The launch of God: The complete list of the more than 70 accessibility features that God of War Ragnarök will include when it launches on November 9 has been made public by Santa Monica Studio.
Santa Monica certainly put a lot of effort into making sure as many players as possible can enjoy the post-apocalyptic adventure by adding an astonishing range of customization choices in God of War Ragnarök. Which expect to be one of the frontrunners for a game of the year.
These range from a plethora of UI elements that can customize so that players can change the font, size, and style of text, subtitles, and more, to more eye-catching improvements like the high contrast mode. Which highlights interactive areas and NPCs in vivid colors for easier identification.
The visual accessibility, hearing accessibility, motion reduction, and motor accessibility presets are available for players to select from in the accessibility menu. Players can select one of three modes for each of these, “off,” “some,” or “full,”. Which will control the degree of assistance provided by the preset.
A set of predetermined options in the deeper menu change by selecting a preset, and they will afterward appear in blue. Then, players can access the menu and adjust each setting to better fit their unique requirements.
Options to lessen camera shake, add navigation prompts and help, and activate auditory signals when Kratos approaches an interactive object. A variety of combat and puzzle assists are among the more than 70 choices.
The launch of God: Numerous of these options. Such as the high contrast mode highlights significant NPCs and items in primary colors for quicker identification. Can also be configured to be activated by a swipe of the DualSense’s touchpad. Allowing them to use intermittently.
Additionally, players will be able to completely remap buttons and select one of five different levels of difficulty. From “Give Me a Story,” the scenario “with the least attention on fighting,” to “Give Me God of War,”. Which offers the toughest level of difficulty, these are available.
In the blog post describing the accessibility options, Mila Pavlin, lead UX designer at Santa Monica, states, “Furthering accessibility in gaming is an industry-wide effort.” Without the expertise and direction of our numerous collaborators. We would not have been able to execute what we have in God of War Ragnarök. The teams at Naughty Dog and Insomniac Games in particular. Whose expertise has been useful and inspirational, deserves special recognition.
We also thank the following accessibility consultants for their input. Christopher Robinson, Alanah Pearce, Jason Bolte, Paul Amadeus Lane, James Rath, SightlessKombat, and Joshua Straub.
For a complete list of the more than 70 accessibility options, go to the Playstation Blog. For an in-depth analysis, read the entire Ragnarök review on IGN.
Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans.