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God of War Ragnarök Accessibility Settings: Customize Combat and Exploration

A practical guide to God of War Ragnarök’s accessibility presets and options for combat, exploration, vision, hearing, motion, and controls.
Length6 min Posted Quest giverVGSources Team
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This guide covers God of War Ragnarök: its presets and menu options for combat, exploration, visual clarity, hearing, motion, and controls. The settings described here should not be assumed to match every other game in the series or every platform edition. Santa Monica Studio said Ragnarök retained features from God of War (2018) and expanded them, but that does not establish that every option is available in the earlier game. Santa Monica Studio’s May 19, 2022 feature announcement described “more than 60 ways to adjust gameplay”; PlayStation’s current accessibility guide lists over 70 features.

For a quick setup, choose a preset as a starting point, then inspect its changed values and tune individual options. Presets are collections of settings, not diagnoses or requirements, and there is no single configuration that suits every player.

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How to start with an accessibility preset

God of War Ragnarök offers four accessibility presets: Vision, Hearing, Motion Reduction, and Motor Accessibility. Each has Off, Some, and Full choices. A preset applies selected values to related menu options; changed values appear in blue, and you can then adjust those options individually. The presets and the settings below are documented in PlayStation’s accessibility guide.

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  • Vision: A starting point for options including navigation assist, puzzle timing, aim assistance, lock-on, auto pickup, traversal assist, audio cues, high-contrast HUD, and text and icon sizing.
  • Hearing: Groups subtitle and caption options, direction indicators, speaker names, and subtitle or caption backgrounds.
  • Motion Reduction: Includes camera sway and shake, cinematic smoothing, a persistent center dot, motion blur, film grain, and camera controls.
  • Motor Accessibility: Includes repeated-press behavior, menu holds, sprint and minigame styles, aim and block toggles, lock-on, traversal assist, and evade style.

Try Some or Full if you want a broad starting configuration, then check the blue-marked settings. Keep the changes that help and alter the rest; you do not have to use a preset as a complete package.

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  • Feel your journey through the Norse realms, made possible by immersive haptic feedback and adaptive trigger functionality.
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  • Switch between full 4K resolution at a targeted 30 frames per second, or dynamic resolution upscaled to 4K at a targeted 60fps. (4K resolution requires a compatible 4K TV or display)

Which settings can make combat easier?

Combat assistance, camera behavior, item pickup, and difficulty are separate choices. Adjusting one does not require changing the others.

Aim assistance and lock-on

Aim Assist has Off, Classic, and Classic+ modes. It adds momentary strafe assistance and target friction; Classic+ targets the enemy closest to the reticle from anywhere on screen. Puzzle Aim Assist is a separate Off/On option that snaps the reticle to a nearby puzzle target, rather than changing ordinary combat aiming.

Lock-On Camera offers Off, Classic, Auto-Target, and Auto-Target+. Lock-on keeps a selected enemy in view until an action or event breaks the lock; the modes vary how targeting behaves. Try the mode that best fits how you want to select and track enemies.

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Camera recentering and pickups

Recenter Camera on Attack offers Off, Classic, Priority, and Priority+. It moves the camera behind Kratos during melee actions. Priority modes favor nearby enemies, while Priority+ also includes enemies outside the current view.

Auto Pickup can collect health and rage items and other resources as you approach them. Its choices are Essentials, Economy, and Full. The option changes how much pickup behavior is automated; it is separate from combat targeting.

Miniboss checkpoints

Miniboss Checkpoints lets a sufficiently damaged miniboss restart with reduced health after you die. The option is unavailable on Give Me No Mercy and Give Me God of War difficulties.

Input style, remapping, and vibration

For comfort or fatigue, try the available control alternatives rather than assuming one is universally easier:

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  • Choose whether supported repeated-button actions use a tap or a hold.
  • Set block and aim to hold or toggle, where available.
  • Adjust evade style, sprint behavior, and minigame input style.
  • Use controller remapping or a different control scheme to change button placement.
  • Adjust the vibration intensity slider if controller feedback is uncomfortable or distracting.

How navigation and traversal assists differ

Navigation Assist points the camera toward an objective

Outside combat, Navigation Assist uses the Lock-on Button to turn the view toward the current story objective or an objective selected on the map. The feature can also be paired with swipe activation. Santa Monica Studio described it this way: “When not in combat, pressing the Navigation Assist button will orient your view in the direction of the next story goal.” The studio’s feature announcement and PlayStation’s guide describe assistance with orienting the view, not automatic route-following.

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  • Feel your journey through the Norse realms, made possible by immersive haptic feedback and adaptive trigger functionality.
  • Take advantage of multidirectional 3D Audio; hear enemies approaching from any direction. (3D audio with stereo headphones (analog or USB)
  • Bask in the beautiful worlds you travel through, brought to life by precise art direction and arresting attention to detail.
  • Switch between full 4K resolution at a targeted 30 frames per second, or dynamic resolution upscaled to 4K at a targeted 60fps. (4K resolution requires a compatible 4K TV or display)

Traversal Assist reduces movement inputs

Traversal Assist automates specified movement interactions. Auto covers vaulting, mantling, jumping gaps, and descending ledges. Auto+ adds crawls, presses, and climb points. It reduces required button presses for those interactions; it does not mean every movement or route is completed automatically.

Puzzle timing and aiming

Puzzle timing is included among the preset options, and Puzzle Aim Assist can snap the reticle to a nearby puzzle target. These features can help with timing or targeting interactions, but the documented descriptions do not say that the game solves every puzzle for you.

Options for low vision and readability

Text, icons, and contrast

UI text size is available in Default, Large, X-Large, and XX-Large. Subtitle and caption size is configured separately. Icons can be Small, Default, Large, or X-Large, so you can enlarge interface symbols without changing all text at once.

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High Contrast Display has presets and individual color categories for elements such as the player, enemies, hazards, traversal markings, and background. High Contrast HUD adds a dark backing to interface elements. Color filters and UI color correction are also available for adjusting presentation.

Audio cues and screen reader scope

Audio Cues add sounds or spoken direction information for certain prompts and traversal or combat actions. They can provide another way to notice selected events, rather than changing the visual presentation.

The Screen Reader narrates selected menus in English. The documented screens are Start, Onboarding, Options, Tutorials, Realm Selection, and Auto-equip; this is not described as a screen reader for all gameplay screens.

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Options for hearing access

Hearing-related choices include subtitles and captions, direction indicators, speaker names, subtitle and caption backgrounds, and background blur. Voice boost and center-pan dialogue offer additional ways to configure dialogue audio, while mono audio support changes how audio is presented across channels.

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To make dialogue easier to follow visually, consider enabling subtitles or captions, speaker names, and direction indicators, then choose a readable size and background. For audio, test voice boost, center-pan dialogue, or mono audio according to your listening setup.

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  • Those who break fate: Atreus seeks knowledge to help him understand the prophecy of "Loki" and what role he is to play in Ragnarök. Kratos must decide whether he will be chained by the fear of repeating his mistakes or break free of his past to be the father Atreus needs.
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Options for motion sensitivity and camera comfort

Camera Shake, Ambient Camera Sway, Motion Blur, and Film Grain each have sliders from 0 to 10. Lower values reduce the corresponding effect. Cinematic Smoothing can smooth camera movement during cinematics where possible. A persistent center dot can be enabled in several sizes and colors.

These controls address different visual effects, so you can change one at a time—for example, reduce camera shake while leaving film grain unchanged—and decide which combination feels comfortable.

How to reduce or simplify HUD elements

Where listed, HUD elements can be set to On, Swipe, or Off. Available elements include:

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  • Compass
  • Enemy and boss health bars
  • Off-screen enemy indicators
  • Combat HUD
  • Gameplay notifications
  • Aim reticle

Swipe offers an alternative to keeping an element continuously visible or turning it off. The precise availability of these choices depends on the HUD element.

Difficulty is separate from accessibility presets

The US PlayStation FAQ lists five combat difficulty modes. They change the combat challenge, independently of the accessibility presets and individual assist settings.

Difficulty PlayStation’s description
Give Me Story Least combat focus
Give Me Grace Story focus with some combat
Give Me Balance Equally focused on story and combat
Give Me No Mercy Demanding combat
Give Me God of War Most difficult

According to PlayStation’s US FAQ, Give Me God of War can be selected only when starting a new game. You can lower difficulty during a playthrough, but after lowering it, you cannot raise it again without restarting.

Build a setup around the change you want

If you are unsure where to begin, make a small number of changes tied to a specific difficulty: use larger UI text or high contrast for readability, enable audio cues or direction indicators for additional information, reduce camera effects for motion comfort, or adjust repeated inputs and toggles for control comfort. For combat or exploration, change the relevant assist directly. A preset can apply several related options at once, but individual settings let you keep the parts that work for you.

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