as "Madden" continues to dominate gridiron play, so does ESPN NBA Basketball on the hardwood. [Dec 2003, p.84]
    • GMR Magazine

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