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
    • 68 Metascore
    • 70 Critic Score
    Literally as simple, short, and brutal as a bullet to the head. [Nov 2004, p.116]
    • GMR Magazine
    • 75 Metascore
    • 70 Critic Score
    Better than the original in almost every respect. [Aug 2003, p.80]
    • GMR Magazine
    • 81 Metascore
    • 70 Critic Score
    Jump online, and you'll immediately reconsider Thunder. [Oct 2003, p.76]
    • GMR Magazine
    • 80 Metascore
    • 70 Critic Score
    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
    • 70 Metascore
    • 70 Critic Score
    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]
    • 68 Metascore
    • 70 Critic Score
    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.
    • 77 Metascore
    • 70 Critic Score
    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
    • 74 Metascore
    • 70 Critic Score
    A technical knockout, really, considering there's not much competition. [Feb 2003, p.95]
    • GMR Magazine
    • 66 Metascore
    • 70 Critic Score
    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
    • 71 Metascore
    • 70 Critic Score
    The game expertly blends physical—mostly platforming—challenges with cerebral puzzles and, in the process, keeps players guessing throughout.
    • 79 Metascore
    • 70 Critic Score
    And the first-person baseball feature? Don't even think about it. [May 2004, p.85]
    • GMR Magazine
    • 64 Metascore
    • 70 Critic Score
    Between its immature "Mature-rated" content (naughty language is prevalent) and rough gameplay, RoadKill narrowly misses excellence.
    • 81 Metascore
    • 70 Critic Score
    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
    • 66 Metascore
    • 70 Critic Score
    Encounters in Space makes up for its inevitably repetitive lock/dodge/shoot action with tons of replay value.
    • 64 Metascore
    • 70 Critic Score
    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
    • 77 Metascore
    • 70 Critic Score
    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
    • 78 Metascore
    • 70 Critic Score
    It's difficult to justify the price tag when the single-player campaign offers little lasting value. [Sept 2004, p.84]
    • GMR Magazine
    • 72 Metascore
    • 70 Critic Score
    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
    • 63 Metascore
    • 70 Critic Score
    While it's a fun enough brawler, it's not exactly "Virtua Fighter 4." [Jan 2005, p.114]
    • GMR Magazine
    • 68 Metascore
    • 70 Critic Score
    While it does a lot right, it lacks the polish the series is known for. [Feb 2005, p.113]
    • GMR Magazine
    • 69 Metascore
    • 70 Critic Score
    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
    • 66 Metascore
    • 70 Critic Score
    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
    • 66 Metascore
    • 70 Critic Score
    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]
    • 76 Metascore
    • 70 Critic Score
    It's shamelessly hilarious, leaving no topic or genre stereotype sacred. [Dec 2004, p.110]
    • 82 Metascore
    • 70 Critic Score
    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
    • 74 Metascore
    • 70 Critic Score
    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
    • 71 Metascore
    • 70 Critic Score
    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
    • 71 Metascore
    • 70 Critic Score
    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
    • 73 Metascore
    • 70 Critic Score
    Some puzzles require a more elaborate death, but the concept could have been taken a step further. [Dec 2003, p.82]
    • GMR Magazine
    • 78 Metascore
    • 70 Critic Score
    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.

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