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
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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But whoever designed the final level) filled with screen-obscuring lightning attacks) and behemoth boss is a cruel, cruel person indeed. [Jan 2004, p.52]- GMR Magazine
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The control is sublime, the camera is perfectly placed. The vaunted variety of snow-types is no gimmick either - it's an incredibly palpable, almost physical, experience. [Nov 2003, p.71]- GMR Magazine
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Whether it's speed or stunts, manic or mellow, big air or backcountry, SSX 3 does it all, and it does it all with style.- GMR Magazine
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Whether it's speed or stunts, manic or mellow, big air or backcountry, SSX 3 does it all, and it does it all with style.- GMR Magazine
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Once all the moves are unlocked, this is a rather decent game. But since thye're not immediately available, the monotony will have you bailing before the second level. [Nov 2003, p.78]- 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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It's a fun game, especially for younger players, but it feels slightly more hokey than Hollywood. [Mar 2004, p.93]- GMR Magazine
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Topping off the game is the ability to go through all of RS's excellent missions in a splitscreen co-op mode with a friend. [Dec 2003, p.68]- GMR Magazine
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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]- 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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But this game is too difficult. Hell, we got frustrated by the tutorial. Not a good sign. By far the biggest problem is that you'll be fighting the camera controls as much as the Nazis.- GMR Magazine
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Still derivative, and slightly bizarre, but better than the previous game, Jak II is a trip worth taking. [Nov 2003, p.82]- GMR Magazine
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We'd be hard pressed to stake the claim that any of these add significantly to the first game's singularly terse thrill. [Jan 2004, p.60]- 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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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]- GMR Magazine
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This game gets almost every design decision wrong and looks like hell on top of that. [Jan 2004, p.91]- 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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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]- 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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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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Between its immature "Mature-rated" content (naughty language is prevalent) and rough gameplay, RoadKill narrowly misses excellence.- GMR Magazine
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If you do manage to get around the wacky premise and unintuitive controls, there is some longevity to the game, with a massive set of "challenges" to complete - but that's a bit "if." Otherwise, seer clear. [Dec 2003, p.96]- GMR Magazine
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Between the hostile camera system (which routinely obscures enemies), the dull pacing of the levels, and the repetitive combat, it loses something big. [Dec 2003, p.86]- GMR Magazine
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Seriously, don't be tempted to suffer through this painful experience. [Jan 2004, p.56]- 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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One of the most handsome, inventive, and to be perfectly frank, <I>cool</I> beat-em-ups ever conceived. [Nov 2003, p.76]- GMR Magazine
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DemiKids has a finer pedigree than most, but the rest of us are still waiting for these things to grow a spine. A curiosity at best. [Nov 2003, p.91]- 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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The only compelling reason for Halo fans to buy this version is for multiplayer, which is so much better than playing split-screen on your television. Otherwise, it's the same old space opera. [Dec 2003, p.80]- 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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While DBS2 does an admirable job of capturing the platform jumping and heated brawling of Nintendo's more famous franchise, the game still falls flat. [Oct 2003, p.80]- GMR Magazine
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Unless you're feeling nostalgic, you're better off stickin' with EA's "NBA Street" series for over-the-top roundball fun. [Dec 2003, p.84]- GMR Magazine
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One fine tactical strategy series...It's just too bad that so little has been changed. This isn't Dynasty Tactics 2, it's "DT: Special Edition." [Nov 2003, p.77]- GMR Magazine
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Like the annual football fix, it's a killer deal for the money, whether you're a casual fan or a liquid-limbed obsessive. [Nov 2003, p.88]- 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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Makes no mistakes, and while it lacks Sonic's flash, it's a better game. [Oct 2003, p.73]- GMR Magazine
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If only the visual polish matched the immaculate accuracy of the gameplay. [Oct 2003, p.67]- GMR Magazine
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Does both fun and realistic very well with below par results (in golfese, that's good). [Nov 2003, p.74]- GMR Magazine
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It's also an enjoyable game with a huge collection element (there are hundreds of different clothes, shoes, and other accessories that will actually have an effect on your stats), unconventional game modes, and fantasy courses and golfers.- 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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The slower pacing and repetitive gameplay wear thin after a few hours if you're all by your lonesome. [Nov 2003, p.78]- GMR Magazine
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The turn-based combat is fast paced, precise, and brutal—they throw the whole freaking Monster Manual at you, and the numbers these monsters roll are crazy deep.- GMR Magazine
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The the story for Homeworld 2 is a rehash of old themes, this spaced-based RTS plays far better than the story deserves. [Dec 2003, p.80]- GMR Magazine
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The indisputable highlight of Hit & Run is its hysterical dialogue, voice acted by the show's cast and crafted by the show's writers, but the gamelay doesn't suck by comparison. [Oct 2003, p.70]- GMR Magazine
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It's fun and impressive, but neither the drama nor the realism will convert anyone who isn't already planning on naming their first-born "Dale."- GMR Magazine
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Achieves portable "Diablo"-ness like no one's business... The main problem with [it] is that it quickly gets repetitious and is best played with the three friends that the game supports. [Oct 2003, p.80]- GMR Magazine
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Boktai finely fuses the action with the role-playing, so it's well suited to fans in either camp. [Oct 2003, p.78]- GMR Magazine
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With so much to see and kill in the game, it's heartbreaking that the camera is so totally useless. [Nov 2003, p.89]- GMR Magazine
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It's fun and impressive, but neither the drama nor the realism will convert anyone who isn't already planning on naming their first-born "Dale." [Nov 2003, p.88]- GMR Magazine
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Kids will quickly tire of the slow pace, and adults will just hate the mindlessness of it all. [Dec 2003, p.87]- GMR Magazine
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The changes don't amount to much; it looks a lot like the last game and sounds worse. Ouch. [Nov 2003, p.78]- GMR Magazine
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Though ESPN is still inferior on the ice, it crushes "NHL 2003" visually, with graphics and animations that give it an incredible sense of realism. [Oct 2003, p.67]- GMR Magazine
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It's one of those games that nobody really asked for, so that leaves only one group of people who will be buying Starsky & Hutch: suckers.- 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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The game is good, to be sure, but only good enough to be mundane. [Nov 2003, p.81]- GMR Magazine
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It's one of those games that nobody really asked for, so that leaves only one group of people who will be buying Starsky and Hutch: suckers. [Nov 2003, p.88]- GMR Magazine
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Boring and repetitive... The best part of the game is when Vanessa flaunts her futuristic T&A as the credits roll. That's right, it's more fun than playing the game. [Oct 2003, p.73]- GMR Magazine
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A great RPG strong on replay value (the item trading and link-up systems are particularly handy) with great visuals and art style to match (Akihiko Yoshida's character designs have never been better). [Oct 2003, p.79]- 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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It somehow feels like we've fought the good fight at the Battle of Hu Lao Gate dozens of times before. [Oct 2003, p.73]- GMR Magazine
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The new Objective mode adds a whole lot of challenge in multiplayer. [Nov 2003, p.88]- GMR Magazine
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On the field, Sega falls short of the more immediate action, tighter controls, and more powerful on-field flexibility of "Madden 2004." [Sept 2003, p.73]- GMR Magazine
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The only knock on the game might be its difficulty. It's a hard world, after all, but the game's target audience (children) might find DESA too tough to master. [Oct 2003, p.70]- GMR Magazine
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One of the only meals in town for a PS2-owning strategy fan, but it's the equivalent of an all-you-can-eat buffet. [Oct 2003, p.72]- GMR Magazine
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99.99 percent of us should be completely befuddled by this incomprehensible "game" of a day-planner simulator. [Nov 2003, p.80]- GMR Magazine
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It's surprisingly addictive and really does make math fun. No, really! [Oct 2003, p.77]- GMR Magazine
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A rousing, gravelly, NFL Films-style introduction immediately gives way to slippery, sloppy, and outdated PS2 football. [Oct 2003, p.69]- GMR Magazine
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Whether you're using analog or digital controls, the PS2 pad offers the best controls for kicking butts... But the graphics are the least polished of the three versions. [Sept 2003, p.63]- GMR Magazine
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The authoritative presence of Hal of Fame sports announcer Keith Jackson significantly enhances what would have been an otherwise poor showing. [Oct 2003, p.68]- GMR Magazine
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Its gameplay and graphics bring a richness to the genre in grand style and with lyrical grace. [Oct 2003, p.74]- GMR Magazine
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It's suitably goofy, but with a little bit of heart and a good bit of homage. [Dec 2003, p.82]- GMR Magazine
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The Xbox controller, thanks to the ultrastiff D-pad and gummi bear-buttons, is the least responsive controller to play SC II with... The graphics are the best of the three versions, though not by much. [Sept 2003, p.63]- GMR Magazine
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The control in the GameCube version is suprisingly good, with buttons intuitively arranged and response time razor sharp. The Cube SCII is nearly as sharp is the Xbox version, and GameCube owners get the coolest exclusive character in Link. [Sept 2003, p.63]- 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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Tron 2.0 may lack a coherent or interesting story line, but that doesn't mean the game is style over substance. [Oct 2003, p.65]- 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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F-Zero is finally running on hardware that can do it proper justice, and Sega makes GameCube sing. [Oct 2003, p.63]- GMR Magazine
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Looks like it should be a fun game, but when you spend some time with it, it makes you want to chew your arm off. [Oct 2003, p.66]- GMR Magazine
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Not funny enough to make you want to endure an uncooperative camera, a choppy framerate, ill-conceived jumping puzzles, terrible aim in the shooting levels, and poor collision detection. [Oct 2003, p.70]- GMR Magazine
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So the pretty cool quests and diplomacy are sacked by sad combat that makes you frustrated and impatient. [Nov 2003, p.80]- GMR Magazine
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Not only the best 3D fighter of all time, it will make you a better fighting-game player. [Sept 2003, p.66]- GMR Magazine
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So detail oriented and text heavy that it appeals to only the most diehard and, perhaps, anal-retentive. [Nov 2003, p.77]- GMR Magazine
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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
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Brings not only addictive, up-tempo hack-n-slash action, but also a great new A.I. system that raises the bar on computer-assisted beat 'em ups. [July 2003, p.78]- GMR Magazine
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Jump online, and you'll immediately reconsider Thunder. [Oct 2003, p.76]- GMR Magazine
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A root canal, a disfiguring car accident, a "Suddenly Susan" marathon - these are things slightly less amusing than Freaky Flyers. [Oct 2003, p.72]- GMR Magazine
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The game's biggest weakness is the lack of any levity or humor to counterpoint the story's overwhelmingly serious tone. [Sept 2003, p.68]- GMR Magazine
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A solid title, but not what it could have been. [Oct 2003, p.76]- GMR Magazine
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Uninspired level design rounds out the package, with the designers relying far too much on impassable mountain ranges and forcing players to find roundabout routes to their targets. [Sept 2003, p.77]- GMR Magazine
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Practically begs to be played with other people. [Oct 2003, p.75]- GMR Magazine
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One of the fastest, most insane combat-racing games ever devised... If the tracks were a little bit less ambitious or the trick system streamlined for human hands, DD would easily be one of the best games of its type. [Aug 2003, p.78]- GMR Magazine
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Unresponsive controls, repetitive scenario design, and inconsistent A.I. [Oct 2003, p.74]- 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 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
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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