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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- GMR Magazine
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- Critic Score
The disappointment, however, lies in wait for those who expected a greater leap forward and not yet another recycled cash-in. [June 2004, p.88]- GMR Magazine
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- Critic Score
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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And the first-person baseball feature? Don't even think about it. [May 2004, p.85]- GMR Magazine
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The best thing about Nippon Ichi's games is the way they strike such a good balance between accessibility and depth, and La Pucelle is another good example of this philosophy. [July 2004, p.85]- GMR Magazine
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It's a great challenge, and it gets tough near the end - but the lead-up to this difficulty level is perfectly executed, and the amazing graphics, weather effects, and car crashes keep you entertained during the frustrating parts. [July 2004, p.88]- 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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- GMR Magazine
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It doesn't quite have the depth or legs to carry it into longevity like an "EverQuest" or a "Final Fantasy," bit that's for later patches and expansions. [Aug 2004, p.87]- GMR Magazine
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There's almost enough new gameplay in Rise of Nations: Thrones & Patriots for a full-fledged sequel instead of an expansion pack. [July 2004, p.86]- GMR Magazine
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This MMORPG is so difficult, long, and slow that playing it feels more like work than a game. [Sept 2004, p.85]- GMR Magazine
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This is in fact everything you have ever loved about Onimusha buffed out to the max. [June 2004, p.75]- 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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- Critic Score
Despite the evolution of the UFC itself, the series has gone absolutely nowhere. [July 2004, p.92]- GMR Magazine
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- GMR Magazine
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Groove could be the perfect addition to your parties if it wasn't for the fact that EyeToy requires lots of light. If you like your parties glaringly bright, though, it's a hit. [May 2004, p.93]- GMR Magazine
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Vastly improved graphics and animations make this practically a new game. [Jan 2003, p.93]- GMR Magazine
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47 doesn't interact smoothly with his world. His movements come right out of the Max Payne School of Character Animation, with the antihero sliding and gliding across surfaces rather than running...None of this feels right. [June 2004, p.84]- GMR Magazine
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Say it with us: Poorly implemented gimmicks do not make for entertaining games. [July 2004, p.89]- GMR Magazine
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The game's physics interact brilliantly with your actions to create game sequences much more memorable than any cut-scene could ever be. [July 2004, p.86]- GMR Magazine
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But even without the fielder cam, defensive controls are just a tad too sluggish—it's not uncommon to see a player circling around a ball on the ground or to have an outfielder take his sweet time throwing the ball into the infield because of the imprecision.- GMR Magazine
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Stealth, ostensibly, should carry the game. It does not, simply because players are given little incentive to be stealthy. [June 2004, p.78]- GMR Magazine
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It's the well-directed story and its stunning conclusion that provides the much-needed payoff and motivation to finish the game. With a slew of secrets designed to encourage repeat visits, SH3 may not be "fun," but it certainly is compelling.- GMR Magazine
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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.- GMR Magazine
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Like the SAT of videogames, a rapid-fire test of standard videogame skills. From the ability to process onscreen information on the fly to punching the A button like mad, you're drilled on speed, timing, control, stamina, and even intelligence in a couple hundred 5-second games.- GMR Magazine
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It's not always realistic, but the proven mechanics ensure that it's fun...even when bling is no longer in. [June 2004, p.90]- GMR Magazine
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The detail in the fighter models and their movements is frighteningly convincing, and performing a violent action against another human being feels appreciably authentic.- GMR Magazine
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A brutally lifelike affair that firmly drives home the fact that 21st-century videogaming is rapidly approaching an era of photorealism. [Apr 2004, p.81]- GMR Magazine
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The specialized tag-style modes are fun for a while, particularly because they involve explosions, but even these modes quickly wear thin. [June 2004, p.83]- GMR Magazine
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It does get one thing right: The controls are actually functional and somewhat intuitive. [June 2004, p.89]- GMR Magazine
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