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Ubisoft employees, fed up with the situation, are threatening the company: they are on the verge of a strike

Ubisoft has started 2026 in a turbulent manner, marking a new chapter of challenges and restructuring within the company. The publisher has announced the cancellation of six games, including the highly anticipated remake of Prince of Persia: The Sands of Time, and has delayed the release of another seven titles. Additionally, the closure of its studios in Halifax and Stockholm has been confirmed, adding to the 55 previous layoffs at Massive Entertainment, which represents a severe blow to its workforce. A reorganization with potentially catastrophic results As part of this strategic reset process, Ubisoft has decided to order to […]

Ubisoft employees, fed up with the situation, are threatening the company: they are on the verge of a strike

Ubisoft has started 2026 in a turbulent manner, marking a new chapter of challenges and restructuring within the company. The publisher has announced the cancellation of six games, including the highly anticipated remake of Prince of Persia: The Sands of Time, and has delayed the release of another seven titles. Additionally, the closure of its studios in Halifax and Stockholm has been confirmed, adding to the 55 previous layoffs at Massive Entertainment, which represents a severe blow to its workforce.

A reorganization with potentially catastrophic results

As part of this strategic reset process, Ubisoft has decided to order its employees to return to the office full-time. This change has caused discomfort among workers, who perceive the measure as a setback regarding the work flexibilities implemented during the pandemic. The Solidaires Informatique union has described the plan as “disastrous,” calling for strikes and demanding not only the expansion of remote work but also salary adjustments that reflect adequate living conditions.

Ubisoft justifies the return to an in-person model under the argument of improving collaboration and fostering a more dynamic work environment, in order to maintain its competitiveness in the AAA market. However, this policy is not well received. Employees have expressed their disagreement and have threatened with mobilizations, including a half-day strike that could include other future actions.

The CEO of Ubisoft has acknowledged that the company will face potential strikes and will seek negotiations with unions to define the conditions for returning to in-person work. The combination of studio closures and restructuring amid a tense work environment presents an uncertain outlook for the future of Ubisoft, one of the major publishers in the video game industry.

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Author SoftonicPosted on January 23, 2026January 23, 2026Categories Gaming, NewsTags AAA, CEO, huelga, IA, Massive Entertainment, Prince of Persia: Las Arenas del Tiempo, reestructuración, Ubisoft, Yves Guilemot

The creator of Peak is clear: players do not necessarily want polish in their games

In the world of video games, attention to detail can make the difference between a memorable title and a forgettable one. A clear example of this is Red Dead Redemption 2, known for depicting horses with an impressive level of detail, including multiple gaits, a realistic sense of weight, and, curiously, the simulation of horses’ testicles in cold conditions. This aspect, although controversial, underscores the amount of work that goes into AAA games. That doesn’t detract from the value of polish. However, at the opposite end of the spectrum is Peak, a game that […]

The creator of Peak is clear: players do not necessarily want polish in their games

In the world of video games, attention to detail can make the difference between a memorable title and a forgettable one. A clear example of this is Red Dead Redemption 2, known for depicting horses with an impressive level of detail, including multiple gaits, a realistic sense of weight, and, curiously, the simulation of horses’ testicles in cold conditions. This aspect, although controversial, underscores the amount of work that goes into AAA games.

That doesn’t take away from valuing the polishing

However, at the opposite end of the spectrum is Peak, a game that started as a four-week project during a game jam. Lco-creator Nick Kaman highlighted that, despite its short development phase, the game has found surprising success. Peak has shown that there are different, and perhaps better, ways to make games, Kaman points out, suggesting that developers should avoid long development phases and focus on what really matters in their creations.

Kaman also mentioned that players are forgiving of the lack of polish if the game turns out to be fun. This phenomenon is evident in titles like Mage Arena, where a more relaxed approach to presentation can coexist with fun. Despite the growing demand for small-scale games, Kaman warns that financial challenges limit opportunities for medium and small studios in the industry. There will always be a player base looking for a great game, but what is being lost are the opportunities for funding and publishing, he claims.

Meanwhile, the gaming community continues to crave innovative experiences. Kaman concludes that, although development milestones may change, the passion for creating unforgettable games will never fade.

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Author SoftonicPosted on January 12, 2026January 12, 2026Categories Gaming, NewsTags AAA, co-creadora, detalle en videojuegos, diversión en videojuegos, experiencias innovadoras, fase de desarrollo de juegos, financiación de estudios de videojuegos, juegos AAA, Nick Kaman, peak, Peak juego, Red Dead Redemption II, simulación de caballos, videojuegos

The former creative director of Assassin's Creed is clear: the future of AAA games is smaller teams

Alexandre Amancio, former creative director of Ubisoft and famous for his work on the Assassin’s Creed series, has expressed his concern about the current state of AAA video game development. In a recent interview with GamesIndustry.biz, Amancio indicated that adding more personnel to a project does not solve existing problems and can, in fact, create “variable noise” that stagnates efficient teams. According to him, the future of AAA games lies in smaller, more autonomous development teams. Giant teams will soon come to an end. Using the case of Assassin’s Creed: Black Flag, Amancio illustrated how the […]

The former creative director of Assassin's Creed is clear: the future of AAA games is smaller teams

Alexandre Amancio, former creative director of Ubisoft and renowned for his work on the Assassin’s Creed series, has expressed his concern about the current state of AAA video game development. In a recent interview with GamesIndustry.biz, Amancio stated that adding more personnel to a project does not solve existing problems and can, in fact, create “variable noise” that stifles efficient teams. According to him, the future of AAA games lies in smaller, more autonomous development teams.

The giant teams will come to an end very soon

Using the case of Assassin’s Creed: Black Flag, Amancio illustrated how small teams can focus on specific systems and collaborate efficiently on larger projects. He emphasized that features like the game’s naval system could be delegated to a collaborating studio, allowing them to work independently under good direction, which increases the quality of the final product.

Amancio also mentioned that limitations, whether financial or technical, are fundamental to artistic creation. He stated that these restrictions foster innovation and lead developers to explore more creative ideas, a truth that, according to his experience, is vital in the video game production process.

Regarding the Assassin’s Creed series, Ubisoft has not yet made any official announcements about the next game in the franchise. However, there have been rumors about a possible remake of Black Flag, which could be titled Resynced, as well as a mobile game called Assassin’s Creed Jade and other titles in development such as Codename Hexe. A multiplayer game potentially called Assassin’s Creed Invictus.

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Author Jesús BosquePosted on January 11, 2026January 11, 2026Categories Gaming, NewsTags AAA, Alexandre Amancio, assassin's creed, Assassin's Creed Invictus, Assassin's Creed: Jade, Codename Hexe, decrecimiento, desarrollo de videojuegos AAA, equipos de desarrollo pequeños, innovación en videojuegos, remake de Black Flag, Ubisoft

The former CEO of Nexon is clear: video games like GTA6 will cease to exist in the coming years

Owen Mahoney, former CEO of Nexon, has issued an alarming warning about the future of AAA game development, arguing that the risk aversion among industry executives could be contributing to its potential decline. Mahoney, who decided to acquire the studio Embark during his tenure, despite pressure from investors and board members, pointed out that the trend of prioritizing safe projects limits innovation and could ultimately end the sector. “I believe the AAA industry is structurally at its end,” Mahoney stated in a recent interview. Could AI save them? The leaders of large […]

The former CEO of Nexon is clear: video games like GTA6 will cease to exist in the coming years

Owen Mahoney, former CEO of Nexon, has issued an alarming warning about the future of AAA game development, arguing that risk aversion among industry executives may be contributing to its potential decline. Mahoney, who decided to acquire the studio Embark during his tenure, despite pressure from investors and board members, pointed out that the trend of prioritizing safe projects limits innovation and could ultimately end the sector. “I believe the AAA industry is structurally at its end,” Mahoney stated in a recent interview.

Could AI save them?

Leaders of major gaming companies face intense pressure to approve projects that do not pose significant economic risks. This, according to Mahoney, leads to a homogenization in video game creation, where developers are forced to choose between independent projects with funding difficulties or working in large studios, where their work feels more like a factory routine.

Mahoney highlights that, although the acquisition of Embark was a risk, he did it because he perceived an urgency in the development team to prove their worth. However, he warns that the industry seems trapped in a cycle of thinking that does not allow for the exploration of new ideas. “Everyone is so busy running today’s business that it is becoming very difficult for them to think about tomorrow’s business,” he emphasized.

Despite the pessimism, Mahoney also envisions significant potential growth in the coming years, driven by artificial intelligence. Although he is skeptical about current trends, he suggests that AI could lead the industry to reinvent itself and attract players who reject low-quality products. Thus, the solution to this dilemma could be a path towards renewal in video game creation, even as challenges remain present.

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Author SoftonicPosted on December 5, 2025December 5, 2025Categories Gaming, NewsTags AAA, Embark, ex-Ceo, IA, industria del videojuego, juegos de alto presupuesto, Nexon

The Blood of Dawnwalker wants to be the The Witcher 3 of vampire stories

A new vampire RPG titled The Blood of Dawnwalker has captured the attention of video game fans, especially due to its origins with former CD Projekt developers. This game is shaping up to be an intriguing combination of rich narrative and immersive atmosphere that popularized The Witcher 3, while introducing innovations in gameplay mechanics and interactive storytelling. A game that also draws from Disco Elysium and Sekiro The latest trailer, released after the first teaser in June, reveals an interface and musical score that directly evoke the experience of The Witcher 3. The […]

The Blood of Dawnwalker wants to be the The Witcher 3 of vampire stories

A new vampire RPG titled The Blood of Dawnwalker has captured the attention of video game enthusiasts, especially due to its origins with former CD Projekt developers. This game is shaping up to be an intriguing combination of rich narrative and immersive atmosphere that popularized The Witcher 3, while introducing innovations in gameplay mechanics and interactive storytelling.

A game that also draws from Disco Elysium and Sekiro

The latest trailer, released after the first preview in June, reveals an interface and musical score that directly evoke the experience of The Witcher 3. The medieval city that serves as a backdrop resembles Novigrad, and the protagonist, Coen, has a hairstyle similar to Geralt’s, although with a personal touch as he is brown-haired. Comparisons are inevitable, and despite the familiarity, the developers at Rebel Wolves seem to be aiming to create a distinctive RPG.

Coen has abilities that change depending on the time of day, an element that promises to enrich gameplay and decision-making in missions. For example, vampiric powers can be used at night, allowing players to tackle challenges in various ways. This time mechanic is reminiscent of titles like Disco Elysium, where the progression of the day is based on critical decisions rather than real-time.

Additionally, the game offers multiple paths to approach missions, allowing players to avoid certain confrontations and explore subplots in creative ways. The combat mechanics, which combine Sekiro-style parrying with viscerally detailed assassinations, are presented as precise and fluid, adding a new dimension to the RPG experience.

With its focus on reactivity and flexibility in game development, The Blood of Dawnwalker promises to be a unique experience. Fans can expect its arrival sometime next year and can already add it to their wishlist on Steam.

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Author SoftonicPosted on November 17, 2025November 17, 2025Categories Gaming, NewsTags AAA, CD Projekt, Coen, Disco Elysium, Novigrad, RPG, The Blood of Dawnwalker, The Witcher 3, vampiros, videojuego

Horizon Forbidden West cost more than 200 million dollars, but its art director has an explanation for why

The investment in the development of Horizon Forbidden West has revealed surprising figures, exceeding 200 million dollars, which places it among the most expensive projects in the history of video games. This information came to light amid a lawsuit between Sony and Tencent, where allegations of plagiarism related to Horizon Zero Dawn forced PlayStation to present internal documents highlighting the investment made in the game’s design. An absolutely lush game The art director of Guerrilla Games, Jan-Bart van Beek, detailed that each of the tribes that […]

Horizon Forbidden West cost more than 200 million dollars, but its art director has an explanation for why

The investment in the development of Horizon Forbidden West has revealed surprising figures, exceeding 200 million dollars, making it one of the most expensive projects in the history of video games. This information came to light amid a lawsuit between Sony and Tencent, where allegations of plagiarism related to Horizon Zero Dawn forced PlayStation to present internal documents highlighting the investment made in the game’s design.

An absolutely exuberant game

The art director of Guerrilla Games, Jan-Bart van Beek, detailed that each of the tribes inhabiting the vast world of Horizon Forbidden West was conceived through a rigorous process of research and design. Each tribe had style guides that varied between 60 and 200 pages, covering everything from physical characteristics to clothing and architecture. These efforts included collaborations with anthropologists to ensure that the aesthetics of each group authentically reflected their biome and cultural identity.

Van Beek offered the Nora tribe as an example, whose clothing is made from materials such as skins, leather, and linen, adorned with embroidery and decorations that highlight their culture. This meticulous attention to detail has not only contributed to the artistic and narrative quality of the game but also explains the exorbitant costs associated with its development.

At a time when the business model of AAA video games is on shaky ground, the enormous investment made in Horizon Forbidden West reminds us of the complexity and risk involved in creating interactive open worlds. This context raises questions about the viability of the current model in an ever-evolving industry.

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Author SoftonicPosted on October 24, 2025October 24, 2025Categories Gaming, NewsTags AAA, Guerrilla Games, Horizon Forbidden West, Horizon Zero Dawn, Jan-Bart van Beek, Sony, Tencent

According to the head of Google Cloud, the future of video games lies in AI, whether we like it or not

The video game industry is facing a crisis due to the lack of ambitious titles, a situation worsened by the long and complicated development processes. Companies have limited themselves to releasing one or two games per generation, a fact that has raised concerns among players and developers alike. Jack Buser, head of Google Cloud, points out that the integration of artificial intelligence (AI) in studios could be the key to streamlining these processes, however, the reality could be different. It is the only way to make the industry sustainable Despite estimates that nearly […]

According to the head of Google Cloud, the future of video games lies in AI, whether we like it or not

The video game industry is facing a crisis due to the lack of ambitious titles, a situation exacerbated by the long and complicated development processes. Companies have limited themselves to releasing one or two games per generation, a fact that has raised concerns among players and developers alike. Jack Buser, head of Google Cloud, points out that the integration of artificial intelligence (AI) in studios could be the key to streamlining these processes; however, the reality could be different.

It is the only way to make the industry sustainable

Despite the fact that it is estimated that nearly 90% of studios are already implementing AI solutions, developers have reported a decrease in productivity, with a METR study indicating that the development speed has dropped by 19%. This significantly contrasts with the widespread belief among creators that AI would allow them to progress 20% faster. This disconnect between expectations and results reflects the complexity of integrating these new tools.

Buser, in his statement during a podcast, pointed out that the case of Stadia has taught Google to position itself as a support for developers rather than being a company that develops and launches video games on its own. The current direction of the company seeks to provide tools that optimize game creation, allowing studios to move from conception to the reality of a title more efficiently.

Despite the promises that come with the use of AI, the landscape remains uncertain. The industry has seen an increase in closures and layoffs, which has led many to wonder if we will soon see a real improvement in the production of AAA titles. Meanwhile, the release cycle seems to continue down an increasingly desolate path.

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Author SoftonicPosted on October 22, 2025October 22, 2025Categories Gaming, NewsTags AAA, desarrollo, Google Cloud, Google Stadia, IA, industria, METR

If you need a short, cheap, and content-rich game, the mafia has something perfect for you

Mafia: The Old Country presents itself as a more manageable gaming experience at a time when AAA titles often offer massive expansions. Developed by Hangar 13, the latest chapter in the Mafia series promises a linear and focused narrative for a single player, in contrast to the growing trend of open worlds saturated with options. With a completion time ranging from 10 to 12 hours, this title has been designed to be completed without the need to dedicate months of time to its gameplay. A much more contained mafia Set in Sicily in 1900, […]

If you need a short, cheap, and content-rich game, the mafia has something perfect for you

Mafia: The Old Country presents itself as a more manageable gaming experience at a time when AAA titles often offer massive expansions. Developed by Hangar 13, the latest chapter in the Mafia series promises a linear and focused narrative for a single player, in contrast to the growing trend of open worlds saturated with options. With a completion time ranging from 10 to 12 hours, this title has been designed to be completed without the need to dedicate months of time to its gameplay.

A much more contained mafia

Set in Sicily in 1900, the game allows players to embody Enzo Favara, a recruit in the Torrisi crime family. As the story progresses, Enzo faces challenges that will lead him to rise in the criminal world, including a forbidden romance with Isabella, the daughter of the family boss. This rich narrative is driven by solid voice acting, although its development is not entirely surprising, as the plot twists are predictable and the ending may seem somewhat anticlimactic.

In terms of gameplay, Mafia: The Old Country offers third-person shooting, vehicle chases, and hand-to-hand combat. Although it does not introduce innovative mechanics, the game feels like a return to traditional formulas, which can be an incentive for those tired of more experimental proposals. The digital recreation of Sicily is authentic and full of details, allowing for considerable immersion in the early 20th-century environment.

Ultimately, Mafia: The Old Country offers a refreshing option in the current gaming environment, presenting itself as a perfect choice for those looking to enjoy a complete story without being overwhelmed by excessive playtime. This design philosophy is certainly something that many players will appreciate in the near future.

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Author SoftonicPosted on August 12, 2025August 12, 2025Categories Gaming, NewsTags AA, AAA, Enzo Favara, familia criminal Torrisi, Hangar 13, mafia, Mafia: The Old Country

Microsoft developers lament having been replaced by the AI they helped develop

Artificial intelligence has become a central element in video game production, generating disruptive changes in the industry, both for large developers of AAA titles and for mobile game creators like King, known for its success Candy Crush. However, the recent dismissal of around 200 employees at King has raised alarms in the sector, as many of those affected were level designers and writers who had contributed to developing the AI tools that now replace them. Their substitute is the technology they created According to a report from Mobilegamer.biz, the implementation […]

Microsoft developers lament having been replaced by the AI they helped develop

Artificial intelligence has become a central element in video game production, generating disruptive changes in the industry, both for large AAA title developers and for mobile game creators like King, known for its success Candy Crush. However, the recent layoff of around 200 employees at King has raised alarms in the sector, as many of those affected were level designers and writers who had contributed to developing the AI tools that now replace them.

Their substitute is the technology they created

According to a report from Mobilegamer.biz, the implementation of AI at King has a double-edged sword. Initially, these technologies were conceived to optimize processes and provide gameplay advice, but their evolution has led to a considerable reduction in staff. The layoffs, driven by Microsoft, have created an atmosphere of distrust and concern among employees, who feel that their jobs are threatened by the very tools they helped create. An anonymous member of the studio mentioned that many designers found themselves unemployed after months of hard work in creating these tools.

The team’s morale has significantly dropped, reflecting a general perception of being replaced by AI, contrary to their initial intention of using technology as a support in the creative process. The situation is worsened by the fact that, apparently, the writing team is also being eliminated, as there are now AI tools that perform similar functions to those of writers, which intensifies the discouragement in the studio.

As the industry struggles with the adoption of AI, the human consequences of these decisions are beginning to be palpable. Developers may be wondering: to what extent is it worth using technology that could jeopardize their careers?

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Author SoftonicPosted on July 17, 2025July 17, 2025Categories Gaming, NewsTags AAA, candy crush, IA, King, Microsoft, Mobilegamer.biz

The developers of Dying Light are surprised that their game has not influenced other video games

Techland has stated that Dying Light 1 was an “incredible game” and a remarkable success, despite its limited budget. The developer, which in its early days was considered an “underdog” studio, managed to surprise the industry with its debut. However, its sequel, Dying Light 2, while achieving commercial success, was marked by certain issues that led to a disconnection with the fan base. According to the franchise director, Tymon Smektala, the team sought to make the experience more accessible to a broader audience, which resulted in a loss of the elements that made it special […]

The developers of Dying Light are surprised that their game has not influenced other video games

Techland has stated that Dying Light 1 was an “incredible game” and a remarkable success, despite its limited budget. The developer, which in its early days was considered an “underdog” studio, managed to surprise the industry with its debut. However, its sequel, Dying Light 2, while achieving commercial success, was marked by certain issues that led to a disconnection with the fan base. According to the franchise director, Tymon Smektala, the team sought to make the experience more accessible to a broader audience, which resulted in a loss of the elements that made the series special.

Dying Light 2 was a stumble and they are not afraid to admit it

Smektala admitted that, in the process of creating a game with a AAA production focus, some of the DNA of Dying Light was “sacrificed.” Fans expressed that Dying Light 2 did not capture the essence that had cemented the notoriety of the first game. Techland, aware of these criticisms, has stated its intention to regain the tension and horror that characterized the original in its upcoming title, Dying Light: The Beast, which has been referred to as Dying Light 3.

In this new installment, the developer aims to find a balance between production quality and the classic experience, aspiring for players to feel that they have returned to the world of Dying Light 1. Smektala is surprised by the lack of influence that Dying Light has had on other industries, considering that the ideas of the series possess a unique originality. “We want to deliver AAA quality, but also show that our essence has not been lost,” he stated, emphasizing his optimism about the future of the franchise.

With Dying Light: The Beast, fans are hoping not only for a return to the tense and horror gameplay that characterizes the series, but also for a polished execution that can attract both veterans and new players.

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Author SoftonicPosted on June 26, 2025July 1, 2025Categories Gaming, NewsTags AAA, DLC, dying light, Dying Light 2, Dying Light: The Beast, gameplay, techland, Tymon Smektala, underdog

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