Video Games

God of War Ragnarök Will Launch With Over 70 Accessibility Features

Santa Monica Studios has revealed the full list of over 70 accessibility features that will ship with God of War Ragnarok when the game releases on November 9th.

God of War Ragnarok is set to be one of the top contenders for Game of the Year, and Santa Monica will include an impressive range of customization options to make the post-apocalyptic adventure accessible to as many players as possible. It’s clear that a lot of work has gone into making it enjoyable.

These range from numerous adjustable UI elements that allow the player to change the size and nature of text and subtitles, to more impressive features such as a high-contrast mode that paints interactive objects and NPCs in primary colors for a clearer perception. It extends to additions.

The Accessibility menu offers a set of four presets for the player to choose from: Visual Accessibility, Hearing Accessibility, Motion Reduction, and Motor Accessibility. For each of these, gamers can also select her three modes of “Off,” “Partial,” or “Full,” which determine the level of assist triggered by the preset.

Selecting a preset changes the predefined set of options in a deeper menu, then displayed in blue. Players can then navigate to menus and fine-tune each setting to suit their individual needs.

Among the 70+ settings are options to reduce camera shake, add navigation prompts and assists, trigger audio cues when Kratos approaches interactive objects, various combat and puzzle assists, and more. there is.

Many of these settings – high contrast mode, etc. You can paint important NPCs and objects in primary colors to make them easier to recognize, and even set them to trigger with a swipe of the DualSense touchpad, so you don’t have to keep it on all the time.

Players can also comprehensively remap buttons and choose from a set of five difficulty options. These range from ‘Give Me a Story’ (the ‘least combat focused’ setting) to ‘Give Me God of War’ which offers the most challenging level of difficulty.

“Making games more accessible is an industry-wide effort,” commented Mila Pavlin, principal UX designer at Santa Monica, in a blog post detailing accessibility options. “What we were able to implement in God of War Ragnarok would not have been possible without the knowledge and guidance of many of our partners. I would like to thank the team at The Dog and Insomniac Games.

“We would also like to thank our accessibility consultants for their guidance during the development of the game, including Joshua Straub, Paul Amadeus Lane, James Rath, Alanah Pearce, Jason Bolte, SightlessKombat, and Christopher Robinson.”

For a full breakdown of 70+ accessibility options, check out the official playstation blogfor more on Ragnarok, read IGN’s full review.

Anthony is a freelance contributor covering science and video game news for IGN. With his 8+ years of experience covering the latest developments in multiple scientific fields, he has absolutely no time for cheating. Follow him on Twitter @BeardConGamer

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