Home » Sony introduces accessibility features in God of War: Ragnarok

Sony introduces accessibility features in God of War: Ragnarok

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Sony introduces accessibility features in God of War: Ragnarok

PlayStation Studios

In previous games such as “The Last of Us Part II” and “Horizon: Western Forbidden Land”, Sony has spent a lot of time on auxiliary functions to meet the needs of different groups of people. In the masterpiece “God of War: Ragnarok”, which is tentatively scheduled to be launched this year, the official also continued this tradition. Taking advantage of the Global Accessibility Awareness Day, they gave a detailed introduction to the auxiliary improvements added this time. “Not only have we redesigned the UI for better flexibility and readability, but we’ve also rebuilt the handlebar keys from the ground up to add more customization to the combat and interaction systems.” Santamo Mila Pavlin, chief UX designer at Nika Studios, wrote, “We have kept all the accessibility features of 2018 God of War and expanded on them, including a total of more than 60 adjustable options, in order to maximize the It fits the player’s style and needs.”

Take the customizable high-contrast mode, for example, where players can add a layer of color to characters, targets, enemies, and various items to better separate them from the background. The color of each category can be adjusted, and the system can also desaturate the background to highlight the difference. According to Pavlin, visibility through markers and special effects is enhanced in this mode. In addition, some auxiliary functions in the PC version of “God of War” will also be introduced into “Gods Ragnarok”, such as automatic sprint, crosshair, aiming/blocking style and so on.

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Subtitles in the game will have more size and color options, and players can also set the picture behind the text to be blurred. The text content representing the sound effect and pointing will also have a clearer display effect, and the text and icons in the UI can be changed according to the needs of the player. It is worth mentioning that the function of pressing the button to make Kui Ye in a non-combat state turn to the plot object was also introduced into the “God of War” work for the first time. “We can’t wait to share the details of other assist functions, such as combat/aim assist, puzzle solving/mini-game assist, HUD adjustment, camera adjustment, automatic item pickup, etc.” Pavlin finally said.

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