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High contrast and sound tips – more about the accessibility settings for God of War: Ragnarök

Modern developers are trying to cover a variety of groups of players, and therefore devote a lot of time to the accessibility to the settings. Sony Santa Monica shared what options she will receive God of War: Ragnarök – There were more than sixty of them.

Briefly: the team processed the interface for increasing readability, rebuilt from scratch the reassignment of the controller buttons and added more capabilities of customization of the combat system and the interactions system. Also, some ideas for settings from the PC version were pulled out in continuation God of War.

If you are interested in the details, the most curious are highlighted:

According to the main UX designer Miles Peacock (Mila Pavlin), from the computer option God of War In the sequel, they also migrated automatic running, a regular point in the center of the screen, a change in the aiming and blocking method.

For a better understanding https://winztercasinouk.com/games/ of sound effects, explanations are introduced by the type of "approaching steps". They appear both during KAT scenes and in gameplay segments.

Important for passing the sounds received a disconnected indicator that shows where the noise is heard.

From now on, subtitles will use more space on the screen to make it more convenient to read from TVs.

Comparison of the default interface size with increased. The developers are sure that the latter will appeal to lovers to play the couch in front of the TV.

Comparison of the default interface size with increased. The developers are sure that the latter will appeal to lovers to play the couch in front of the TV.

The reassignment of the buttons will become much more flexible. The game will offer layouts from developers, but at the same time will allow you to independently determine the purpose of the keys.

For actions requiring more than one button, users are free to install fast commands using a touchpad.

Audio subscriptions – when approaching an interactive object, the player will hear when the interaction button becomes active. The function works in battle, helping to distinguish an unclosed attack or indicate a change in weapons.

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