
José Manuel Blasco
XBOXPAL
XBOXPAL
XBOXPAL
PS3PAL
PCPALConquistadores del Nuevo MundoPCPAL
PCPAL
PCPAL
PCPALImperivm II: La conquista de HispaniaPCPAL
PCPAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
GAMECUBEPAL
GAMECUBEPAL
GAMECUBEPAL
GAMECUBEPAL
GAMECUBEPAL
GAMECUBEPAL
GAMECUBEPAL
GAMECUBEPAL
GAMECUBEPAL
GAMECUBEPAL
Doom 3Xbox1 / 99
Doom 3
Doom 3 is a first-person shooter with survival horror elements. Played mostly from a first-person perspective, it sends the player through the corridors and facilities of a research base, fighting waves of enemies while managing limited resources. A signature design choice forces the player to choose between holding a weapon or a flashlight, encouraging a slower, tense pace built around darkness and ambush. The game uses a story-driven structure supported by radio messages, audio logs, and data devices that unlock areas and reveal information. It also includes a separate deathmatch-focused multiplayer mode.
| Progress | Backlog |
|---|---|
| Year | 2004 |


Forza Motorsport

Return to Castle Wolfenstein: Tides of War

Driv3r

Heavy Rain
Conquistadores del Nuevo Mundo

Adam's Venture Episode 1: The Search For The Lost Garden

Atlantis III: The New World

La Ciudad Perdida de Zerzura
Imperivm II: La conquista de Hispania

Dracula: Origin

The Settlers: Rise of an Empire

Far Cry 2

Far Cry 3

Far Cry 4

Dragon Ball Z: Burst Limit

The Simpsons Game

Grand Theft Auto V

Red Dead Redemption

Castlevania: Lords of Shadow

Dead Island

Aliens vs. Predator

F1 2011

Beijing 2008

FIFA Soccer 08

FIFA Soccer 11

FIFA Soccer 12

FIFA Soccer 13

FIFA 17

Pro Evolution Soccer 2009

Harry Potter y la Cámara Secreta

True Crime: New York City

Pokémon Colosseum

Robots

Ty the Tasmanian Tiger

Donkey Kong Jungle Beat

NBA Courtside 2002

Super Mario Strikers

Tom Clancy's Splinter Cell

Super Mario Sunshine
Doom 3
Doom 3 is a first-person shooter with survival horror elements. Played mostly from a first-person perspective, it sends the player through the corridors and facilities of a research base, fighting waves of enemies while managing limited resources. A signature design choice forces the player to choose between holding a weapon or a flashlight, encouraging a slower, tense pace built around darkness and ambush. The game uses a story-driven structure supported by radio messages, audio logs, and data devices that unlock areas and reveal information. It also includes a separate deathmatch-focused multiplayer mode.
| Progress | Backlog |
|---|---|
| Year | 2004 |