Making a sequel to a title considered by many to be one of the best games of its generation must be daunting.
It was praised for its slick combat, emotional storytelling and immersive setting but 2018’s God of War, which saw the return of iconic gaming character Kratos, did have a significant weakness according to one of the team making its successor.
“It was apparent that the accessibility features needed to be better, 100%,” says Mila Pavlin of Santa Monica Studios.
Mila and her team have been responsible for trying to make God of War: Ragnarok an experience that players can access more easily if they have a visual or hearing impairment or are unable to use a controller in a conventional way.
“It was the biggest thing that we looked out for at the beginning of the process of making the game – how to make it more accessible to more people.