God of War Ragnarok looks set to continue Sony’s commitment to extensive accessibility options, as in an unsurprising (but very welcome) announcement, the gaming giant has confirmed that Kratos’ next big adventure will feature over 60 different accessibility options.
The announcement was made via the official PlayStation blog, in a post written by Mila Pavlin, head of UX design at Santa Monica Studio. In the post, Pavlin details various accessibility options for God of War Ragnarok, such as subtitle and caption improvements, resizing of UI elements, and a high contrast mode to name a few. some.
Additionally, accessibility improvements made to the PC port of God of War, such as auto-sprinting and an always-on crosshair option, will return in the PS5 sequel. As a result, God of War Ragnarok is shaping up to be one of Sony’s most widely accessible first-party games to date.
The PlayStation blog post isn’t too exhaustive, though it does an excellent job of detailing many of the upcoming accessibility options for God of War Ragnarok, which is currently slated for release this year. Other options include visual navigation assistance, audio cues for on-screen prompts, and a full controller remapping.
Pavlin notes at the end of the blog post that these are just some of the accessibility options that will be in the final build, noting that details on various combat and puzzle aids, HUD tweaks, camera setting, etc. will follow.
For all players?
It’s no big shock that God of War Ragnarok has a robust selection of accessibility options. In 2020, The Last of Us 2 was widely praised for its commitment to accessibility, featuring many of the same options we now see in games like God of War Ragnarok and Horizon Forbidden West.
While Sony isn’t the only major player in town when it comes to improving the accessibility of its games (Microsoft has made great strides in accessibility in games like Halo Infinite, Forza Horizon 5, and Sea of Thieves) is arguably the platform that puts the most effort into ensuring that as many players as possible enjoy its first-party titles.
Perhaps most impressive, however, is the high level of customization of accessibility options. The high contrast mode, for example, has options for different color palettes, as well as levels of visibility. Likewise, UI elements like subtitles and icons can be changed in terms of color, size, and visibility.
As gaming continues to become more mainstream year on year, the need for increased accessibility options will only grow. We have little doubt that Sony and its first-party studios will continue to lead by example in this regard, but we hope that more publishers will adopt this practice as the current generation continues.