God of War Ragnarok Accessibility Options Revealed

God of War Ragnarok Accessibility Options Revealed

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God of War Ragnarok Accessibility Options Revealed

Posted By: Danish Taleefon: September 08, 2022In: Gaming, News, PS4Tags: God of War: Ragnarok, Santa Monica StudiosNo Comments Print Email The release of the highly anticipated, and ever delayed, God of War Ragnarok is just around the corner. Sony Santa Monica Studios has confirmed the accessibility options that the PS5 exclusive will launch with. God of War Ragnarok will launch with a staggering number of accessibility options, over 60, to be exact. The options range from auto-sprinting to more obvious direction indicators during combat. The main thing of note is the ability to customize the experience of the game depending on what makes playing the game difficult for you. As Sony says, “play has no limits” and Ragnarok echoes this statement to the letter. Mila Pavlin, the lead UX designer, expressed her dedication to allowing as many people to play the game as possible. She said: “This is a fantasy epic, this is about a father and son. This is about fate and the Nine Realms. And the ability to go into that, regardless of your background, and be able to experience all this rich detail and history and story? That drives me every day.”

Accessibility Options In God of War Ragnarok

A range of consultants including veterans and those with vision disabilities helped Sony Santa Monica. This allowed the developers to concentrate on four main areas: vision, hearing, motor skills, and cognitive ability. Many different features have been added to each category, including a high contrast mode that allows players to apply specific colors to item/character types, backdrops, and improve the general visibility overall. Audio cues along with captions make button prompts easier for puzzles. And the ability to slow down moving environmental objects will make hitting moving targets easier. Without these specific additions, Ragnarok could have possible blockers or moments that may inhibit progress, forcing players to quit the game. According to Pavlin, the challenge was to balance the intensity of the game while overcoming challenges in meaningful ways. The method called “dual channel” aims to ensure that players get sensory information in more than one form, sonically, visually, as well as haptically. All the accessibility options found in 2018’s God of War will be making a return, including text and icon customization with even more options compared to before. Abilities like Spartan Rage, quick turns, shield strikes as well as high contrast palettes can be triggered by a swipe of the DualSense controller. Auto pickup will make it easier to collect items during intense battles, especially squashing those health and rage crystals. Palvin added: “Accessibility features are not just accessibility features. They also help to improve the experience for everyone. Ragnarok is about moving into the next phase. For us, that meant including more people, making sure that people can customize more, and making sure that it’s a comfortable play experience for everybody.” Camera navigation assistance focuses on current objectives, and the game’s platforming sections can be automated. These are just some of the accessibility options available in God of War Ragnarok. It seems more people than ever will jump into the nine realms than ever before. You can start chucking axes and swinging fiery blades started next month in the long-awaited conclusion to the Norse saga of God of War. Tags: God of War: RagnarokSanta Monica Studios Previous

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