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
    • 58 Metascore
    • 70 Critic Score
    It isn't exactly groundbreaking, but Whiteout plays well and offers a good-looking experience. [Feb 2003, p.73]
    • GMR Magazine
    • 83 Metascore
    • 80 Critic Score
    This one is actually a brand new game, with significant changes. [Feb 2003, p.96]
    • GMR Magazine
    • 84 Metascore
    • 80 Critic Score
    There's not much of a graphical upgrade from the PC version, but the interface and audio is improved. Goes great with Xbox live. [Feb 2003, p.95]
    • GMR Magazine
    • 89 Metascore
    • 90 Critic Score
    For the more discerning hockey connoisseur, NHL2K3 has made great strides since its debut on the now defunct Dreamcast. [Feb 2003, p.93]
    • GMR Magazine
    • 88 Metascore
    • 80 Critic Score
    Insomniac's terrific action-platformer has you jumping from world to world in search of new weapons and gadgets. [Feb 2003, p.93]
    • GMR Magazine
    • 79 Metascore
    • 80 Critic Score
    It's hard to go wrong with giant robots blowing stuff up, but Enix's latest effort goes one step further with a novel control scheme. [Feb 2003, p.93]
    • GMR Magazine
    • 95 Metascore
    • 100 Critic Score
    There's something indescribably cool about cruising Vice City's beach strip while rocking to "Billie Jean." [Feb 2003, p.92]
    • GMR Magazine
    • 85 Metascore
    • 90 Critic Score
    Unhealthily addictive. [Feb 2003, p.96]
    • GMR Magazine
    • 66 Metascore
    • 80 Critic Score
    More extreme sports fun, but this time it's all wet. Finishing is only half the battle: performing tricks factors into the final standings. [Feb 2003, p.92]
    • GMR Magazine
    • 72 Metascore
    • 70 Critic Score
    A fun ride that ends far too early. [May 2004, p.94]
    • GMR Magazine
    • 78 Metascore
    • 90 Critic Score
    After numerous shoddy attempts to bring classic Contra gameplay to a next-gen system, Konami finally gets it right. [Feb 2003, p.92]
    • GMR Magazine
    • 83 Metascore
    • 80 Critic Score
    A beautiful-looking Dungeons & Dragons-based hack-and-slash that can be played cooperatively with another player. [Feb 2003, p.95]
    • GMR Magazine
    • 82 Metascore
    • 80 Critic Score
    Anything bearing the valuable Lord of the Rings license will sell well. Happily, there's more to this beat 'em up than just the license. [Feb 2003, p.93]
    • GMR Magazine
    • 90 Metascore
    • 80 Critic Score
    Everything good about the original is here, with loads of new multiplayer options including maps, weapons, and game modes, too. [Feb 2003, p.80]
    • GMR Magazine
    • 73 Metascore
    • 70 Critic Score
    Godzilla & Co. wrecking cityscapes and each other, with support up to four players. What's not to like? [Feb 2003, p.96]
    • GMR Magazine
    • 71 Metascore
    • 70 Critic Score
    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
    • 89 Metascore
    • 90 Critic Score
    Strangely, the best version is on the least-powerful hardware. [Feb 2003, p.93]
    • GMR Magazine
    • 86 Metascore
    • 80 Critic Score
    An aggressive driving simulator that defies the rules of physics. Includes a dedicated crash mode for aspiring demolition-derby stars. [Feb 2003, p.92]
    • GMR Magazine
    • 72 Metascore
    • 70 Critic Score
    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
    • 86 Metascore
    • 80 Critic Score
    A solid platformer with a unique aesthetic and animations. Lacks a little in the challenge department; a little on the short side, too. [Feb 2003, p.93]
    • GMR Magazine
    • 91 Metascore
    • 90 Critic Score
    One of the greatest 2D platformers ever put to silicon. [Feb 2003, p.97]
    • GMR Magazine
    • 82 Metascore
    • 70 Critic Score
    Takes its inspiration from "The Legend of Zelda" - and that ain't bad. [Feb 2003, p.96]
    • GMR Magazine
    • 85 Metascore
    • 80 Critic Score
    When the amazing, talented artists from Square join forces with the amazing, talented artists from Disney, good things happen. [Feb 2003, p.92]
    • GMR Magazine
    • 87 Metascore
    • 100 Critic Score
    One of the best reasons to own a Game Boy Advance. [Feb 2003, p.97]
    • GMR Magazine
    • 87 Metascore
    • 90 Critic Score
    The game that never ends... So why is it so much fun to play? [Feb 2003, p.96]
    • GMR Magazine
    • 73 Metascore
    • 80 Critic Score
    Giant robots are great, but basing them on the Gundam license with Capcom developing makes them greater, if that's even. [Feb 2003, p.92]
    • GMR Magazine
    • 82 Metascore
    • 80 Critic Score
    Difficult yet engaging. [Feb 2003, p.97]
    • GMR Magazine
    • 82 Metascore
    • 90 Critic Score
    Possibly the best reason to own a PS2 network adapter. The team-based miliary tactics work better online than off. [Feb 2003, p.93]
    • GMR Magazine
    • 92 Metascore
    • 90 Critic Score
    Not quite as groundbreaking as "Super Mario 64." [Feb 2003, p.96]
    • GMR Magazine
    • 87 Metascore
    • 80 Critic Score
    The extra game modes add quite a bit to the simple concept. [Feb 2003, p.96]
    • GMR Magazine
    • 92 Metascore
    • 90 Critic Score
    Compares nicely to the firmly entrenched Madden juggernaut, and even beats it in some areas. [Feb 2003, p.95]
    • GMR Magazine
    • 76 Metascore
    • 80 Critic Score
    Easy to pick up and easy to play, a la "Virtua Tennis." [Feb 2003, p.96]
    • GMR Magazine
    • 79 Metascore
    • 80 Critic Score
    An enhanced version of "Smuggler's Run 2," with new vehicles and an expanded multiplayer mode with support for four players. [Feb 2003, p.96]
    • GMR Magazine
    • 92 Metascore
    • 80 Critic Score
    The insanity effects are clever [the first time] and the scenery is downright creepy. [Feb 2003, p.96]
    • GMR Magazine
    • 91 Metascore
    • 90 Critic Score
    If you're a D&D nerd then you already know, but buy this one for the multiplayer and user-made mods. [Feb 2003, p.94]
    • GMR Magazine
    • 64 Metascore
    • 80 Critic Score
    Ratings have cooled and Stone Cold had some run-ins with John Law. This is irrelevant, as wrestling games always sell. [Feb 2003, p.96]
    • GMR Magazine
    • 87 Metascore
    • 80 Critic Score
    An exhaustive open-ended RPG that essentially allows you to make it up as you go along, with hundreds of people to talk to. [Feb 2003, p.95]
    • GMR Magazine
    • 85 Metascore
    • 80 Critic Score
    From the makers of "Dave Mirra BMX" comes a just-as-playable inline skating game with a simple trick system and large levels. [Feb 2003, p.92]
    • GMR Magazine
    • 88 Metascore
    • 80 Critic Score
    An incredibly deep strategy RPG with a branching story line and a rewarding battle system. [Feb 2003, p.97]
    • GMR Magazine
    • 91 Metascore
    • 90 Critic Score
    This remake could almost be described as a new game. But is it really Resident Evil without the laughably bad voice acting? [Feb 2003, p.96]
    • GMR Magazine
    • 81 Metascore
    • 80 Critic Score
    One of the best PC games of 2000 is ported faithfully to the PS2. Upgrade your character's skills and attributes to your liking. [Feb 2003, p.92]
    • GMR Magazine
    • 80 Metascore
    • 80 Critic Score
    There's only four stadiums and there's no multiplayer, but it's still a great game of baeball. [Feb 2003, p.97]
    • GMR Magazine
    • 94 Metascore
    • 100 Critic Score
    The depth of this game is staggering. [Feb 2003, p.93]
    • GMR Magazine
    • 90 Metascore
    • 80 Critic Score
    It's amazing how they managed to cram Tony Hawk into a cartridge, while keeping the essence of the game true to the console version. [Feb 2003, p.97]
    • GMR Magazine
    • 84 Metascore
    • 80 Critic Score
    The first American portal version. [Feb 2003, p.97]
    • GMR Magazine
    • 92 Metascore
    • 90 Critic Score
    Portable "Super Mario World"... You should buy it. [Feb 2003, p.97]
    • GMR Magazine
    • 78 Metascore
    • 80 Critic Score
    Rez
    A fairly standard shooter dressed as a visual and aural masterpiece. Sadly unappreciated by the vast majority of the gaming world. [Feb 2003, p.93]
    • GMR Magazine
    • 92 Metascore
    • 90 Critic Score
    Does away [with] the traditional overworld, but introduces full voice acting. Artistically beautiful, as always. [Feb 2003, p.92]
    • GMR Magazine
    • 90 Metascore
    • 80 Critic Score
    The studio that gave birth to Crash Bandicoot brings a couple of new mascots and new gorgeous 3D world to the PS2. [Feb 2003, p.92]
    • GMR Magazine
    • 92 Metascore
    • 90 Critic Score
    A Nintendo fanatic's dream, if only for the exhaustive gallery of collectible Nintendorabilia. [Feb 2003, p.96]
    • GMR Magazine
    • 87 Metascore
    • 80 Critic Score
    A beautiful-looking "Dungeons & Dragons"-based hack-and-slash. [Feb 2003, p.92]
    • GMR Magazine
    • 89 Metascore
    • 80 Critic Score
    Miyamoto got the idea for this quirky strategy game from observing his personal garden. What kind of garden? [Feb 2003, p.96]
    • GMR Magazine
    • 78 Metascore
    • 80 Critic Score
    Enemies number in the hundreds along branching paths of glory. [Feb 2003, p.92]
    • GMR Magazine
    • 90 Metascore
    • 90 Critic Score
    Impressive when you consider it took only nine months to make. [Feb 2003, p.96]
    • GMR Magazine
    • 78 Metascore
    • 70 Critic Score
    Like getting socks for Christmas, it's good and comfortable, but not what we wanted. [Feb 2003, p.96]
    • GMR Magazine
    • 87 Metascore
    • 80 Critic Score
    An exceptional game based on a simple concept; some of the later levels will eat you for lunch. [Feb 2003, p.96]
    • GMR Magazine
    • 97 Metascore
    • 100 Critic Score
    The definitive reason to own an Xbox. [Feb 2003, p.95]
    • GMR Magazine
    • 65 Metascore
    • 60 Critic Score
    Average but suitable shooter with weird characters. [May 2004, p.95]
    • GMR Magazine
    • 85 Metascore
    • 80 Critic Score
    The refinement of the Kudos point system is the biggest difference between Project Gotham and its Dreamcast predecessor. [Feb 2004, p.95]
    • GMR Magazine
    • 91 Metascore
    • 90 Critic Score
    For those who have the Dual Shock firmly hardwired into their psyche, switching over to the oddly-shpaed GameCube can prove difficult. [Feb 2003, p.96]
    • GMR Magazine
    • 96 Metascore
    • 90 Critic Score
    This highly anticipated sequel throws a real curveball early on in the game. It was probably the least confusing part of the story. [Feb 2003, p.92]
    • GMR Magazine
    • 91 Metascore
    • 90 Critic Score
    A deep combat engine and brilliant graphics make this the best RPG available on the GBA. [Feb 2003, p.97]
    • GMR Magazine
    • 92 Metascore
    • 80 Critic Score
    Boasts a new set of insane gravity-defying and physically impossible stunts, not to mention all-new tracks and characters. [Feb 2003, p.93]
    • GMR Magazine
    • 97 Metascore
    • 90 Critic Score
    A phenom in terms of gameplay and sales. [Feb 2003, p.92]
    • GMR Magazine
    • 94 Metascore
    • 90 Critic Score
    Did you know DMC was going to be "Resident Evil 4," before it was spun off into its own series? Oh, you did? Nevermind, then. [Feb 2003, p.92]
    • GMR Magazine
    • 90 Metascore
    • 90 Critic Score
    ICO
    An underappreciated work of art with challenging puzzles, fantastic lighting, and engrossing character relationships. [Feb 2003, p.92]
    • GMR Magazine
    • 92 Metascore
    • 80 Critic Score
    Once you get sucked in, it's hard to pull yourself away. [Feb 2003, p.97]
    • GMR Magazine
    • 70 Metascore
    • 80 Critic Score
    It's always a good idea to have a golf game as part of your portable library. [Feb 2003, p.97]
    • GMR Magazine
    • 93 Metascore
    • 80 Critic Score
    A balanced blend of "Super Mario Kart" and "Mario Kart 64." [Feb 2003, p.97]
    • GMR Magazine
    • 89 Metascore
    • 90 Critic Score
    Despite some corny writing, this uberhip noir videogame feels like a movie but plays like a great action game. [Feb 2003, p.94]
    • GMR Magazine
    • 95 Metascore
    • 100 Critic Score
    Core gameplay is unchanged, but the graphics get a complete overhaul - which makes GT3 the best-playing/looking sim on the market. [Feb 2003, p.92]
    • GMR Magazine
    • 86 Metascore
    • 80 Critic Score
    An enhanced port of the classic SNES racer with improved graphics and support for 4 players. [Feb 2003, p.97]
    • GMR Magazine
    • 84 Metascore
    • 80 Critic Score
    It looks great and provides a decent challenge. [Feb 2003, p.97]
    • GMR Magazine
    • 91 Metascore
    • 90 Critic Score
    A complex card system governs your special abilities. [Feb 2003, p.97]
    • GMR Magazine
    • 84 Metascore
    • 80 Critic Score
    Odd naming system. [Feb 2003, p.97]
    • GMR Magazine
    • 84 Metascore
    • 80 Critic Score
    Highly addictive and highly cute. [Feb 2003, p.97]
    • GMR Magazine
    • 78 Metascore
    • 90 Critic Score
    A Mario-esque mascot racer. [Feb 2003, p.97]
    • GMR Magazine
    • 82 Metascore
    • 90 Critic Score
    A great-looking and playing racer with one major drawback: a tedious password save system. [Feb 2003, p.97]
    • GMR Magazine
    • 80 Metascore
    • 80 Critic Score
    Pays homage to RPGs past while establishing its own unique identity. [Feb 2003, p.92]
    • GMR Magazine
    • 74 Metascore
    • 90 Critic Score
    Get your soiree (not to mention your freak) on with this great addition to the Sims amazing stable of add-on packs. [Feb 2003, p.94]
    • GMR Magazine
    • 90 Metascore
    • 100 Critic Score
    Highly conceptual "god-game" that has you ruling over mortals with a little help from a giant cow-monster. [Feb 2003, p.94]
    • GMR Magazine
    • 87 Metascore
    • 90 Critic Score
    Brainless running and gunning is an underappreciated way to waste a couple of hours with a great-looking game. [Feb 2003, p.94]
    • GMR Magazine
    • 82 Metascore
    • 90 Critic Score
    Squad-based, tactical strategy game set in the same universe as the classic Fallout rpg sets a new standard. [Feb 2003, p.94]
    • GMR Magazine
    • 89 Metascore
    • 90 Critic Score
    Superior simulation of the nail-baiting sport of stock racing, with amazingly realistic physics matched by a sublime 3D engine. [Feb 2003, p.94]
    • GMR Magazine
    • 79 Metascore
    • 90 Critic Score
    Best re-creation of dogfighting ever seen in a WWII flight sim, which is saying something considering how many there are. [Feb 2003, p.94]
    • GMR Magazine
    • 83 Metascore
    • 80 Critic Score
    This game looks as good as it can, and the gameplay still offers a few tricks you won't find in your average RPG. [Aug 2004, p.103]
    • GMR Magazine
    • 85 Metascore
    • 90 Critic Score
    A shooter/strategy hybrid full of weird British humor, unique and beautiful 3D graphics, and naked lady sea monsters. [Feb 2003, p.94]
    • GMR Magazine
    • 90 Metascore
    • 90 Critic Score
    McRae games were and are the best. [Feb 2003, p.97]
    • GMR Magazine
    • 82 Metascore
    • 90 Critic Score
    The expansion pack to EverCrack opens up new worlds, new characters, and tigers with boobies (finally!). [Feb 2003, p.94]
    • GMR Magazine
    • 94 Metascore
    • 100 Critic Score
    The crystals return to the series, along with a four-member party, blue magic, and black mages. [Feb 2003, p.97]
    • GMR Magazine
    • 91 Metascore
    • 90 Critic Score
    Austin Powers ain't got nothing on Cate Archer, the hottest digital chick with a gun since that old hag Lara Croft. [Feb 2003, p.94]
    • GMR Magazine
    • 89 Metascore
    • 90 Critic Score
    Action/strategy hybrid defies the conventions of all the genres it touches, while making for a fantastically original multiplayer experience. [Feb 2003, p.94]
    • GMR Magazine
    • 93 Metascore
    • 90 Critic Score
    SSX
    A surprisingly good snowboarder with over-the-top stunts and great course design. [Feb 2003, p.93]
    • GMR Magazine
    • 91 Metascore
    • 90 Critic Score
    Incredible at the time, DOA2 did things the "big boys" hadn't even dreamed of. [Oct 2004, p.122]
    • GMR Magazine
    • 95 Metascore
    • 100 Critic Score
    The rare occasion when the sequel to a classic goes above and beyond its predecessor. Can't wait for III. [Feb 2003, p.94]
    • GMR Magazine
    • 98 Metascore
    • 100 Critic Score
    The best installment of the series in terms of control, music, and course design. [Feb 2003, p.97]
    • GMR Magazine
    • 82 Metascore
    • 90 Critic Score
    This one gives you a whole new set of career paths and more clutter for you Sim life. [Feb 2003, p.94]
    • GMR Magazine
    • 90 Metascore
    • 90 Critic Score
    Play a version of Madden where the Rams could actually win with Kurt Warner. [Feb 2003, p.97]
    • GMR Magazine
    • 94 Metascore
    • 100 Critic Score
    It wasn't quite the "Chrono Trigger" sequel most people expected, but it's a magnificent game by its own right. [Feb 2003, p.97]
    • GMR Magazine
    • 86 Metascore
    • 90 Critic Score
    Extremely realistic attack chopper sim that's not for the weak of hear or impatient of trigger finger. [Feb 2003, p.94]
    • GMR Magazine

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