Director of God of War says accessibility options never interfere with his artistic vision



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God of War director Cory Barlog takes up the debate on accessibility or "Easy Mode", saying that adding options has never hindered his artistic vision.

Always leave to Sony Santa Monica and God of the war Director Cory Barlog will be the clearest voice in the room. Over the last few weeks, developers, critics and average gamers have been raging on whether difficult games should be offered with accessibility options, and how much developers should use to highlight them. . Barlog briefly responded to critics: "Accessibility has never been and will never be a compromise for my [artistic] vision."

To give the origin of this debate, many critics (both formal and informal) of From Software's latest game, Sekiro: the shadows are dying twice, called for more accessibility options. Although there is no general consensus on what these options would be, the pot actually began to stir with a Forbes title: "Sekiro: the shadows are dying twice He must respect his players and add an easy mode. "

To avoid going into details, there was a lot of dialogue on both sides. On the one hand, people argue that adding an "easy mode" would compromise the artistic vision of classic difficulty titles such as Sekiro: the shadows are dying twice or Transported by blood; on the other hand, easy modes are optional in nature and would help more players enjoy a game if they chose not to take the challenge. Then there is of course the third group, which emphasizes that the "accessibility options" do not always mean the simplified mode – they can be summed up in various audiovisual queues, a remapping of the buttons and tools to slow down the game for those who are less able to match the standard player's speeds.

On this last point, Able Gamers' Chief Operating Officer, Steve Spohn, is criticizing journalists and video game experts, often misrepresenting the argument as a simple "easy mode" discussion:

The recurring counterpoint to this was "to what extent should accessibility jeopardize the artistic vision" of the game itself? Is a work of art suddenly depreciated with the addition of these options.

Cory Barlog was inspired by his experience at Sony Santa Monica and God of war, offering a resounding statement:

For cons, do not consider Barlog's comments as an impeachment of developers and publishers who do not have the ability to add these options. He even mentions that there were other options in the pipeline God of the war that he was not able to do it based on time and bandwidth:

Whatever your perspective on the accessibility debate, it's hard to deny that Barlog has the experience to truly explain what an AAA developer is capable of. Especially considering the fact that God of the war is by all measures one of the (if not the best game of 2018).

We talked a little bit about accessibility at DualShockers, noting some of the best versions of it in Apex Legends as well as some of the major gaps in The spyro trilogy of Spyro and Borderlands 2 VR. Meanwhile, God of the war continues to capture the news lately – whether it comes on top of the BAFTA Awards 2019 or on the cover of Men's Health.

God of the war is currently available exclusively for PS4. If you have not resumed the game, you can do it here, via Amazon. After all the praise I have just given to the game, you are still suspicious of the idea of ​​taking it back, then check out the review of DualShockers God of the war where we attributed the game a 10 out of 10.


This article contains affiliate links where DualShockers receives a small commission on sales. Any assistance helps to keep DualShockers as an independent and independent platform for opinions and coverage of less mainstream news.

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