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Odyssey let you tell your horse to follow the road and head towards markers, and Valhalla now lets you do that with your ship. I've been getting a lot of use out of the expanded automation. There are plenty of quality of life improvements beyond the menu, of course. The frequency of the music can be changed, too, and you can activate a collision audio cue to tell you when you can't move past an obstacle. The dynamic range of the audio can also be fiddled with, creating a larger or smaller gulf between the loudest and quietest sounds. If you're struggling to make out the dialogue but find subtitles distracting, you might want to give the dialogue boost a try. Speaking of volume, audio’s another place where Valhalla covers a lot of ground. As well as being able to toggle it on and off, you can also adjust the pace, volume and whether the narrator is male or female. Like several games over the last couple of years, Valhalla has text to speech menu narration, though it seems to just be in English at the moment. Along with the subtitles, there's also a closed captioning option. As long as nobody pinches my glasses, I'm fine with the small default settings, but I was thankful for those extra pixels when I switched from my desk to my sofa and started playing on the TV. The size of text and icons, both in the interface and subtitles, can be changed, and you can add backgrounds to HUD elements and dialogue to increase their legibility. As well as being able to turn off every little indicator or bit of screen clutter, you make reading it a whole lot easier. Predictably, there's a lot of stuff going on in Valhalla's HUD, but you can change it all, or just get rid of it entirely. So there remains some room for improvement, but Valhalla still makes significant strides when it comes to accessibility. As always, it's accompanied by a meter that shows how much VRAM is being used, though I'm still waiting on the inclusion of something similar for CPUs-to get that information, you have to hit up the benchmarking tool. It's fairly comprehensive and benefits from an image preview that lets you see how different options change the game’s appearance. The graphics settings contain the usual suspects, broken down into world, environment, textures and post-processing sections. That density is somewhat alleviated, thankfully, by plenty of subheadings and tabs that keep everything neat and easy to read, but I'd also suggest that Ubisoft takes a look at how Gears Tactics’ menus are presented, with notched sliders instead of dropdown menus. It took me more than ten hours to get past the Norwegian prologue and over to England, and at least one of those hours was spent fiddling around in its incredibly dense menus.