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God of War Ragnarok includes more than 60 accessibility options

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Because to Sony’s continued commitment to accessibility,

(Image credit: Sony)

According to Sony, the upcoming God of War game, God of War Ragnarok, will offer more than 60 different accessibility choices.

Santa Monica Studio’s head UX designer Mila Pavlin made the news on the official PlayStation Blog. God of War Ragnarok will have improved subtitles and captions, UI element scaling, and a high contrast setting to mention a few of the accessibility features that Pavlin discusses in the post.

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In addition, the PC port’s accessibility improvements, like as auto-sprint and an always-on reticle option, will be present in the PS5 successor to God of War. It’s safe to say that God of War Ragnarok is Sony’s most accessible first-party game to date.

The PlayStation blog post on God of War Ragnarok’s accessibility choices isn’t extensive, but it does a good job of describing many of the features that will be available when the game is released later this year. Full controller remapping is also a possibility, as is visual navigation help.

This is only one of several accessibility choices that will be included in the final version, according to Pavlin, who notes that more specifics on combat and puzzle assistance, HUD tweaks, camera tuning, and more will be released in the future.

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For all the players?

It’s not a surprise that God of War Ragnarok will have a wide range of accessibility features. When The Last of Us 2 was released in 2020, it was warmly praised for its emphasis on accessibility, with many of the same features that we’re now seeing in titles like God of War Ragnarok and Horizon Forbidden West.

As much as Microsoft has improved accessibility in games like Halo Infinite, Forza Horizon 5, and Sea of Thieves, Sony is the platform that has put the most effort into ensuring that as many players as possible are able to enjoy its first-party titles, even if Sony isn’t the only major player in town.

The accessibility settings’ ability to be completely customised is perhaps their most outstanding feature. Different colour palettes and visibility levels can be selected in the high contrast mode. Color, size, and visibility of UI components like subtitles and icons can also be customised.

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As gaming becomes more mainstream, the need for more accessible solutions will only increase. As long as the current generation continues, we have no doubt that Sony and its first-party studios will continue to set an example for other publishers.

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