
José Manuel Blasco
XBOXPAL
XBOXPAL
XBOXPAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
PS3PAL
XBOXPAL
XBOXPAL
NINTENDO SWITCHPAL
SUPER NINTENDOPAL
SUPER NINTENDOPAL
SUPER NINTENDOPAL
SUPER NINTENDOPAL
SUPER NINTENDOPAL
SUPER NINTENDOPAL
SUPER NINTENDOPAL
SUPER NINTENDOPAL
SUPER NINTENDOPAL
SUPER NINTENDOPAL
SUPER NINTENDOPAL
SUPER NINTENDOPAL
PS3PAL
PS3PAL
Doom 3Xbox1 / 74
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

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

Fable

Halo 2

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

Kick Off

Super Soccer

Disney's Aladdin

FIFA Soccer 97

Donkey Kong Country

LEGO Marvel Super Heroes

LittleBigPlanet
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 |