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
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- Critic Score
The fact that Jaguar's flame katana - a standard weapon - can take down most bosses in less than five slashes...well, that just shouldn't be possible. [Dec 2004, p.128]- GMR Magazine
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- Critic Score
A rousing, gravelly, NFL Films-style introduction immediately gives way to slippery, sloppy, and outdated PS2 football. [Oct 2003, p.69]- GMR Magazine
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- Critic Score
Its levels come in short, overly difficult bursts that routinely send you hurtling back to the title screen with whatever heath you had when you hit the last checkpoint, be it a full bar or a mere sliver. This basically railroads whatever fun is to be had in the RPG-like character development system. [Nov 2004, p.134]- GMR Magazine
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- Critic Score
The textures aren't quite as sharp [as the Xbox version] and the framerate is a little dodgy, but Indy controls slightly better on the PS2 controller, thanks to the additional shoulder buttons. [Sept 2003, p.69]- GMR Magazine
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We'd feel good about recommending this game to RPG fans if not for the stuttery framerates. [Sept 2003, p.75]- GMR Magazine
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When all is said and done, Mafia still has a lot to offer: The competent graphics, incredible music and dialogue, top-notch story, cinemas, and ambience all work to create a virtual time machine.- GMR Magazine
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A solid game that shines in multiplayer, Blade Warriors is a great take on the "Smash Bros." formula that would truly excel if it were applied to the entire Capcom roster. Imagine the potential. [Apr 2004, p.84]- GMR Magazine
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- Critic Score
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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What would have been the game's ultimate saving grace - infinite human opponents online, courtesy of Xbox Live - isn't available either. [June 2003, p.75]- 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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At times it's great, at other times, it's buggy and unfinished. What a waste. Condition Zero does not do the Counter-Strike name proud. [Mar 2004, p.90]- GMR Magazine
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- Critic Score
"Fu-Ma" (the included game) is both useless and boring. It's blurry graphics and awkward control (in an RPG?!) provide a sickening surety that no matter how much time you spend in design, the final result won't be worth playing. [Feb 2004, p.88]- GMR Magazine
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Brings not only addictive, up-tempo hack-n-slash action, but also a great new A.I. system that raises the bar on computer-assisted beat 'em ups. [July 2003, p.78]- GMR Magazine
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The pace is so fast, however, that you'll likely finish the entire game in less than three hours. [July 2003, p.76]- GMR Magazine
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What it does do well is capture the back-and-forth flow of hockey, especially during odd-man rush situations, neutral-zone navigation, forechecking, and power plays around the goal. [Jan 2004, p.84]- 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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While the action portion of Commander is a leaky dinghy, the strategy elements are the Titanic, pre-iceberg. [May 2004, p.82]- GMR Magazine
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The graphics and sound are far from revolutionary, the weapons basic, and the story a total throwaway, but when the gameplay is as fast and frenetic as this, no one will care. [June 2004, p.86]- GMR Magazine
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Even the most uninspired games in this class (read: "Brute Force") have, at the very least, a solid technical foundation. But Omega Strain is janky, and uninspired on top of it. The series was better off left buried rather than marred with a subpar effort like this. [June 2004, p.80]- GMR Magazine
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Sporting spiffy 3D graphics but little in the way of bang for the buck, Tao Feng quickly sinks into mediocrity and takes up permanent residence there. [May 2003, p.65]- GMR Magazine
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These ladies are hamstrung by weak animation, dinner-theater accents, and brain-dead A.I., and you can't appreciate their asses - uh, assets thorugh the long-range camera or motion-blurred replays. [Sept 2003, p.69]- 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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Then there's the weak, arbitrary enemy A.I., the impenetrable interface, and the absurdly incomplete documentation. [June 2003, p.70]- GMR Magazine
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Games like B.O.S. tend to become tedious and long, compelling you to continue simply so you can level up and get stronger armor and bigger weapons. There's not really any roleplaying to speak of. [Mar 2004, p.84]- GMR Magazine
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A hateful creation, demanding more attention than a sugar-buzzed toddler and never showing you what you need to see, including anyone who might be shooting holes in your stomach.- 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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Surma's camera is a hateful creation, demanding more attention than a sugar-buzzed toddler and never showing you what you need to see, including anyone who might be shooting holes in your stomach. [Feb 2004, p.86]- GMR Magazine
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A competent and, at times, genuinely fun platformer, but it will have to rely heavily on its license for a successful run. [Feb 2005, p.99]- GMR Magazine