
José Manuel Blasco
XBOXPAL
XBOXPAL
XBOXPAL
XBOXPAL
XBOXPAL
NINTENDO SWITCHPAL
SWITCH 2PAL
SWITCH 2PAL
NINTENDO SWITCHPAL
NINTENDO SWITCHPAL
NINTENDO SWITCHPAL
NINTENDO SWITCHPAL
NINTENDO SWITCHPAL
NINTENDO SWITCHPAL
NINTENDO SWITCHPAL
NINTENDO SWITCHPAL
NINTENDO SWITCHPAL
NINTENDO SWITCHPAL
NINTENDO SWITCHPAL
NINTENDO SWITCHPAL
NINTENDO SWITCHPAL
NINTENDO SWITCHPAL
NINTENDO SWITCHPAL
NINTENDO SWITCHPAL
NINTENDO SWITCHPAL
NINTENDO SWITCHPAL
SWITCH 2PAL
Doom 3Xbox1 / 28
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.
| Progreso | Backlog |
|---|---|
| Año | 2004 |


Forza Motorsport

Return to Castle Wolfenstein: Tides of War

Driv3r

Fable

Halo 2

Gris

Donkey Kong Bananza

The Legend of Zelda: Tears of the Kingdom - Nintendo Switch 2 Edition

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

Xenoblade Chronicles 2

Pokémon: Let's Go, Eevee!

Pokémon Diamante Brillante

Pokémon Pokopia
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.
| Progreso | Backlog |
|---|---|
| Año | 2004 |