
José Manuel Blasco
XBOXPAL
XBOXPAL
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GAMECUBEPAL
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NINTENDO SWITCHPAL
NINTENDO 64PAL
NINTENDO 64PAL
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NINTENDO 64PAL
NINTENDO 64PAL
NINTENDO 64PAL
NINTENDO 64PAL
NINTENDO 64PAL
NINTENDO SWITCHPAL
NINTENDO SWITCHPAL
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Doom 3Xbox1 / 40
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

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

Fable

Halo 2

Gris

The Legend of Zelda: Majora's Mask

The Legend of Zelda: Ocarina of Time

Super Smash Bros.

Diddy Kong Racing

Mario Kart 64

Super Mario 64

Turok 2: Seeds of Evil

Star Wars: Shadows of the Empire

Little Big Adventure: Twinsen's Quest

The Legend of Zelda: Skyward Sword HD

Dead Cells

Ring Fit Adventure

Hyrule Warriors: La era del cataclismo

Tails of Iron

Little Nightmares II

Little Nightmares

The Legend of Zelda: Link's Awakening

Xenoblade Chronicles 3

The Elder Scrolls V: Skyrim

The Legend of Zelda: Breath of the Wild

Super Smash Bros. Ultimate

Pokémon Espada

Splatoon 2
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 |