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
If it weren't for an enhanced combat system, it would be a definite step down from "Kingdoms VIII" - ultimately, it's more of the same. [Apr 2004, p.92]- GMR Magazine
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Tongue-in-cheek humor and mindless, cathartic bashing of things keep the proceedings from getting overly dull. [Jan 2004, p.92]- GMR Magazine
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The most welcome addition to the series are the highly interactive backgrounds of Namco's arcade classic "Crisis Zone." [Nov 2003, p.84]- GMR Magazine
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The delights are mostly in the details - and the developer has taken the time to stuff this version full of neat little extras. [Apr 2003, p.73]- GMR Magazine
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The game expertly blends physical—mostly platforming—challenges with cerebral puzzles and, in the process, keeps players guessing throughout.- GMR Magazine
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All the atmosphere is here - the confusion and fear - but beyond that, DFBHD doesn't involve much more than mowing down hordes of mindless enemy drones. [June 2003, p.73]- 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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The textures aren't quite as sharp [as the Xbox version] and the framerate is a little dodgy, but Indy controls slightly better on the PS2 controller, thanks to the additional shoulder buttons. [Sept 2003, p.69]- GMR Magazine
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The gameplay, although strong at first, wasn't meant to be stretched this thin; if you're someone how intends to attempt all four games at a stretch, prepare for plenty of tedium to set in halfway through. [Jan 2004, p.52]- GMR Magazine
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Holding back the fun are severe slowdown and scripting problems; hectic firefights and complex rooms often crush the game's framerate, and some event triggers can be irrevocably hung up, forcing a restart. [Dec 2003, p.92]- 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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Spearhead's default movement is also faster, which makes the game livelier: But if you're only interested in single player, there may not be enough here to sway you. [Mar 2003, p.70]- GMR Magazine
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It's a well-made game, but its high points start to fall as you experience them over…and over...- 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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The hand-to-hand combat is, despite a handful of unlockable combos, pure button-mashing chaos.- GMR Magazine
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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
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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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Oddly, though, Yuke's employs two separate buttons for blocks when there's clearly no need to use more than one, and it offers no option to modify this scheme. [Nov 2003, p.74]- GMR Magazine
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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.- 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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Features an essentially unchanged game system and makes no allowances for introducing newcomers to the halfway-complete adventure. [Oct 2003, p.66]- GMR Magazine
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Mega Man's bread and butter has always been the run-n-gun, and X7 continues that tradition admirably. [Nov 2003, p.84]- 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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Acclaim made a lot of improvements and did a great job at capturing some of the spirit of baseball, but the actual on-field experience seems a little off. [Apr 2003, p.64]- GMR Magazine
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Cel-shaded graphics effectively capture the look and feel of the classic 1980's cartoon. Especially enjoyable for fans of the series. [Feb 2003, p.93]- GMR Magazine
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Promathia should offer worthier excursions than this. [Jan 2005, p.108]- 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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With Dynasty 4's release scheduled for March, it's hard to recommend Xtreme Legends for purchase, fine game though it may be. [Feb 2003, p.72]- GMR Magazine
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There's enough here to warrant purchase for diehard AoM fans, but it doesn't change gameplay significantly enough to draw in audiences outside the original fanbase. [Dec 2003, p.97]- GMR Magazine
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Between its immature "Mature-rated" content (naughty language is prevalent) and rough gameplay, RoadKill narrowly misses excellence. [Nov 2003, p.81]- GMR Magazine
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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
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A fun, frantic fighting game tht completely captures the unique spirit of the show... A must have for DBZ fans. [Feb 2003, p.69]- GMR Magazine
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It's a claustrophobic eye-dryer whose thrills are offset by the demands it places on the gamer. [May 2003, p.65]- GMR Magazine
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When the action speeds up - in some painfully confusing boss battles - the imprecise controls and weak camera direction nearly kill it. [Nov 2003, p.84]- GMR Magazine
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Lackluster graphics ensure that P.T.O. screenshots will never hang in the Louvre, but when the Klaxons are blaring, few will care. This one shoots to kill. [Mar 2003, p.65]- GMR Magazine
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Fighters plays up the action while devaluing its story with cookie-cutter bad guys, bad accents, and jingoistic sentiments. [Oct 2003, p.76]- 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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A lot of fun, but if it has one problem, it's that it is too similar to the previous game. But hey, the first game was great. [Aug 2003, p.71]- 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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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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Literally as simple, short, and brutal as a bullet to the head. [Nov 2004, p.116]- GMR Magazine
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Better than the original in almost every respect. [Aug 2003, p.80]- GMR Magazine
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Jump online, and you'll immediately reconsider Thunder. [Oct 2003, p.76]- 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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If you can handle LOC's steep learning curve, you'll enjoy an experience unobtainable on any other platform - the game is that compelling. [June 2004, p.85]- GMR Magazine
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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.- GMR Magazine
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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
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A technical knockout, really, considering there's not much competition. [Feb 2003, p.95]- 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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The game expertly blends physical—mostly platforming—challenges with cerebral puzzles and, in the process, keeps players guessing throughout.- GMR Magazine
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And the first-person baseball feature? Don't even think about it. [May 2004, p.85]- GMR Magazine
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Between its immature "Mature-rated" content (naughty language is prevalent) and rough gameplay, RoadKill narrowly misses excellence.- GMR Magazine
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One of the fastest-paced, most exciting wrestling games we've ever played... [But] effectively dealing with multiple opponents is highly problematic. [Apr 2003, p.70]- GMR Magazine
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Encounters in Space makes up for its inevitably repetitive lock/dodge/shoot action with tons of replay value.- 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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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
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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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Packed with gameplay depth, replay value, mordant humor, and vampire killing - the four basic food groups of the videogame diet. [Oct 2003, p.70]- 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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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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As solid as ever, but unlikely to win new converts, Silent Line: Armored Core preaches to the choir and no one else. [Aug 2003, p.71]- GMR Magazine
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The best DBZ game yet. It's a fighter with enough personality and depth to appeal even to all seven nonfans of the franchise. [Jan 2004, p.56]- GMR Magazine
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Most combat objectives are immediately recognizable to anyone who's logged a few hours in either "Ace Combat" or "Airforce Delta". Not that htis is really a bad thing, because ultimately, the sci-fi story and design is sufficiently compelling. [Mar 2004, p.88]- 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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Ruby and Sapphire stick to the script - there are few surprises here. Yes, the world is all new, and yes, there are 100 new Pokemon, but it's still basically the same game. [June 2003, p.78]- GMR Magazine
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Acclaim made a lot of improvements and did a great job at capturing some of the spirit of baseball, but the actual on-field experience seems a little off. [Apr 2003, p.64]- 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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The whole game is a bit too complex for its own good - the skill system itself might put off those who have never played an MMORPG. [Oct 2003, p.71]- GMR Magazine
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Some puzzles require a more elaborate death, but the concept could have been taken a step further. [Dec 2003, p.82]- GMR Magazine
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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.- GMR Magazine
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What Avalanche does right is give the gamer the sickest sense of speed in any snowboarding game to date.- GMR Magazine
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Acclaim made a lot of improvements and did a great job at capturing some of the spirit of baseball, but the actual on-field experience seems a little off. [Apr 2003, p.64]- GMR Magazine
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When you marry the spot-on physics of pinball ballistics with the collection-mania of Nintendo's ageless Pokemon franchise, good times are all but guaranteed. [Nov 2003, p.90]- GMR Magazine
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One of the better 5-on-5 basketball games we've played. [Jan 2004, p.82]- 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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With the exception of battling other Jedi, you'll be slicing your way through this game in no time. [Dec 2003, p.80]- GMR Magazine
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A totally new game. Unfortunately, it lacks the depth of the other games here, and therefore won't satisfy hardcore baseball fans. [Apr 2003, p.64]- GMR Magazine
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Like getting socks for Christmas, it's good and comfortable, but not what we wanted. [Feb 2003, p.96]- GMR Magazine
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If you can forgive it for some plain visuals and don't mind wading through menus - it may be fast-paced, but it's still an RPG - it's worth your time. [Mar 2003, p.58]- GMR Magazine
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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
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When all is said and done, Mafia still has a lot to offer: The competent graphics, incredible music and dialogue, top-notch story, cinemas, and ambience all work to create a virtual time machine.- GMR Magazine
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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.- GMR Magazine
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A totally new game. Unfortunately, it lacks the depth of the other games here, and therefore won't satisfy hardcore baseball fans. [Apr 2003, p.64]- 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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My only gripe is the less-than-perfect lightsaber controls. [Feb 2003, p.72]- GMR Magazine
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If you're gonna buy one college game this year, buy March Madness.- 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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If you're gonna buy one college game this year, buy March Madness.- GMR Magazine
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Casual gamers will be able to tear through Tak quickly, but younger children might find some of the puzzles frustrating. [Dec 2003, p.67]- GMR Magazine
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The game may be too complicated and difficult for most, but you've got to appreciate its dedication to realism and great graphics. [June 2003, p.75]- GMR Magazine
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Better graphics and more modes equals better value. [May 2003, p.71]- GMR Magazine
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It's not baseball. Slugfest is "NFL Blitz" with bats... If you know what you're getting going in, you'll have a blast. [Apr 2003, p.65]- 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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The only real knock against Two Towers is its limited replayability. [Feb 2003, p.68]- 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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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
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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.- GMR Magazine
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Precise, demanding, and about as tough as rally racing gets, Colin McRae Rally 04 should be approached by those predisposed to driving on dirt.- GMR Magazine
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The glorious 3D speed rush is still broken by moments where you will csream with rage inspired by whatever sadism or idiocy has kept Sonic Team from fixing its camera and control schemes after five years of 3D Sonic games.- GMR Magazine
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