God of War Ragnarok is coming with over 70 accessibility features

Santa Monica Studio has revealed the full list of more than 70 accessibility features that will be shipped with God of War Ragnarök when the game was released on 9 November.

God of War Ragnarok is set to be one of the frontrunners for game of the year and it’s clear Santa Monica has put a lot of effort into making sure as many players as possible can enjoy the apocalypse adventure by including a series Impressive customization options.

These include a range of adjustable user interface elements that allow players to change the size and nature of text and subtitles, to more dramatic additions like a high-contrast mode. , paint interactive objects and NPCs in primary colors for better identification.

The accessibility menu offers a set of four presets for players to choose from – visual accessibility, auditory accessibility, motion reduction, and motor accessibility. For each of these modes, players will also have a choice of three modes – “off”, “some” or “full” – which will determine how much assistance is enabled by the preset.

Selecting a preset changes a set of predefined options in the deeper menu, which are then displayed in blue. Players will then be able to enter the menu and tweak each setting to better suit their individual needs.

Among the more than 70 settings are options to reduce camera shake, add navigation and assist prompts, trigger audio cues when Kratos approaches an interactive object, and a variety of combat and puzzle aids. .

Many of these settings – such as high contrast mode paint NPCs and important objects in primary color for easier identification, can also be set to activate by swiping DualSense’s touchpadso they don’t have to be always on.

Players will also be able to fully edit the buttons and choose from 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 difficulty levels.

“Increasing accessibility in gaming is an industry-wide pursuit,” commented Mila Pavlin, lead UX designer at Santa Monica, in a statement. in the blog post describes the accessibility options in detail. “What we were able to accomplish in God of War Ragnarök would not have been possible without the knowledge and guidance of our many partners. We would like to credit PlayStation Studios worldwide for having invaluable knowledge and inspiration – especially the teams at Naughty Dog Games and Insomniac.

“We also want to thank our accessibility consultants for their guidance during game development: Joshua Straub, Paul Amadeus Lane, James Rath, Alanah Pearce, Jason Bolte, SightlessKombat , Christopher Robinson.”

For full details on 70 accessibility options plus accessibility, be sure to check out official Blog Playstationand for an in-depth look at Ragnarok, check out IGN’s full review.

Anthony is a freelance contributor providing science news and video games for IGN. He has more than eight years of experience covering groundbreaking developments in many areas of science and has absolutely no time for your pranks. Follow him on Twitter @BeardConGamer


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