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 | |
|---|---|---|
| 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
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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- GMR Magazine
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- Critic Score
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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- Critic Score
It does get one thing right: The controls are actually functional and somewhat intuitive. [June 2004, p.89]- GMR Magazine
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- Critic Score
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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- Critic Score
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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- Critic Score
Hiding an otherwise mediocre game behind story and setting doesn't work twice.- GMR Magazine
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- Critic Score
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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- Critic Score
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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- Critic Score
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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- 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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- Critic Score
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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- Critic Score
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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- Critic Score
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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- Critic Score
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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- Critic Score
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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- Critic Score
Ultimately, we would have been better served by an all-new River City Ransom. [Sept 2004, p.81]- GMR Magazine
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- Critic Score
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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- Critic Score
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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- Critic Score
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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- Critic Score
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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- Critic Score
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