
José Manuel Blasco
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PCPALConquistadores del Nuevo MundoPCPAL
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PCPALImperivm II: La conquista de HispaniaPCPAL
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PCPALMonsters, Inc. Billiard BashPCPAL
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PCPALPower TankNINTENDO 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.
| Progreso | Pendiente |
|---|---|
| Año | 2004 |


Forza Motorsport

Return to Castle Wolfenstein: Tides of War

Driv3r
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

Fable

Halo 2

Monsters Inc.: Scream Team Training
Monsters, Inc. Billiard Bash

Monsters, Inc.: Pinball Panic

Disney's Lilo & Stitch: Trouble in Paradise

Harry Potter and the Sorcerer's Stone

Real War: Rebelión en Rusia

Deadfall Adventures

Rocket Arena

Anthem

Pandora's Box

Pro Pinball: Timeshock!

The Sims: Superstar

The Sims: Livin' Large

Dark Messiah of Might and Magic

Los Sims 2
Power Tank

Gris

S.T.A.L.K.E.R. 2: Heart of Chornobyl

Arx Fatalis

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
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 | Pendiente |
|---|---|
| Año | 2004 |