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, ...
Today, we’re pleased to announce that latest free content update for GT Sport – patch 1.29, is going to be available to download for all players tomorrow. The update includes some blindingly fast dream cars such as the Pagani Zonda as well as the first R35GT-R to compete in the “Super GT” series – the Nissan XANAVI NISMO GT-R.
New vehicles
Nine new vehicles are added in the updates, including some exotic Italian supercars and legendary Super GT cars.
Ferrari GTO ’84
Pagani Zonda R ’09
Maserati GranTurismo S ’08
Honda EPSON NSX ’08
Lexus PETRONAS TOM’S SC430 ’08
Nissan XANAVI NISMO GT-R ’08
MINI Cooper S ’05
Jaguar E-type Coupé ’61
Subaru Impreza 22B-STi Version ’98
New track – Circuit de Barcelona-Catalunya
The Catalunya Circuit opened in September 1991, in line with the hosting of the Barcelona Olympics, and is located approximately 30km north of Barcelona, Spain. This is one of Spain’s leading race tracks where a variety of races including the F1 Spain Grand Prix is hosted. With a long straight and a large variety of corners, the setting of the car can greatly affect the lap times.
GT League
This month, we’ve added two new GT League events including:
MINI Challenge (Beginner League)
X2014 Nations Cup (Professional League)
We hope you enjoy this month’s free update, and remember you can find all the latest GT info here on PlayStation Blog and on the official Gran Turismo website. Until next time, drivers, we’ll see you out on the track.
Déraciné launches tomorrow, exclusively for PlayStation VR! We’re big FromSoftware/Japan Studio fans around these parts, so we reached out to Hidetaka Miyazaki himself to learn more about this intriguing new collaboration.
Read on for a new interview about the inspiration behind the project, how FromSoftware took their first steps into virtual reality, and more.
PlayStation.Blog: Your games traditionally feature a strong emphasis on death. How does death factor into Déraciné?
Hidetaka Miyazaki: This particular title does not employ death as a concept or a system, at least as far as player character dying through gameplay is concerned. I think death is a crucial element when designing games around the theme of the satisfaction of overcoming overwhelming odds. However, that is not the theme of this title.
Déraciné is a thoughtful, story-based adventure game on PlayStation VR*. Have you long wanted to explore creating a narrative title?
Actually, no. This title was an opportunity for me to explore the theme of existence versus non-existence as is only possible using VR. And in order to tackle that theme, it was necessary to give the title a stronger narrative bent. If I had the opportunity to design a game where the story itself was the theme, I think I would have taken things in a different direction.
Does Déraciné represent a “passion project” for you? Why or why not?
Yes, I have developed a very unique affection for this project, unlike any of the titles I have made in the past. For me personally and for FromSoftware, this was a title rife with experimentation and novel ideas.
The reasons for this are varied: the game being on PS VR, the genre being something we have never worked with before, the small scope of the project which gave a lot of autonomy to the development staff, and the focus on theme and narrative over game systems. As a result, we struggled a lot, and we learned a lot. I think that’s where this strange affection was born.
Or maybe I’m just letting my own particular tastes, always kept in check until now, colour the project a bit more (laughs)
How do you see VR leaving a lasting influence on game design and development?
While the bar is high, VR truly is interesting. It straightaway has the potential to create entirely new game experiences, but there’s also enough room for curveballs such as this one.
The fun of developing games- the fun of developing games over the long term, depends a lot on the technology, which is a major reason why this is a media that plays host to dramatic changes. I feel like VR is an important facet to those changes.
How do you get your team to ‘change gears’ from working on frantic action games to something more peaceful and serene like Déraciné?
I don’t think that was really necessary, to be honest. In fact, the team was made up of people who had made it through the development of frantic action games and who were ready to do something a little bit calmer and more peaceful.
You’ve said before that you like working on multiple titles simultaneously. Can you share any examples of ways that working on one title has influenced another one?
There are a lot of cases where ideas thought up for one title ended up not being used in it, and instead were used to solve problems encountered in a different title. When facing a problem, sometimes you get an incredible amount of inspiration from an entirely different angle.
This is FromSoftware’s first foray into virtual reality. Did working in this new medium lead to any challenges during development?
There were many, but I think the characters in the game are a good example. Due to the title being on PS VR and due to necessities with the narrative, we used natural faces and expressions as the key visuals for the characters, a rarity for FromSoftware titles. Most of our titles up until now had characters with faces completely covered in armor or blindfolded. (laughs)
So as odd as it might sound, designing and creating natural faces for our characters was a new challenge for us. And to be honest, it’s really hard, and we had a lot to learn.
What mindset would you like fans of your recent games to approach Déraciné with?
I would like to start off by saying this game is unlike any I have made before in a myriad of ways. The gameplay, the approach to game design and even the volume of the title are dramatically different. It is also quite strange, and probably difficult to understand. All that being said, if your curiosity is piqued, don’t worry about it and just give it a try.
What do you hope players will take away from Déraciné after they’ve finished playing it?
There is a kind of emotion I’d like players to take away from this title, connected to the theme I mentioned earlier. It would be difficult to explain without giving away spoilers. I guess the one thing I can say is that I hope this little title, and the characters that live inside it, will linger on in the memories of those who play through it.
*Please review and follow all safety guidelines for use of PlayStation VR. PlayStation VR is not for use by children under age 12. PlayStation 4 system, PlayStation VR and PlayStation Camera are required to experience VR functionality.
The Forest isn’t like other games. You won’t be given tutorials or guidance. There are no NPCs or missions. You’re dropped into a world and it’s up to your creativity and abilities to survive. You’ll probably die a lot, especially at first.
Below you’ll find eight hints and tips that’ll help you survive.
1. Craft
One of the simplest weapons you can make is a club. This weapon is effective in combat but won’t chop trees. To make a club, simply find an enemy cannibal and kill him. Once he’s dead, chop his head off and then build a fire. Place the head on the fire and wait for it to burn away the skin and flesh. Now, take your freshly cooked skull, find a stick and shove the skull onto the stick. You now have an effective weapon against the bad guys.
2. Build an effigy
Another effective survival tactic is to fully dismember all of the enemies you kill. With your new club this should be much easier. Take as many body parts as you can carry and decorate stick effigies with them. You can then light these all on fire as a warning to others not to mess with you. Extra hint: Build a log sled to transport lots of bodies at once to make harvesting them easier.
3. Food
It’s important to keep your energy up, and that means eating. You can hunt deer and rabbits, or maybe find a boar or racoon. Berries are available, but some might be poisonous. Another option is to cook and eat the body parts of the enemies you’ve killed. Body parts can be cooked by drying them on a drying rack, placing them directly on a fire, or for an energy-boosting stew add a leg to a pot of boiling water with some mushrooms and berries.
4. Buildings
A good base needs a good fence. You have a few options here, you can make a weak fence out of sticks, a strong wall out of stones, or take a dead enemy, drop him on a fire, wait for the body to burn away, and then collect his or her bones. These bones can make a great decorative fence that’s a lot stronger than regular wood.
5. Upgrades
Finding your weapons too weak against the ever encroaching enemy threat that cannot be reasoned with? Weapons can all be upgraded. First, chop at a tree to receive some tree sap. Now, bash away at some enemies — teeth should fly out. You can now use the tree sap with the teeth to make your weapons even deadlier.
6. Armour
Smash open the skull of a lizard, then cut off its skin to wrap around your body for effective light armour. Combine skin with leaves for stealth armour. Want even more powerful armour? Slice away at the corpses of some of the game’s bigger monsters and wear their skin as protection.
7. Stay clean
Covered in blood from fighting and chopping enemies? Make sure to find a clear water source to wash off. Getting blood inside your cuts won’t be good for you.
8. Still finding the game too hard?
Invite a friend to play with you. Sure, the enemies will scale up in difficulty as a result, but going online is a great way to learn the ins and outs of survival as well as making new friends.
Chop, build, and fight to survive in The Forest, out tomorrow on PlayStation Store.
Bryce Harper is one of the biggest names in baseball, and he’s got the stats to show for it: 184 home runs, 521 RBIs, Six-time MLB All-Star, 2012 NL Rookie of the Year, 2015 NL MVP–the list goes on. But as free agency has begun, the world is left wondering: where will he be in 2019?
We’re proud to announce Bryce Harper as the cover athlete of MLB& The Show 19, and we are excited to partner with him for the reveal of his ‘2019 team on our upcoming final game cover art.
Bryce’s unapologetic raw passion for the game and search for a potential team makes him the player to watch this off-season. We’re at the beginning of a new chapter in the epic MLB legacy of Bryce Harper. He’s got the skill and tenacity to be a hall-of-fame ballplayer. He’s got an explosive drive to win, and he’s hungrier than ever for a World Series ring.
So, what jersey will Bryce champion on the final cover of MLB The Show 19? Follow The Show to see what the future holds for baseball’s most exciting free agent and what jersey he’ll be wearing on The Show 19.
When you pre-order, you will receive 10 Standard Packs, 1 Gold Player Choice Pack, 5,000 Stubs and INSTANTLY receive an Bryce Harper MVP Flashback Card you can use right now in MLB The Show 18.
For our biggest fans, we are bringing back the Digital Deluxe Edition for ’19. For those of you that need packs on packs on packs, this is the edition for you.
The gamer’s favorite MVP Edition is back for another year featuring a ton of digital goods, available for pre-order now on the PlayStation Store.
MVP edition includes:
1 Prestige Gear Up Choice Pack
Choose 1 of 30 Diamond Flashbacks
6,000 Stubs
Choose 1 Classic Stadium
10 Standard Packs
30 Custom Avatars
This is an especially exciting year for us here at PlayStation. We’re thrilled to welcome a new class of Legends to the team, including some all-time greats, and even more excited to show what else we have in store for you in The Show 19!
In the meantime, please make sure to watch The Show Nation, our Twitter, Facebook, and Instagram accounts between now and 27th March for the latest updates.
It’s simply incredible to think that the original LittleBigPlanet first launched 10 years ago on PlayStation 3 beginning with America and the US region on 27th October 2008 and becoming available worldwide by 5th November 2008!
Since then we have seen our wonderful community grow over multiple titles across two console generations resulting in over 10 million community levels being published for PlayStation 4, PlayStation 3, PS Vita and PSP!
So let’s take a look back at those 10 wonderful years of LittleBigPlanet!
Beginning with…
10 years of community creators
Our community are very well-known for their creative talent, so well-known in fact that a number of them have now got careers working in the video games industry designing games!
LittleBigPlanet obviously means a lot to these folks and a few of them spoke to us recently about what the series means to them.
LittleBigPlanet was completely and utterly life changing to me. I began making levels and contraptions, just at home online. That was nearly 10 years ago now. I have had such an amazing time over the years here at Mm, working on LBP2 and its DLC, Tearaway, and most recently Dreams. There is no way I’d be here without LBP! John Beech (johnee) – Media Molecule
“I can’t even describe how much LBP means to me. From building silly gigantic dragons and robots in the LBP1 beta to working on the franchise proper, it’s been an awesome gateway into becoming a professional game developer for over seven years now! Not only that, I’ve met loads of awesome sack folk from around the world that I’m really happy to call friends to this day.” David Dino (gevurah22) – Sumo Digital
“Although it’s been years since I last published a level in LittleBigPlanet, I’ll be forever grateful to the franchise for rekindling my love for creation and design. I’ve been a professional level designer for 7 years now, and that is exclusively due to the experience and exposure that I made through playing LittleBigPlanet!” Matthew Compher (comphermc) – Tarsier Studios
10 years of community creations
It’s not just about those guys though! Your creative talents know no bounds and we continue to see incredible community levels published by the community every week!
Here are just a couple of those amazing creations that have recently been published in LittleBigPlanet!
Return to Carnivalia by Trixel_Creative
Rotary by Tevlon1
These two creations and over 1,200 more from across LittleBigPlanet’s entire 10-year history can be found in-game in our weekly updated Team Picks.
Mm celebrates LittleBigPlanet with a special Dreams livestream
Our very good friends at Media Molecule are also going to be celebrating 10 years since they launched the original LittleBigPlanet with a one-of-a-kind Dreams Livestream where they will be building a LittleBigPlanet-style creation in Dreams!
Since it’s a very special birthday! We think that you’re all deserving of a special treat!
So we’re pleased to announce that we’re going to be giving away the LittleBigPlanet 3 PSN Theme to everybody!
Show your love for LittleBigPlanet this month by adding this great theme to your PlayStation 4 Home Screen! – download now!
Come join the celebrations
The 10th Anniversary celebrations don’t end here though!
Make sure to follow us on Twitter and Facebook where we will be having a month-long celebration of the past 10 years of LittleBigPlanet including nostalgic level features, memorable moment highlights and even some birthday giveaways for our community!
So come and share your memories of LittleBigPlanet with us this month!
Hello PlayStation fans! I’m Paul Yan, Co-Studio Head at Toys For Bob, makers of the Spyro Reignited Trilogy. We have been thrilled and honoured to be able to play our part in the Spyro universe, and we can’t wait to share the Reignited Trilogy with the world in just a couple of weeks.
Since the launch is just around the corner, we thought it would be fun to give you a little bit of perspective from some of the team members here about their experiences working on these beloved games.
Peter Kavic (Senior Producer)
What has been your favourite part of bringing the first three Spyro games back to life in the Reignited Trilogy?
Peter: For me it’s probably the degree of inspiration and passion this game brought out in the team AND the fans!
When you get to go into a discussion with the team, for instance, that ‘enemy X in level Y should be reacting sassy, BUT CAUTIOUSLY, because A, B, and C is going on with other enemies and NPCs in the level’, it totally stops being work and you’re transported to this place of creative depth and problem solving.
In instances like these the team was able to rely on their experiences with the original games to infuse additional humour and help make the world feel more lived in.
Then add to that when you see stories of how Spyro and his adventures have meant so much to so many families and individuals over the years… people doing some amazing fan art, getting tattoos, and even sharing insights and opinions so we can make the experience feel as accurate as possible.
On a personal level, that ALL was fuel to make thoughtful decisions and keep the player experience at the forefront – that’s easily my favourite part.
What do you think the fans will be most surprised about when they get their hands on the Reignited Trilogy on 13th November?
Peter: It’s gotta be that pang of fond memories – it’s profound! There’s a reason these games are so beloved, and having them fully scaled up on today’s consoles just makes it clear that the Reignited Trilogy is a really memorable experience.
Stephan Vankov (Music Remixer)
How did you approach bringing the soundtrack of the original Spyro games back for the Reignited Trilogy?
Stephan: The original Spyro trilogy holds a special place in people’s hearts, and a large part of that is due to Stewart Copeland’s memorable, bold and innovative soundtrack. We felt a great responsibility in making sure we shepherd his amazing music into a new generation with care and respect in the Spyro Reignited Trilogy.
So, setting out on the Reignited Trilogy, we had an interesting challenge on our hands – how do we give players a new way of experiencing the themes they love so much, while staying true to the original music’s intention and style which gave the franchise so much color and vibrancy.
What was the process to make sure you achieved this?
Stephan: To create the “reignited” music, we reconstructed all 120+ themes from the original trilogy, transcribing each piece note-by-note. This gave us the flexibility to update some of the instrumentation and also gave us access to individual instrument parts for use in our dynamic music system, which allowed us to add a whole new dimension to the music experience.
Our goal during the production process was to stay faithful to the energy, feel and instrumentation which gave the original music its distinct flavour, such that without a direct A/B comparison most fans wouldn’t immediately recognize that it’s been touched.
We met with Stewart several times throughout the project to share progress, and we think we even managed to trick his ears on a couple of tracks! In general, our mantra was “how would Stewart make this music sound, were he composing it with today’s tools?”.
In most cases, we strictly used the original music as goal-posts, constantly switching back and forth to make sure our rendition was capturing the essence of the composition accurately. In cases where appropriate, we referenced the awesome level art that our team was creating to see if we could gently nudge the composition in a direction that would better match the aesthetic of the remastered levels.
Exclusive clip from the Frozen Altars realm in the Spyro Reignited Trilogy, showcasing the remastered soundtrack
What was it like working with such a beloved soundtrack, and getting feedback from such an iconic musician as Stewart Copeland?
Stephan: Working with Stewart Copeland throughout the project was an amazing experience. He’s such an approachable, fun guy, and his enthusiasm is infectious. This energy permeates the music he has created for the original Spyro trilogy and we wanted to make sure that our work accurately captured this spirit.
So, we met with him several times throughout the project to share progress and get his feedback. He was appreciative of how we were handling his music and it gave us a lot of wind-in-the-sails to know that we had his support behind us. We also showed him what we were doing with dynamic music and were happy to find out that there were discussions about having dynamic music in the original games but they were unable to achieve it at the time due to technical limitations. It was great to know that we were aligned with, and in a position to fulfill, his creative vision for the music.
We’re honoured to bring such an iconic soundtrack into a new generation, and we think fans too will appreciate the love and care that’s been poured into the Spyro Reignited Trilogy music experience.
Jan Stec (Senior Technical Designer), Russell Vaccaro (Senior UI Artist)
Why do you think fans connect so much with these games, and particularly, with the Spyro character?
Russell: Players really like that Spyro is an underdog, he is a small dragon that is taking on the world. For me, playing Spyro makes me feel like when I was younger, fun, carefree and courageous. There’s something timeless about a journey like that, so yeah!
Jan: I think it comes down to creating lasting memories. Character-based games create deep connections between players and protagonists, because we’re bringing those characters to life as we play.
Spyro in particular is super playful and fun to move around, and I think those feelings of happy muscle memories are really sticky, even twenty years later. When fans saw the announcement for the Reignited Trilogy, all those feelings came back, and though we each experienced the original games in our own way, we’re all bound by the same happiness.
When I’m walking around with a Spyro shirt on, I’ll get excited comments from complete strangers from all walks of life. We don’t know anything about each other, except that we share the same happy memories. Isn’t that wonderful?
Above all, what is the one thing that you hope the fans take away from the Reignited Trilogy?
Russell: I hope people feel like we were honouring the original games, because we loved these games too.
I got to work on a game that inspired me when I was younger and hope we did its justice for today’s audience. If I had to boil it down, the details that we wanted to fold in, like the minimap across the three games or the different colour theming between the titles, that you can see on the game select screen… little touches like that were our way of adding life. It felt like we got to restore a treasure of the past.
Jan: We hope both returning fans and newcomers feel the same magic and sense of wonder we all felt twenty years ago when we first played Spyro The Dragon, through the amount of love, passion, and attention to detail that we put into bringing him back to life. It really mattered to us that this was done the best possible way, because we’re huge Spyro fans as well!
On a personal note, I hope fans enjoy how Spyro controls in the game. When reimagining Spyro’s controls, our goal was to design them in a way that felt familiar, yet fresh and modern. In addition to nailing details like how high he jumps or how fast he runs, there was a lot of art, math, and magic put into modernizing how the player interacts with Spyro, and how Spyro interacts with the world. Some things will obviously change in a remake, but the magic stays the same!
Experience the Spyro Reignited Trilogy on 13th November!
So what is
Tetris Effect? The simple answer is “a mind-melting new puzzle game coming 9th November for PS4 and (optionally) PS VR.” (Hopefully by now you’ve seen our trailer, or some of the other recent coverage of the game?)
But there’s another “Tetris Effect” — the psychological phenomenon that happens when someone plays Tetris (and where the game takes its name from!), which can lead to everything from hallucinating blocks, to affecting how you pack your suitcase, to… well here, just watch this little mini-documentary we made all about it!
Whattaya think? Sound like something you’d like to experience yourself? Well, you’re in luck: starting today the Tetris Effect: Weekend Trial Demo is available for download at PlayStation Store!
As with the final game, the Weekend Trial Demo is fully playable in 2D, including 4K resolution and HDR support on PS4 Pro, or optionally in PlayStation VR.
(Note: This is a true limited-time demo—once it’s deactivated early on Monday, 5th November, the demo will no longer be playable or available for download. Because of this, an online connection is required to play the demo, though it’s not required for the final game.)
What you get in the demo
The Tetris Effect: Weekend Trial Demo consists of three stages of the main “Journey mode” campaign (FYI: 27 total Journey mode stages in the final game), as well as two “Effect modes” (FYI: 10+ in the final game): Marathon mode and Mystery mode.
It’s just a taste, but hopefully enough to make you hungry for more.
Help complete the Weekend Ritual, open for 24 hours only this weekend!
Also, a special “Weekend Ritual” event will run for 24 hours over the demo weekend (starting 12pm GMT / 1pm CET on Saturday, 3rd November), during which all players of the Weekend Trial Demo can play a specified mode to earn points towards a community goal.
If 100% of that community goal is reached in the 24-hour period, a special in-game avatar will unlock for all players who participated in the event, which is usable in the demo only. A Weekend Ritual event like this will run every weekend once the full Tetris Effect game launches on 9th November, spotlighting different Effect modes each week.
What is Mystery mode? Check out our free demo and find out!
So check it out, and definitely let us know what you think of what you see and hear and feel while playing down in the comments! Who knows, maybe you’ll experience the Tetris effect yourself by playing Tetris Effect!