The best and largest selection of PlayStation 4 (PS4) video game cheats, codes, cheat codes, walkthroughs, guides, FAQs, unlockables, secrets, glitches, hints, ...
The best and largest selection of PlayStation 4 (PS4) video game cheats, codes, cheat codes, walkthroughs, guides, FAQs, unlockables, secrets, glitches, hints, ...
We are pleased to announce a Limited Edition Destiny 2 Dualshock 4 wireless controller will launch on 6th September*. We also have details on the full range of Destiny 2 PS4 bundles available in our region.
The Limited Edition Dualshock 4 will feature a touch pad customised with the game’s logo, plus the iconic character class insignia, all in striking gold – making it the perfect companion for your next raid!
In addition to the Glacier White PS4 Pro bundle announced in the run up to the beta, we are pleased to confirm a Jet Black version will also be available – so whatever your style you can experience the game in stunning dynamic 4K!
Both PS4 Pro bundles will include:
Blu-ray disc copy of Destiny 2 – with exclusive PS4 content**
Destiny 2 expansion pass
Premium digital content (Legendary sword, Legendary player emote and Cabal Empire themed emblem)
**Exclusive until at least autumn 2018
If that wasn’t enough, we also have a range of Jet Black PS4 bundles including:
1TB Jet Black PS4, extra Jet Black Dualshock 4 plus a Blu-ray disc copy of Destiny 2
1TB Jet Black PS4 and a Blu-ray disc copy of Destiny 2
500GB Jet Black PS4 and Blu-ray disc copy of Destiny 2
All copies of the game will include the PS4 exclusive content***, which features:
Co-op Strike
Exotic Sniper Rifle
Ship Variant
Multiplayer Map
3 Legendary Armour Sets
***Exclusive until at least Autumn 2018
We hope you all enjoyed playing the beta earlier this month and are as excited as we are for the full game – out 6th September.
Let us know what you think of the limited edition Dualshock 4 and bundles in the comments, and you can check out more pictures of the controller below.
*Limited Edition Dualshock 4 wireless controller not available in the UK, Poland or Russia. Please check with local retailers for further details regarding price and stock availability of the controller and PS4 bundles.
Wolfenstein II: The New Colossus is showing a lot of promise. My recent hands-on time with an early build of the game pointed to a more confident, more polished follow-up to 2014’s subversive hit Wolfenstein: The New Order… which still stands as one of the best story-driven shooters on PS4, by the way.
With Wolfenstein: The New Colossus, developer MachineGames is shifting the fight overseas to a Nazi-occupied “United States of Amerika.”
The themes are heavy, and MachineGames doesn’t pull any punches in its depiction of this dark alternate history — though the studio wisely punctuates the tension with moments of shocking humour, such as the infamous milkshake scene shown at E3.
The New Colossus picks up with William “BJ” Blazkowicz recovering from the crippling injuries inflicted by Wilhelm “Deathshead” Strasse during their duel at the end of Wolfenstein: The New Order. The Resistance leadership has survived by commandeering an enemy U-boat, but the bad guys have finally tracked them down.
In the first sequence I played, Blazkowicz has to fend them off while confined to a wheelchair. This impressive scenario wasn’t just a graphical reskin or an on-rails affair. Though the wheelchair’s movement and handling felt more rigid, more tank-like, I maintained a good deal of mobility as I carefully rolled through the corridors of the surprisingly accessible U-boat, ambushing the invaders and carefully navigating a maze of tricky microwave traps.
Later, I went undercover to transport a nuke around occupied Roswell, New Mexico. I wandered around town while taking in the disturbing sights and sounds in a sequence that reminded me of some moments in Bioshock Infinite’s Columbia.
Even though this sequence was unsettling, I enjoyed being able to slow down and explore at my own pace. The game is riddled with bits of lore: books, propaganda, audio recordings, and overheard conversations add meat to the game’s narrative bones.
As for the actual shooting gameplay, expect a more refined approach to combat. Building off one of The New Order’s most satisfying features, BJ can pretty much dual wield any weapon, or combination of weapons, in the game. Dual shotguns? Dual sticky bomb launchers? One pistol, one assault rifle? All possible, and all with unique benefits and drawbacks.
You’ll also find weapon upgrade kits that can trick out your favorite guns in multiple ways. But because they’re scarce, you’ll need to choose carefully.
Magnum bullets or a suppressor for your pistol? Armour-piercing rounds or reduced recoil for your assault rifle? The upgraded Perk system also grants more passive benefits for hitting certain tiers of headshots, grenade kills, and so forth. In general, the character customization here is far deeper and more satisfying than in Wolfenstein: The New Order.
All in all, a promising early showing here from MachineGames, complete with the excellent writing and performances that made the last game such a pleasure. Look for Wolfenstein: The New Colossus to hit PS4 27th October, and the studio already has big plans for post-release content.
August is right around the corner and, whether you’re on holidays or not, PlayStation Store has plenty to keep you busy this week. Read on for more detail on all the new games and expansions launching this week.
Patapon Remastered
After PaRappa The Rapper and LocoRoco, it’s now Patapon’s turn to make its grand return to PS4. Lead the patapons to victory in this adorable musical and rhythmical platformer, with beautifully remastered visuals for PS4.
Available: 1st August
Why you should play it: Nearly 10 years on from its PSP debut, there’s still nothing quite like it.
Brawlhalla is a high-energy 2D platform fighter that is 100% free to Play. Pick from the greatest warriors from every era and locale and brawl with your friends on a couch or online.
Available: 1st August
Why you should play it: Vikings vs cowboys vs ninjas? Yes please.
From the creators of Wayward Sky comes Dino Frontier, a colourful simulation in which you’re the mayor of a small settlement in a beautiful Wild West locale – though one which is inhabited by dinosaurs. You’ll need to manage your resources, tame the local wildlife, grow your town and look after your settlers!
Available: 1st August
Why you should play it: Because we’ve all dreamt of domesticated dinosaurs, right?
Six Foot’s ambitious free-to-play class-based sci-fi action game goes into open beta this week, and it looks like a blast. Sit at the helm of a massive spaceship and conduct titanic tactical space battles. What’s not to like?
Available: 1st August
Why you should play: Unleash planet-smashing weaponry and leave your mark on the galaxy
Supermassive’s superlative PS4 horror Until Dawn has haunted PS Plus this month, having us hide behind the sofa in fear and argue with friends over fatal choices made in equal measure.
As we come to the last weekend of the title’s PS Plus residency, its creative director Will Byles sat down to scare up a list of the seminal horror movies that shaped his perceptions of what the genre could do, and impacted the team’s thinking behind its approach to an interactive take of the genre.
With Until Dawn, we at Supermassive Games set out to make a genuinely scary, engrossing, branching, interactive horror with enough variation to encourage multiple playthroughs.
Key to this was the tacit – and mutual – understanding with the player of the established conventions of horror movies; those tropes and even clichés that let us navigate the genre from the safety of our own preconceptions.In a post ‘Scream’ world of the self-referential we wanted to take those conventions and turn them on their heads.
There are literally hundreds of movies from which we drew our understanding and all of us had our most loved and loathed, but here are my personal top seven.
1. Psycho | 1960
Director: Alfred Hitchcock
“Psycho is arguably where modern horror genre began. A movie about a woman stealing $40,000 from her boss’s client takes the then unheard twist when the ‘star’ – Janet Leigh – is murdered with horrific savagery only half way through the movie.
“As with Tobe Hooper’s Texas Chainsaw Massacre, the movie is loosely based on Ed Gein’s notorious grisly crimes. I think of it as an early proto-slasher with many of the subsequent genre tropes being birthed here: immoral or sexual behaviour being ‘punished’, a masked/disguised killer, and the giant kitchen knife (also wielded by so many successive movie killers).”
“I watched this film as a child when my older sister dragged me from my bed to watch it with her, and it’s fair to say that I was genuinely traumatised – unable to sleep for weeks.
It’s the story of a paranormal researcher and a small group of subjects investigating a haunted house.
“The movie’s camera work is such that very little is actually shown; camera angles and audio offer only a suggestion, leaving the viewer to imagine the rest. It may have dated but it’s still a hundred times scarier than the 1999 remake. Fun fact: director Robert Wise went on to make The Sound of Music (not strictly a horror movie).”
3. The Exorcist | 1973
Director: William Friedkin
“The story of a young girl possessed by the devil was one of my scariest cinema experiences. While it’s still a genius piece of cinema and a seminal movie in the genre, it’s harder to enjoy today because it inspired every single possession movie afterwards; there’s a kind of retro cliché to it now.
“At the time though there were reports of people fainting and needing medical care while watching. For me it was when horror became truly visceral.”
“Carpenter’s seminal ‘slasher’ movie gave us so many of the tropes and rules of horror that we tried to subvert in Until Dawn. The defining ‘killer cam’ POV became set in the lexicon of film grammar. Then there’s the terrible inciting incident, the nigh indestructible masked killer, the ‘Ahab’ character, the final girl, and of course the huge ‘Psycho kitchen knife’ – all horror staples today.”
5. Poltergeist | 1982
Director:Tobe Hooper
“Poltergeist brought horror home. Leaving behind the gothic mansions and haunted Victorian houses, Poltergeist sets its scene in the newly built American suburbs. Tobe Hooper, director of Texas Chainsaw Massacre (the other Ed Gein inspired horror movie) gets some not- too-hidden help from executive producer Steven Spielberg to make a polished, high production value, modern American ghost story that sets the mould for almost everyone that came after.”
“My favourite cabin in the woods-style movie turns everything up to eleven. Basically it plays as a ‘requel’ (remake/sequel) of the Evil Dead – but now with a budget behind it. With amazing audio and camera work so indicative of Sam Raimi, Evil Dead II was the first movie that terrified me and made me laugh at the same time. Horror and comedy are great bedfellows if done right, and no one does it better than Sam Raimi.”
7. The Conjuring | 2013
Director: James Wan
“Based on a true story-style horror has always been one of my favourites ever since I first saw another seminal movie – The Amityville Horror, a 1979 supernatural horror directed by Stuart Rosenberg.
“The Conjuring, however, was the first film in nearly a decade that genuinely scared me. For that reason alone has made this list, edging out 2010’s Insidious (also directed by James Wan) It follows real life paranormal investigators, Ed and Lorraine Warren, who help a family terrorized by a dark presence in their farmhouse.
“There are so many films that I wanted to add here (Alien, Amityville Horror, American Werewolf in London – just to mention the ‘A’s) but I stuck to the ones that had the biggest impact on me through the years. Modern FX are so slick now that earlier ‘practical’ special effects can look a little comic, but they’re all really worth a gander if you can get past that. Give them a go.”
Hey PlayStation fans! Andreas Firnigl here from Nosebleed Interactive – the folks who brought you The Hungry Horde for PS Vita. It’s been a while since I was last on here because we’ve been working super hard for the last two-and-a-half years to bring you a brand new game.
I’m mega excited to finally be able to announce Vostok Inc. which, with the help of BadLand Games, we’re bringing to PlayStation 4 and PlayStation Vita.
Before I tell you about the game let me share a frustration with you: I’m a fairly typical hardcore gamer. I’ll be sitting on the sofa playing on the PS4 when my wife or daughter asks to switch over to something different they can play or to stick on Netflix. So, we put something else on, and, being a fidgety kind of guy, I pull out my mobile or PS Vita and start playing something on that. But, I end up frustrated.
I’m not really playing the game, because I’m distracted by what’s on the TV, and I’m not really concentrating on what’s on the TV because I’m trying to play the game. I’m stuck in this frustrating middle ground where I’m not getting much out of either.
With Vostok Inc. we’re trying to create a game you can enjoy in a lot of different ways by enabling you to play on your PS4 and whilst on the go with the PS Vita.
In Vostok Inc. you take the role of a corrupt, narcissistic yuppie set to make as much money as humanly possible. At its heart it’s a laser-focused twin stick shooter which will hopefully conjure memories of bullet hell arcades, but we’re all about empowering the player and making them feel like a total badass.
It’s been balanced to be accessible and pick up and play and we’ve included a huge amount of ship and weapon customisations and upgrades.
You’ll encounter a variety of different alien races, each with their own agenda, and with assets ready for “liquidation.” Each dead enemy, defeated boss, and vanquished environmental hazard drops loot, making every encounter a ripe business opportunity.
But twin stick shooting is only half of the experience. If you’ve ever played an idle game you’ll know how compelling they can be, and if you haven’t… well… prepare to get hooked.
As you travel the galaxy you’ll be exploring more than 40 planets across six different solar systems. You can land on each and begin colonisation, building factories and raking in the big bucks.
You’ll start automatically generating moolah, leaving you free to go prepare dinner, watch that new episode of House of Cards, or share some quality time with your loved ones, while the game carries on racking up moolah for you.
If you played our first game, you’ll know we’re big fans of games within games and Vostok Inc. is no different. While I don’t want to give away too much right now, we’ve jammed Vostok Inc . with even more content and unlockables than we did the Hungry Horde. Mini-games, racing, virtual pets, hundreds of objectives, an adaptive audio system, full platinum Trophy support… you get the picture: a lot of content!
One very cool feature I’d like to talk about is cross save. You’ll be able to transfer your save between PS4 and PS Vita effortlessly via the cloud, meaning you can have a sit down session on PS4, hit cloud save, pull out your PS Vita and carry on, on the train to work, then get to work and just leave your PS Vita generating cash for you. Neat huh!
And excitingly you won’t need to wait. Vostok Inc is out on the store RIGHT NOW for PlayStation 4 and PlayStation Vita will follow very soon. You can grab it here.
Hi, Andrew from Prospect Games here. It’s been a long journey but we’re extremely happy to announce that Unbox: Newbie’s Adventure finally arrived on PlayStation 4 this week! In addition to the single player story mode did you know you can also grab a friend and play the multiplayer mode? We have created five different exciting modes for you to challenge up to three friends to!
1. Boxing Mode
Each player is equipped with fireworks, you have to shoot at each other without getting blasted into the ocean yourself. We wanted this level to feel like a first-person shooter, but we think the fireworks are a lot of fun! Remember if you touch the water, you’re done! (Water is a box’s kryptonite)
2. Collect
All players will have to collect as much tape as possible. Tape will appear in random locations and you will have to collect as much as possible before the tape reappears in another spot! This game mode was designed to be extremely competitive, you can either try to beat your friends peacefully and collect the tape together, or you can turn it into a battle, sending them flying while you steal every tape for yourself!
3. Thief
Steal coins and ruin friendships! You will need to take the other players’ coins. The level is scattered with special fireworks that you can use to blow up your friends and steal their coins but every coin counts so be sure you dodge those fireworks!
4. Oddbox
Become the most wanted, avoid the hunters! Players don the Oddbox, a mysterious box of unknown origin. Whoever is the oddbox at the end of the game, wins. So it is up to you to hunt down the oddbox!
5. Delivery
Gotta go fast? Try Delivery, a racing game mode where boxes will plummet down perilous routes as they try to reach the finish box first! With 11 diverse local multiplayer maps and a fully customisable tournament, prepare for endless cardboard carnage!
Want to be an Unbox master? Here are some hot tips:
By holding down jump and rolling forwards, you’ll gain way more speed than just rolling along the ground. Careful though, you have less control of Newbie in the air!
Keep jumping! To get maximum air, make sure you jump THEN unbox.
In multiplayer, the player that comes in last will have a huge chance of getting “The Jericho”, a super firework that blasts the player in first position with six fireworks at once!
When playing Boxing mode in multiplayer, falling in the water will make you lose points!
When playing Thief mode in multiplayer, coins that fall in the water automatically get added to your score. Shoot a player who is Unboxing over a watery gap to earn lots of points!
Lordy, we’re nearly there. Our LawBreakers launch on 8th August is coming up soon… um, in less than two weeks. TWO WEEKS. Madness.
Really quick I want to drop some tips and tricks on you PS4 players as our open beta is LIVE this weekend.
That’s right, I said it! OPEN BETA!
Everyone, come in and TRY the game and help us test our servers one last time before we ship it. It’s important, especially since we want to make sure servers are in order for launch. We’ve only done one closed beta on PS4 previously, so the playing-field is relatively untapped – time to get an edge, right?
A few pointers:
We do have some aim assist on PS4 but it’s pretty minimal, so you’re going to have to, uh, AIM and earn those kills and cap those objectives
Enforcers “run” isn’t just a run, it’s a DISTORTION FIELD BUBBLE that speeds up EVERYTHING in it, including your shots AND teammates
Assassin’s grapple has some “wiggle room” to adjust as you zip through the maps
The Titan may seem slow but if you blindfire (d-pad) you can fly through low gravity maps like you’re Mary Poppins, y’all
Gunslinger’s “warp” is omni-directional, so look anywhere, hit it, and you GO THERE
Juggernaut’s run ability also doubles as a butt stomp when mid air – and yes, you can get kills this way
Our Battle Medics are surprisingly powerful on offense, so make sure to shell, shell away
Vanguards can create a giant zero G bubble for their ultimate – make sure to use it for extra air time
Wraith can triple jump and wall jump, making this role pretty much “the floor is lava” all the darned time
So there you have it, a few key tips that’ll help you play better. Please, get the hell off the ground for godsakes. =)
The team and I will be watching and playing this weekend, so remember to go to PlayStation Store, download LawBreakers now and play it this weekend! If you like what you play, support us before 8th August. Pre-order the game now to snag some exclusive skins. We’re happy to give ya something special for doing so.
Since our last PlayStation Blog post about Mages of Mystralia, we ran a successful Kickstarter campaign and have been hard at work polishing up the game and even adding a few new modes to the game that we’ll share in a future update.
For now, I just wanted to announce that we’ve locked in our launch date on PS4. Mark your calendars, because Mages of Mystralia is hitting your favourite console on 22nd August!
As we mentioned in our last post, we wanted to capture the feeling of what it might actually be like to be a mage. To us, this meant that our spellcrafting system had to be both deep and intuitive. By our internal definition, “deep” meant that there needed to be a very wide range of possible spells you could design, and “intuitive” meant that new players would be able to understand the system and play around with it without feeling overwhelmed.
It is said that good design seems obvious in retrospect. When you look at a well-designed user interface, you might think to yourself, “Well of course they designed it that way. How else could you do it?” As it turns out, most elegant user designs are the result of hundreds of iterations – removing what’s unnecessary, clarifying functionality, streamlining, and testing, testing, and more testing. The majority of our team comes from the AAA space, so we put a high value on polish and usability.
Here’s how it works. When you begin the game, you are introduced to the four spell categories: Immedi (for close range spells like melee attacks), Actus (which creates orbs that persist over some amount of time), Creo (for conjuring spells), and Ego (for spells that affect yourself).
Each of the spells can be modified by runes that you collect on your journey. There are three categories of runes: Behaviours, Augments, and Triggers. Behaviour runes make the spell do something. For example, if I add the Move behaviour to an Actus spell, it will make the orb move.
Simple enough. You could also add the Move rune to the Ego spell, which would make you move in a quick dash. (And not to worry – when you discover the Move rune, you can use it in multiple spells. You won’t need to take a rune off of one spell to put it on another.)
Behaviours stack, so you can add, say, Duplicate and Bounce, which will make it a multishot fireball that bounces off of walls. The more runes you add, the more mana it costs to cast the spell, so you have to balance the cost and benefit.
If Behaviours are analogous to verbs, then Augments are adverbs. Augments only affect the rune they’re directly attached to, so the same Augment rune can have a very different effect depending on where you put it. An example of this would be if you add the Right augment to the multishot fireball we made. Depending on where you put it, it can make it do exactly what you want.
The Triggers are used to connect one or more spells together to create something greater than the sum of its parts. For example, we can make a decoy of ourselves by adding the Duplicate rune to the Ego spell. We can then add a Period trigger – meaning that we want this Ego spell to call another spell periodically. The system will ask what spell we want to call, and we can select the multishot fireball we made.
We can also play around with things further by connecting a Right Augment to the Ego + Duplicate to make the decoy rotate around. And now we’ve got ourselves a spinning fireball-shooting turret!
Here are some other spells that we came up with. See if you can figure out how we made them!
In contrast to the way the current spell system works, here are some screenshots of earlier attempts at it from older to newer. If you don’t understand how they work, don’t worry! Neither do we anymore!
We’re very proud of how we were able to keep iterating on the spellcrafting system to the point where our playtesters were coming up with interesting spells and strategies that had never occurred to us. One person made a shield that pushed enemies away and shot lightning bolts at them. Another created a 1-2-3 punch in which he shot a fireball at an enemy, which in turn conjured up a sheet of ice and froze the enemy in place, and then rained down boulders on its head.
We’re looking forward to seeing what you create when Mages of Mystralia launches on PlayStation 4 on 22nd August!
Hey everyone. My name is Med, and I’m Thunder Lotus’s QA tester and resident speedrunner. As you can imagine, I’ve played Sundered quite a bit. In total, I think I’ve logged over 1,000 hours in the game! Today, I’d like to go over some advanced techniques that you should definitely learn if you want to master Sundered.
Before we start, in case this is the first time you’re hearing about the game, Sundered is a horrifying fight for survival and sanity. You play as Eshe, a wanderer in a ruined world, trapped in ever-changing caverns filled with hordes of terrifying enemies.
We’re the same studio that made Jotun, a hand-drawn epic set in Norse mythology. By the way, Sundered launches today on PS4!
Elite techniques
I’ve always loved the idea of “elite techniques” in games. Hidden moves that occasionally slip though as bugs, but end up as core features of the game. Great examples include “wavedashing” in Smash Bros. or “skiing” in Tribes. One of my greatest pleasures in Sundered’s development has been discovering these strange interactions and convincing the team to leave them in the game. A bug is not a bug if it’s a feature.
For reference, dodging and using the Cannon effectively are critical to your enjoyment of the game, but the following techniques are meant to be for advanced players!
1. The Cannon
The Cannon’s knockback might seem like a downside, but it is actually one of its best asset when used properly. You can use the knockback’s momentum to your advantage by firing, immediately dodging, then jumping to keep your speed going. The momentum will be kept regardless of the dodge roll’s direction.
Using this technique, you can zoom through the levels with record pace as well as entering Ability-gated areas you aren’t suppose to be in.
2. Air Attacks
The mid-air up-attack has more than an offensive purpose. You get an extra sliver of vertical lift every use, so it comes quite in handy for platforming.
It resets every jump, and your double jump is reset when an enemy is hit. Use it wisely. You can scale high walls by wall-jumping/up-attacking/side-attacking back towards the wall.
The mid-air up-attack can also be reset with itself with good enough timing, enabling Eshe to essentially fly away by spamming the up-attack, but it is really hard to maintain a good streak.
3. Momentum
Never stop moving. Movement is important as it is what makes you progress through the levels and keeps you alive. A way to create speed is through using the Strength Amplifier, an Ability that grants you chargeable heavy attacks. Charge them towards flat or upward terrain, immediately roll mid-smash then jump.
This creates a massive swing that launches Eshe forward if used with proper timing. Using this technique, you can skip entire sections, fly into areas you should not be able to reach and utterly break the intended progression of the game with record time.
The gun can also be used for this purpose, but requires ammunition and an extra Energy charge.
That’s it for now. We can’t wait to watch people play and completely break the game! I’m sure there are many more undiscovered interactions hidden deep within Sundered’s game code. We’ll find out soon enough, since Sundered launches today on PS4!
Make sure to tell us what your favourite “bugs that became features” are in the comments!