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 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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The trouble comes when Defiance pads its levels with repetitive encounters and identical areas.- GMR Magazine
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It isn't exactly groundbreaking, but Whiteout plays well and offers a good-looking experience. [Feb 2003, p.73]- GMR Magazine
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A gritty, stylish noir sequel built to please the first game's many trigger-happy fans. [Feb 2004, p.86]- GMR Magazine
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Takes its inspiration from "The Legend of Zelda" - and that ain't bad. [Feb 2003, p.96]- 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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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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Lacking in the production department, with awful slowdown at times and a camera that makes life difficult. [Feb 2003, p.70]- GMR Magazine
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Two words: bottomless pits. That foul design element, which should have been eradicated from gaming's lexicon decades ago, shows up in Nightshade - and with maddening regularity. [Apr 2004, p.88]- GMR Magazine
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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.- GMR Magazine
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The fighting is absolutely mad-dog-howling good. [Mar 2004, p.93]- GMR Magazine
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This green-eyed feline can control the flow of time, but puzzles designed around that concept are lacking. Great idea, flawed execution. [Feb 2003, p.95]- GMR Magazine
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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
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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.- GMR Magazine
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The game alone is worth the price of admission, but this version features an all-new Mission mode that, while fluff, is nonetheless fun, plus 12 entirely cool Sonic games taken wars and all from the Sega Game Gear. [June 2003, p.72]- 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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All traffic and pedestrians are removed from the game. Fortunately, the capture the flag and tag style modes are plenty entertaining, especially with a larger group. [Aug 2003, p.78]- GMR Magazine
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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
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The trouble comes when Defiance pads its levels with repetitive encounters and identical areas.- GMR Magazine
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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
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Graphical shortcomings aside, hardcore fans shouldn't fret. AE is easily one of the most full-fledged flight sims available on any console. [Apr 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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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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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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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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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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Godzilla & Co. wrecking cityscapes and each other, with support up to four players. What's not to like? [Feb 2003, p.96]- GMR Magazine
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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
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A solid title, but not what it could have been. [Oct 2003, p.76]- GMR Magazine
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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
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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 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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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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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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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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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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It's more significant for the plot threads it weaves than the gaming innovations ti offers. [Feb 2004, p.92]- GMR Magazine
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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]- 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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We struggle with MXU's collision problems, floatiness while jumping, and the decision to scrap "MX Superfly's" stunt track editor. These work to frustrate and unfortunately take things down a bit. [Apr 2004, p.93]- GMR Magazine
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The schizophrenia works, but just barely, because the game does nothing particularly brilliantly. [Jan 2004, p.72]- GMR Magazine
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None of the game's various segments is better than the source material that inspired it.- GMR Magazine
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A feature-lite driving simulator that neither offends nor excels in any particular area of design, and one that doesn't elicit a sense of excitement, rather a feeling of déjà vu.- GMR Magazine
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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
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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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As a third-person space shooter, Galactica barely holds its own. [Jan 2004, p.64]- GMR Magazine
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A decent example of the genre and has some creative design, but it won't blow any minds or win many awards.- 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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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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If only the battle system were as imaginative as the character creation, Magic Pengel would be one of those quirky and lovable games everyone looks back upon fondly. As it stands, it's just quirky. [June 2003, p.69]- GMR Magazine
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With a less-frustrating difficulty level, revamped weapons system, and a graphical look that wasn't so...dull, Transmission could have been very good. [June 2003, p.72]- GMR Magazine
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At times, the game's saccharine sensibilities make the challenges, though very real, hard to swallow.- GMR Magazine
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What it lacks in substance, it makes up for in brilliance, and while we're averse to rewarding style over substance, in this case, we can't really deny the game's addictive appeal. [Feb 2003, p.73]- 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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Every bit as good as the movie upon which it is based, and no better. [July 2003, p.78]- GMR Magazine
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Should have been the next glorious chapter in that game's story. Instead, it's a mildly disappointing epilogue.- 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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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
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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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It does get one thing right: The controls are actually functional and somewhat intuitive. [June 2004, p.89]- 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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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 only problem with SNK's KoF double-pack is the two KOF's SNK chose to pack together. [Jan 2004, p.72]- 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 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
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A clear case of style over substance, XIII is pretty to look at but a bitch to play. Even all of its snazzy extra features can't make up for the hole that the evilly accurate A.I. puts in its head.- GMR Magazine
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Ultimately, however, Manhunt becomes more laborious than shocking. Along the way, the vaunted enemy A.I. turns transparent, detracting considerably from its aura of paranoia.- GMR Magazine
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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
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Problem is, the missions are largely cookie-cutter (do tasks like "destroy four generators without being spotted" sound familiar?) and lack the thrill found in similarly themed games, like "GoldenEye 007" (N64). Worse yet, your opponents are unbelievably excellent shots who almost never miss.- 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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Everybody runs. In the case of the lackluster 3D-adventure-cum-beat-em-up Minority Report, rest assured, they're not running to the videogame store. [Feb 2003, p.71]- 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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Competent on all levels, offering solid if unexceptional value. [Feb 2005, p.110]- GMR Magazine
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Everybody runs. In the case of the lackluster 3D-adventure-cum-beat-em-up Minority Report, rest assured, they're not running to the videogame store. [Feb 2003, p.71]- GMR Magazine
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Controls are decent in concept but poor in execution. [Sept 2004, p.92]- GMR Magazine
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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.- GMR Magazine
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A more technical take on tennis - or at least it tries to be. [Aug 2004, p.89]- 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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Ultimately, we would have been better served by an all-new River City Ransom. [Sept 2004, p.81]- GMR Magazine
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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).- GMR Magazine
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Besides the not-quite-fluid-enough controls, the main problem is that shooting is a bit of a pain (you tap the right analog toward your target and use the R2 to shoot). [Mar 2004, p.85]- GMR Magazine
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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
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An interesting attempt at innovation in the genre. Unfortunately, it's also a frustrating, throw-down-your-headset, curse-generating one.- 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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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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Despite some well-done presentation and solid controls, major missteps in the level design and entire multiplayer system cause Brute Force to lose all the fun from what should be a great time for you and your friends. [Aug 2003, p.69]- GMR Magazine
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Remains an uneven effort because the fighting is so good while the sneaking is downright disappointing. [Aug 2003, p.73]- GMR Magazine
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The bad news is this: The game's graphics look dated. Most characters are blocky and reek of a poor PC port job. And Xbox Live support...needs an overhaul. [Aug 2003, p.74]- GMR Magazine
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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
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Like its football counterpart, ShootOut simply doesn't compete against the might of "NBA Live" or "ESPN Basketball." [Jan 2004, p.82]- GMR Magazine
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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
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With too much style and not enough substance, this one can only Go! Go! so far. [Dec 2003, p.88]- GMR Magazine
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Scratch the "Complete" BS - this really should've been called "Silent Scope 3 Plus," because the first two games are so short that your time is best spent uncovering the third game's myriad secrets. [Mar 2004, p.85]- 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