
José Manuel Blasco
XBOXPAL
XBOXPAL
XBOXPAL
XBOXPAL
XBOXPAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
PS4PAL
NINTENDO SWITCHPAL
SUPER NINTENDOPAL
SUPER NINTENDOPAL
SUPER NINTENDOPAL
SUPER NINTENDOPAL
SUPER NINTENDOPAL
SUPER NINTENDOPAL
SUPER NINTENDOPAL
Doom 3Xbox1 / 69
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

Fable

Halo 2

Dark Souls Trilogy

Marvel's Spider-Man

Ghost of a Tale

It Takes Two

Days Gone

Borderlands 3

God of War

Call of Duty: Black Ops Cold War

Marvel's Iron Man VR

Star Wars: Squadrons

Doom 3: VR Edition

PlayStation VR Worlds

Farpoint

Fallout 4

Detroit: Become Human

Dreams

Death Stranding

Uncharted 4: El Desenlace del Ladrón

Kingdom Hearts: The Story So Far

Uncharted: The Nathan Drake Collection

Until Dawn

Bloodborne

Horizon Zero Dawn

Ratchet & Clank

The Last of Us Remasterizado

Hollow Knight

Gris

Super Ghouls'n Ghosts

Super Mario All-Stars

Super Mario Kart

The Legend of Zelda: A Link to the Past

Street Fighter II' Turbo: Hyper Fighting

Kirby's Avalanche

NBA Live 97
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 |