God of War Ragnarök Will Launch With Over 70 Accessibility Features
Santa Monica Studio has detailed the more than seventy adaptive controls that will be included in God of War: Ragnarök upon its release on November 9.

God of War Ragnarök Will Launch With Over 70 Accessibility Features
To ensure that as many people as possible may experience the apocalyptic adventure that is God of War: Ragnarök, Santa Monica has included an astounding number of personalization choices.
High contrast mode, which displays interactive items and NPCs in primary colours for greater identification, is just one of the stunning upgrades. Players may also customise the size and style of text and subtitles via a variety of other user interface components.
God of War Ragnarök Will Launch With Over 70 Accessibility Features
There are four different options for players to adjust the game’s accessibility settings to their needs in the menu: visual, auditory, kinetic, and motor. For each of them, players may choose one of three options to control how much help they get from the preset: off, some, or full.
If you choose a preset, some of the choices in the context menu will change, and you’ll see them highlighted in blue. The player may then adjust the settings in the menu to their liking.
A wide variety of combat and puzzle aids are available, as well as a preset to eliminate camera wobble and provide navigation prompts and helps, as well as a setting to activate auditory cues when Kratos approaches an interactive item.
God of War Ragnarök Will Launch With Over 70 Accessibility Features
Some of these options, like the high contrast mode that makes important NPCs and items stand out by colouring them in primary hues, may be toggled on and off with the sweep of a finger over the DualSense’s touch pad, making them unnecessary in most situations.
In addition to the five tiers of difficulty, players may also completely remap the buttons. From the “least emphasis on fighting” of “Give Me a Story” to the “most tough” of “Give Me God of War,” you may choose from a wide variety of settings and difficulty levels.
According to Mila Pavlin, lead UX designer at Santa Monica, who contributed to a blog post outlining the accessibility settings, “further accessibility in gaming is an industry-wide objective.”
God of War Ragnarök Will Launch With Over 70 Accessibility Features
“God of War Ragnarök would not be where it is now without the insight and support of our numerous collaborators. The staff at PlayStation Studios Naughty Dog and Insomniac Games, in particular, have provided us with vital insight and inspiration, and we’d like to thank them all.
We’d also want to extend our gratitude to the accessibility experts who helped us out: Joshua Straub, Paul Amadeus Lane, James Rath, Alanah Pearce, Jason Bolte, SightlessKombat, and Christopher Robinson.”
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