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 delights are mostly in the details - and the developer has taken the time to stuff this version full of neat little extras. [Apr 2003, p.73]- GMR Magazine
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- GMR Magazine
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- Critic Score
It's an all-engrossing interactive soap-opera that grabs hold of you and never lets go. Consider yourself warned. [Feb 2003, p.64]- GMR Magazine
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- Critic Score
Particularly thrilling is the motorcycle chase on the narrow freeway, evoking strong visions of what EA could have done had it been blessed with The Matrix license. The cohesion between 007's on-foot missions and driving excursions further adds to the cinematic feel, which is Everything or Nothing's strongest trait.- GMR Magazine
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Offers a more simplified, newbie-friendly version of traditional Tribes gameplay. [Jan 2005, p.92]- GMR Magazine
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- Critic Score
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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Boktai finely fuses the action with the role-playing, so it's well suited to fans in either camp. [Oct 2003, p.78]- GMR Magazine
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Still the best baseball sim there is. [Apr 2003, p.65]- GMR Magazine
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- Critic Score
What really distinguishes this charmer is its finely honed sense of pacing: While the first game's notorious difficulty level is fully intact, the levels, objectives, and boss battles are mixed and matched to near perfection.- GMR Magazine
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A great-looking and playing racer with one major drawback: a tedious password save system. [Feb 2003, p.97]- GMR Magazine
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- 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
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A totally new game. Unfortunately, it lacks the depth of the other games here, and therefore won't satisfy hardcore baseball fans. [Apr 2003, p.64]- 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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Combat is intuitive and intense, it looks absolutely gorgeous, and it never gets boring. [Apr 2003, p.55]- GMR Magazine
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If Turbine can keep the quality content coming, AC2 deserves your hard drive, you Internet bandwith, and your $12.95 a month. [Feb 2003, p.71]- GMR Magazine
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- Critic Score
Two-player action can get a bit confusing, though, and the game will appeal to a niche audience only. But for those with the fever for quarter-crunching thrills, consider the eagle landed. [Oct 2004, p.94]- GMR Magazine
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With great dialogue, beautiful art direction, and generally high-quality puzzles, it's worthwhile to indulge the designers' crate fetish just to see what comes next.- 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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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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- Critic Score
A lot of fun, but if it has one problem, it's that it is too similar to the previous game. But hey, the first game was great. [Aug 2003, p.71]- GMR Magazine
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There are no more than a handful of truly danceable tracks. The rest are either slow, boring, or both. [Jan 2004, p.64]- GMR Magazine
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Fast-paced, big on fun, and contains the best passing engine on any hoops game. [Feb 2003, p.67]- 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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Fighters plays up the action while devaluing its story with cookie-cutter bad guys, bad accents, and jingoistic sentiments. [Oct 2003, p.76]- GMR Magazine
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The Practice mode could've been more intuitive, like "Madden 2004's" minicamp mode. It was not only difficult to figure out, but also, ultimately, not even that helpful. [Dec 2003, p.86]- GMR Magazine
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Takes its inspiration from "The Legend of Zelda" - and that ain't bad. [Feb 2003, p.96]- GMR Magazine
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The design is impeccable and completely distinctive. Though the gameplay can be conventional, there's not chance you've ever played a game quite like Nocturne. You should. It's a stunning, mature fantasy. [Nov 2004, p.114]- GMR Magazine
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Compared to its predecessor, NFSU2 is more. More city, more courses, more cars, more parts, more style...just more of everything in general. The game is huge. [Dec 2004, p.99]- GMR Magazine