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
Solidly designed, solidly programmed, very pretty, and about as close to "Zelda" as PS2 and Xbox will ever get. This one deserves to be a sleeper hit.- GMR Magazine
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- Critic Score
Minigames, as always, tread a fine line between clever and stupid. [Jan 2004, p.87]- GMR Magazine
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- Critic Score
Factor in the lack of two-player action and all that's left is a tepid experience. [Feb 2004, p.91]- GMR Magazine
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- GMR Magazine
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- Critic Score
Factor in the lack of two-player action and all that's left is a tepid experience.- GMR Magazine
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- Critic Score
The game has a bit of a learning curve, and unfortunately, the Practice mode could've been more intuitive, like "Madden 2004's" Minicamp mode.- GMR Magazine
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- Critic Score
Old annoyances have been addressed: You can use voice chat in the lobbies and put your buddies on a friends list to find them and send them messages (even when they are in a game). Also, cheating should be cut way down by other added measures. [Dec 2003, p.94]- GMR Magazine
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- Critic Score
Takes everything The Two Towers did well and improves upon it in every way.- GMR Magazine
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- Critic Score
Takes everything The Two Towers did well and improves upon it in every way.- GMR Magazine
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- Critic Score
The Eye Toy experience suffers from the overall lack of precision one would expect from a game that involves little more than waving your hands in vague motions at your TV, but it's still a bold experiment. [Nov 2003, p.86]- GMR Magazine
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- Critic Score
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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- Critic Score
Takes everything The Two Towers did well and improves upon it in every way.- GMR Magazine
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- Critic Score
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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- Critic Score
Takes everything The Two Towers did well and improves upon it in every way.- GMR Magazine
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- Critic Score
The hand-to-hand combat is, despite a handful of unlockable combos, pure button-mashing chaos.- GMR Magazine
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- Critic Score
Offers up some solid gameplay, sharp visuals, likable character designs, and a fairly compelling (if somewhat typical) story. Fans of "Advance Wars" will particularly enjoy it. [Dec 2003, p.102]- GMR Magazine
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- Critic Score
The hand-to-hand combat is, despite a handful of unlockable combos, pure button-mashing chaos. There's a clever fight in which you shove your opponent into a fiery stove, but that's the only strategic scrap.- GMR Magazine
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- Critic Score
The hand-to-hand combat is, despite a handful of unlockable combos, pure button-mashing chaos.- GMR Magazine
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- Critic Score
Like Bob himself, this game holds its water and is, in fact, remarkably fun. [Jan 2004, p.86]- GMR Magazine
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- Critic Score
The boss battles and platforming challenges vary just enough, and the minigames (such as the side-scrolling shooter level and the "Excitebike"-inspired motorcycle race) are great. [Dec 2003, p.104]- GMR Magazine
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- Critic Score
Like Bob himself, this game holds its water and is, in fact, remarkably fun. [Jan 2004, p.86]- GMR Magazine
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- Critic Score
Like Bob himself, this game holds its water and is, in fact, remarkably fun. [Jan 2004, p.86]- GMR Magazine
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Between its immature "Mature-rated" content (naughty language is prevalent) and rough gameplay, RoadKill narrowly misses excellence.- GMR Magazine
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Instead of cramming three divergent threads into one game, the developers should have split them up. The Russian campaign could have stood on its own, but it feels like an afterthought.- GMR Magazine
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- Critic Score
The novelty of yapping it up boosts this game from mere mediocrity into a somewhat-intriguing solid title. [Dec 2003, p.86]- 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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Like its football counterpart, ShootOut simply doesn't compete against the might of "NBA Live" or "ESPN Basketball." [Jan 2004, p.82]- GMR Magazine
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- Critic Score
Like most strategy-RPGs, it's a lot to bite off at once, but it's a fine game for players who know what they're getting into. [Dec 2003, p.86]- GMR Magazine
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- Critic Score
The highest compliment we can give EA's portrayal of JK Rowling's magic-infused faux sport is that it's so much fun (for fans and nonfans alike) that it makes us wish Quidditch were actually real.- GMR Magazine
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- Critic Score
The highest compliment we can give EA's portrayal of JK Rowling's magic-infused faux sport is that it's so much fun (for fans and nonfans alike) that it makes us wish Quidditch were actually real.- GMR Magazine
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