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 best installment of the series in terms of control, music, and course design. [Feb 2003, p.97]- 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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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
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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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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
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The crystals return to the series, along with a four-member party, blue magic, and black mages. [Feb 2003, p.97]- GMR Magazine
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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.- GMR Magazine
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There's something indescribably cool about cruising Vice City's beach strip while rocking to "Billie Jean." [Feb 2003, p.92]- GMR Magazine
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The digital surround sound is phenomenal (and the voice-acting peerless), and players with a good A/V system will enjoy hearing enemies approach from all sides due to the sharp positional sound.- GMR Magazine
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The controls are flawless, the weapons are diverse, and the production values are some of the highest in the industry. [Dec 2004, p.106]- GMR Magazine
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A modern-day masterpiece that will be talked about for years to come.- GMR Magazine
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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]- GMR Magazine
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Magnificent. It's a terrific, if tardy, showcase for the GameCube, and it's every bit as worthy as the Halos, the GTAs, and the MGSes of this generation. This is a stunning return to form. (Happy Trails, GMR staff!) [Feb 2005]- GMR Magazine
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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
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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
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An amazing conversion, given the difference between the arcade and PlayStation hardware at the time. Set the standard for bonuses. [Feb 2003, p.97]- GMR Magazine
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So much more involving, more expansive, and just plain more, more that that you might need to buy a new PC so you can play it alongside Mommy. [Dec 2004, p.120]- GMR Magazine
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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.- GMR Magazine
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It's a game that somehow manages to simultaneously fulfill all expectations yet finish with the player unsatisfied and craving for more. [Feb 2005, p.92]- GMR Magazine
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As if they dissected "Super Metroid", added a dimension, and put it back together again with slick graphics. [Feb 2003, p.96]- GMR Magazine
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It's impossible to categorize EA's addictive superblockbuster life simulator, just like it's impossible to stop playing it. [Feb 2003, p.94]- GMR Magazine
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Culminates in one of the greatest ending sequences in gaming and what's probably the most impressive display of the PlayStation 2's untapped graphical abilities.- GMR Magazine
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One of the best reasons to own a Game Boy Advance. [Feb 2003, p.97]- GMR Magazine
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Outside of a slightly boring midgame stretch in which you're tracking down overdue library books (no, really) and an overly tough final boss, this is a flawless portable adventure. [Feb 2005, p.91]- GMR Magazine
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The invention-building feature, which lets you create new weapons by combining photos of different found objects is nothing short of genius. [Mar 2003, p.68]- GMR Magazine
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The acrobatics alone make Warrior Within a must-buy. Rounded out with superb character design and vast Myst-like landscapes, this Prince is another winner.- GMR Magazine
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A collection of over 200 totally unexpected, random, frighteningly creative "microgames." [Aug 2003, p.79]- GMR Magazine
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It's somehow mind-numbingly mundane and brilliantly addictive at the same time. [Jan 2004, p.92]- GMR Magazine
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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
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Where Zero Mission really adds to the legend is in the game's challenging surprise ending...this isn't your daddy's Metroid. [Mar 2004, p.92]- 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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A beautifuly and highly enjoyable game... Yet it's disappointing in other ways, including the small number of dungeons; overdependence on sailing; easy boss battles; a meaningless, pace-killing treasure hunt; and a less-than-satisfying finale. [Apr 2003, p.58]- 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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A complex card system governs your special abilities. [Feb 2003, p.97]- 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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A brutally lifelike affair that firmly drives home the fact that 21st-century videogaming is rapidly approaching an era of photorealism. [Apr 2004, p.81]- GMR Magazine
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The game that never ends... So why is it so much fun to play? [Feb 2003, p.96]- GMR Magazine
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We're not exactly sure how two games out of a series of nine constitutes an "anthology," but they're good games nonetheless. [Feb 2003, p.97]- GMR Magazine
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There is also a distinct lack of overall polish, mostly noticeable in the smallest ways: ugly character models, cluttered maps (the custom waypoint is a welcomed and downright necessary addition), unnecessarily complex wardrobe management, odd misspellings ("Cobra Marital Arts"), and even repeated references to Los Angeles instead of Los Santos.- GMR Magazine
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The third volume includes features that rocket its entertainment value to an entirely unparalleled level. [Dec 2004, p.115]- GMR Magazine
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As frivolous as it seems, FFX-2 is most effective later in the game, when the light stuff gives way to more serious tones. A bizarre, feisty triumph. [Dec 2003, p.90]- GMR Magazine
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To get the most out of this game, start the expansion pack with a brand-new character. We imported a high-level cleric - Beaverskull Bablicious - from NWN and found Undrentide to be too easy. [Sept 2003, p.76]- GMR Magazine
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Impressive when you consider it took only nine months to make. [Feb 2003, p.96]- GMR Magazine
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Every stage looks utterly fantastic, with detailed architecture filling every corner of the screen... [and] the controls are simple enough to keep the action intense. [Feb 2003, p.62]- GMR Magazine
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The A.I. of the genome soldiers has been drastically improved—they're able to hear and see you much better, even from above and below. If Snake is detected, they'll coordinate their searches and look in every room—and when it comes to looking under nondescript orange boxes, they're total jerks.- GMR Magazine
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A fine RPG - it's just not the earth-shattering sequel that people might expect. [Feb 2005, p.100]- GMR Magazine
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This is Pandora's downfall: For a game that requires stealth and discreet action, the mechanics aren't very forgiving-or for that matter, consistent.- GMR Magazine
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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
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The mix of 2D characters on a 3D plane not only looks appealing, the gameplay that's designed around the concept (Mario's transformation skills in particular) is a creative fusion of art and design. [Nov 2004, p.105]- GMR Magazine
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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.- GMR Magazine
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A one-time sleeper hit [has] evolved into a bona fide classic. Quite possibly the finest next-gen RPG thus far. [Feb 2003, p.70]- GMR Magazine
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Practically begs to be played with other people. [Oct 2003, p.75]- GMR Magazine
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It's refreshing to look back on the genesis of the world's most popular RPG.- GMR Magazine
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Football fans will have a great time with this one (especially with multiplayer), and there's plenty there for nonsports folk. But in the end, this one falls just short of greatness. [Feb 2005, p.88]- GMR Magazine
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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
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Various artificially induced frustrations hold the game back from its true potential. Still, it's nearly there, and for those with strong jaws, it's an otherwise exceptional experience. The next game should be unstoppable, but it better well feature Eric B. and Rakim. [Nov 2004, p.122]- GMR Magazine
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The acrobatics alone make Warrior Within a must-buy. Rounded out with superb character design and vast Myst-like landscapes, this Prince is another winner.- GMR Magazine
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Because of its masterful pacing, detail, and variety, Advance Tour ranks up there with the champions of GBA games. Recommended even if you have zero interest in golf. [July 2004, p.87]- GMR Magazine
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All the hardware that makes modern warfare hell is here, and from the moment you see the enemy hightail it at th efirst sound of your F-4 Phantom's engines, you'll know why every FPS - be it set in the future or that fabled galaxy far, far away - is out to imitate the Battlefield formula. [May 2004, p.89]- GMR Magazine
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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
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THUG2 may not match THUG's charm and novelty, but it's still one of the most addictive and satisfying experiences out there.- GMR Magazine
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The most thorough and competent rehash packages in recent memory, offering a slew of great games in top form, along with a few cool bonuses.- 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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Arguably the best version of Street Fighter to grace the system. [Feb 2003, p.97]- GMR Magazine
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No better and no worse a game than its predecessor, and there's absolutely no shame in that. And it's no airport novel, as it requires some serious time investment.- GMR Magazine
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Takes everything The Two Towers did well and improves upon it in every way.- GMR Magazine
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This Greek mythology-based action game is an update of the arcade and NES classic in name only. Fun combat and great music. [Feb 2003, p.93]- GMR Magazine
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While it may intimidate casual gamers, the hardcore will eat this up. Ninja Gaiden is the work of developers at the peak of their powers and is, pound for pound, light years beyond anything else in the category. [Jan 2004, p.47]- GMR Magazine
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While the gameplay is faster, and more responsive than ever before, MF manages to feel even more claustophobic than in the past. That's a good thing. [Feb 2003, p.75]- GMR Magazine
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A stellar third-person shooter that pulses with feverish invention, A&D welds together top-notch controls, a truly mental plot, and some of the most strategic gunplay to hit consoles in ages.- GMR Magazine
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The only missteps are a super class of cars that are almost too fast for the courses, an abundance of loading screens, and a mostly terrible soundtrack--the latter two problems solved by the Xbox version. [Oct 2004, p.111]- GMR Magazine
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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
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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]- GMR Magazine
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The addition of legendary club swingers such as Jack Nicklaus and Arnold Palmer to the roster adds credibility to balance out the fantasy golfers. It's also refreshing to see so many new courses. [Nov 2004, p.116]- GMR Magazine
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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.- GMR Magazine
- Read full review
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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
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Brought RPGs into the Western spotlight and contained the most debated plot twist of an era. [Feb 2003, p.97]- 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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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
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It's somehow mind-numbingly mundane and brilliantly addictive at the same time. [Jan 2004, p.92]- GMR Magazine
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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
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Takes everything The Two Towers did well and improves upon it in every way.- GMR Magazine
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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
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A hardcore simmer's delight, with superb flight physics and enough detail to please the most finicky realism fanatics, including minutiae such as adjustable fuel mixtures and radiator controls. [June 2003, p.70]- GMR Magazine
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On the downside, you're going to have to bite your lip and accept the fact that the Xbox version does look a bit better. [Sept 2004, p.84]- GMR Magazine
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Incredible at the time, DOA2 did things the "big boys" hadn't even dreamed of. [Oct 2004, p.122]- GMR Magazine
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The multiplayer could use a few more game options, like allowing players to actually play the campaign rather than only skirmishes. Still, for anyone who wants strategic depth with their RTS game, there's no better title out there. [Dec 2004, p.131]- GMR Magazine
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The superior writing of The Urbz makes it far better than its predecessor "Bustin' Out." There aren't many handheld titles this solid. [Feb 2005, p.113]- GMR Magazine
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It's very clever; the political overtones are great for that last-minute term paper. [Feb 2003, p.97]- GMR Magazine
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There's so much new content, it's more like an excellent sequel to the original. [Sept 2003, p.70]- GMR Magazine