Sport director Eric Williams has defined that the unimaginable variety of God of Battle Ragnarok accessibility choices got here from being pressured by Naughty Canine. It was revealed by lead UX designer Mila Pavlin in September that God of Battle Ragnarok has over 60 accessibility options, together with audio cues, auto-sprinting, route indicators, and a excessive distinction mode.
Santa Monica Studio needed to maintain up with different first-party PlayStation builders
Williams describes how a lot Santa Monica Studio needed to match Naughty Canine’s The Final of Us by way of accessibility choices in an interview with GamesRadar:
So it wasn’t like ‘oh, we’ll take a few instances to stand up to Naughty Canine’s stage’. No, we’re simply going to go match them one-for-one, proper now, with this sport. We’re a part of the first-party studio system – we have now to prepared the ground. [Naughty Dog] put out the primary flag, and we have to go proper behind them. Then it’ll push extra studios to do that and extra folks can play video games.
On a private entrance, the developer additionally recounts a letter the studio acquired from a child who liked the God of Battle reboot however was caught “in a desert for like 4 hours.” The explanation was as a result of it had an audio puzzle, and he was deaf. That realization made him push the crew to make God of Battle Ragnarok higher for gamers with numerous disabilities.
Each the evaluate embargo date and the preload date for God of Battle Ragnarok have additionally been revealed.