God of War Ragnarok has finally made its way to PC, and by all accounts, it’s a solid port in keeping with the expectations set by its predecessor. While Ragnarok on PC comes with some unfortunate strings attached, it’s mostly been hailed as a success by players and critics alike, bringing the epic mythological narrative to a greater audience than ever.
Mods, better performance, and a greater degree of flexibility when it comes to peripherals like controllers are all among the most commonly cited benefits of bringing a console-exclusive game over to PC. This is the case with God of War Ragnarok, and the PC community will no doubt be committed to tweaking, elevating, and reinventing the game on this less restrictive platform moving forward. But there’s one aspect of the experience that may not need to be altered by the community, despite what some would have expected, and this official change from Ragnarok‘s PlayStation version is a more than welcome one.
God of War Ragnarok’s Puzzle Hint Toggles Are a Godsend
PC Players Can Reduce NPC Puzzle Hints in God of War Ragnarok
In what can only be described as a reverse accessibility option, God of War Ragnarok‘s PC port allows players to turn down the at-times overwhelming amount of puzzle clues offered by its NPCs. In the original PlayStation versions of the game, NPCs will often badger the player with hints about how to solve its myriad puzzles. Not only do these clues sometimes state the obvious, but they also have a tendency to trigger far too early, robbing players of their sense of experimentation and the satisfaction of working problems out on their own.
The newer God of War releases don’t get a lot of criticism, but the overzealous helpfulness of Ragnarok‘s NPCs is certainly among the more prominent points of contention, to the point where even Atreus’ actor has voiced his annoyance about them. Ultimately, these hints are unlikely to be game-ruining or immersion-breaking for many players, but they are well-known as a wart on an otherwise smooth and user-friendly experience, so offering the option to reduce their frequency is an undeniable improvement.
Ragnarok and Future God of War Games Should Have Similar Features Out of the Box
As previously mentioned, the PlayStation versions of God of War Ragnarok lack this PC feature, and while there’s a solid chance that it will make its way to consoles at some point, its existence raises some interesting questions. For one thing, some might argue that such a setting shouldn’t even be necessary: the game should simply have a good balance of helpfulness and challenge with its puzzles from the jump. But accessibility in gaming is important, not just for those who struggle with specific aspects of a game, but also because they help players tailor their experience.
Again, God of War Ragnarok is generally well-regarded as a strong narrative and gameplay experience, but not every player is going to gel with its environmental puzzles. Indeed, this aspect of Ragnarok and its predecessor is often criticized for being repetitive, uninspired, and bland, not living up to the high standards set by the games’ visceral combat sandboxes. For those only interested in the deep action-RPG and melee combat systems of Ragnarok and future God of War games, an option that lets them speed through puzzles that other players may enjoy is a good inclusion. But it’s crucial that such an option is, in fact, optional, otherwise players may feel that agency is being stripped away from them via unnecessary hand-holding.