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Around this time last year, I made a series
of videos called Designing for Disability,
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where I looked at the options and design decisions
that developers could employ, to make their
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games more accessible to players living with
disabilities.
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So I looked at colourblind palettes, audio
visualisers, customisable controls, and optional
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assist modes.
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It was fascinating to see the ways that games
could be tweaked to be more approachable - but
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also sad to see when games dropped the ball
and shut certain players out.
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But now, 12 months on, I thought it was a
good time to check back in and see how the
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industry was doing.
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So, over the last few weeks, I played 50 of
the most noteworthy games that were released
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in 2019 - from massive new blockbusters like
Death Stranding and Ghost Recon: Breakpoint,
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to indie titles like Overland and Untitled
Goose Game.
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I wanted to see where they succeeded, and
where they struggled in terms of accessibility.
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And this is what I found out.
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Part 1 - Auditory
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The first huge game of 2019 was Capcom’s
terrifying remake of Resident Evil 2 - which
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spooked a whole new generation of players,
with the aid of this bulky bloke in a Brony’s
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hat: Mr. X.
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You’ll spend the majority of the game on
the run from this unstoppable, unkillable
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nightmare - only able to predict his position
by listening out for his clonking great footsteps.
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Unless, of course, you’re deaf or hard of
hearing.
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That’s because Resident Evil 2 offers no
visual reinforcement of Mr. X’s footsteps,
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making him near impossible to track for those
living with some auditory disabilities.
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CanIPlayThat.com dubbed the game “virtually
unplayable very early on for deaf/hoh players,”
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and a “complete failure in accessibility”.
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Other games this year went some way to help
convey sound effects to those who can’t
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hear them.
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Far Cry: New Dawn offers sound subtitles for
things like gunfire and explosions, with little
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arrows that point to the sound’s source.
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And in Gears 5, that iconic musical sting that
symbolises that all enemies are dead, is subtitled
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as “music settles”.
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Plus, in that game, enemy bullet trails are
- by default - shown as clearly visible yellow
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lines to help you see where shots are coming
from.
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Another game worth mentioning is Apex Legends,
and its clever ping system.
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This lets you highlight areas, enemies, and
objects to team mates through both a subtitled
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voice line and a visual indicator - allowing
players to communicate important info in a
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multiplayer game, but without audio.
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Of course, a really important feature for
deaf and hard of hearing players is subtitles
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for spoken dialogue.
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And this year saw some really good examples
with nice big fonts, speaker names, and high
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contrast backgrounds.
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Remedy’s mind-melting shooter Control has
very readable subtitles.
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Star Wars Jedi: Fallen Order offers massive
great subtitles if you want them.
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And Metro Exodus also employs black backgrounds
and speaker names.
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Most of these let you customise the subtitles
yourself, through a menu of different options.
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Also this year, Ubisoft experimented with
having subtitles on by default.
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And discovered that, in Far Cry New Dawn, a whopping
great 97% of players kept them on.
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Other games offer subtitles as an option before
the game even begins.
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It’s also of note that every game I played
this year actually has subtitles.
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Which shouldn’t be noteworthy, but at the
tail end of 2018, Activision released the
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Spyro Reignited Trilogy without any subtitles
at all in its major cutscenes.
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Thankfully, they were added in a patch this
year.
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But still, there’s plenty of examples of
less-than-ideal subtitles.
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Many games fail to include the speaker’s
name through labels or colour coding.
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Games like Borderlands 3 and Rage 2 put way
too much text on one line, forcing you to
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scan across the entire screen to read the
subtitles.
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Some games mismatch the text and audio, like
in Planet Zoo where the actor says “Trade
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Center”, but the subtitle says “Animal
Storage”.
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Games still fail to include subtitles for
every part of the game.
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In FIFA 20, the commentators aren’t subtitled,
this opening cutscene in RAGE 2 has no subtitles,
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and Breakpoint doesn’t transcribe certain
enemy barks, which lets them get the drop
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on you.
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Also, some games still use on-brand fonts
instead of plain, sans serif text.
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And while games like Devil May Cry 5 and Sekiro
aren’t bad, Blasphemous’s pixelated gothic
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font is, well, blasphemous.
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And finally, there’s the all-too-familar,
too-small subtitles.
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Crackdown 3 has teeny tiny text to read while
punching up bad guys, and The Surge 2 has
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microscopic subtitles.
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But subtitles aren’t the only place where
you’ll find small text.
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Which brings us onto part two.
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Part 2 - Visual
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Text size is the area where games most frequently
fail, in terms of accessibility.
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Not just in subtitles, but across user interfaces,
in collectible documents, and on your heads-up display.
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So The Outer Worlds continues to be a squint
‘em up, thanks to minute words all across
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its user interface.
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The text in Fire Emblem: Three Houses is small
on your TV, but minuscule on your Switch.
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And Death Stranding tries to look cool with
its sleek UI, but it’s a struggle to parse
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at a distance.
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The worst perp of 2019, though, is the tactical
Baba Yaga simulator John Wick Hex, which writes
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some critical information in text that’s
only 12 points big.
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Luckily, other games use a far more readable
font size.
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In Outer Wilds, the rumours on the computer
are nice and legible from most distances - and
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it’s the same with the user interface in
Kingdom Hearts III, and the translation screens
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in Heaven’s Vault.
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Other games offer the option to choose your
own text size: such as the existential detective
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drama Disco Elysium, and the gothic horror
adventure Sunless Skies.
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Planet Zoo, Ghost Recon Breakpoint, and Borderlands
3 let you scale the entire user interface,
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making both text and icons easier to see.
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And this isn’t just important for accessibility
- because as we move into a future where the
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same game can be steamed to your big TV or
your tiny phone screen, scaleable user interfaces
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are going to have to become the norm.
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Another area where some games have shined,
is in offering players the option to switch
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out special fonts for plain, easy-to-read
text: Untitled Goose Game lets you change
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its cursive to-do list to a more basic font.
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And Overland is one of the only games
this year to offer a font choice that’s
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designed to aid those with dyslexia.
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A number of games this year also use built-in
screen reader tech, to have the game speak
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its text to you.
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Here’s how Eagle Island sounds when clicking
through the menu
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SCREEN READER: "Controls. Save.
Game. Use right stick."
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And Apex Legends can turn text chat messages
into voice, and voice chat messages into text,
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so you won’t miss people talking about your
low level profile
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SCREEN READER: "TADEthePRO says
'Level 2' 'omg' 'why'."
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And finally, more games are giving players
the chance to read text at their own speed.
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Bloodstained won’t go to the next line until
you press a button, and Tangle Tower lets
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you pause the dialogue at any moment.
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Time’s always ticking by in the clockwork
space sim Outer Wilds, but you can have the
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game pause while reading text.
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And Kingdom Hearts III lets you slow down
time when clicking through menus.
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Another key area for visual accessibility
is colourblindness.
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And this year saw some great approaches to
the problem.
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The Color Dungeon in The Legend of Zelda:
Link’s Awakening DX wasn’t much fun for
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those with Deuteranopia - but this year's Switch remake
adds things like distinct shapes on the enemies
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and unique cracks in the floor tiles, to help
distinguish between the different colours.
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Far Cry New Dawn has another simple colourblind
mode, which makes key on-screen elements become
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pink and yellow.
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Total War: Three Kingdoms lets you switch
the colour scheme of the game’s different factions.
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And Resident Evil 2 lets you pick the laser
dot colour of your weapons, to help it stand
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out from the background.
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Apex Legends has one of the better features,
with three distinct palettes, and a preview
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of what those new colours will look like right
there on the menu.
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And The Outer Worlds doesn’t confer information
solely through colour by design, because one
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of the company’s directors is colourblind.
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Some games, though, are still using these
full-screen filters, which often don’t work
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as intended and only really have the affect
of making the game look ugly and gross.
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The full screen Protanopia filter in Modern
Warfare, for example, doesn’t stop red enemy
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names from blending into the background at
key moments.
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Thankfully, the Call of Duty series has long
since switched from red and green teams, to
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red and blue ones.
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And some games do still use colour as the
exclusive way to convey information.
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In Death Stranding, the labels on your packages
go from yellow to red to indicate how beaten
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up they are - plus some tiny scuffs and scratches.
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Those labels are practically identical to
those with certain types of colourblindness.
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Thanks to Twitter user RazorBeamz for pointing
that one out.
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Providing more visual clarity is a good way
to alleviate the problems of colourblindness
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- and help with other visual disabilities.
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In Eagle Island, you can dim the background
to make the foreground layer easier to see
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- plus, you can put outlines around enemies
and objects to help them pop out.
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In FIFA 20, you can boost the size of the
player indicators.
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And in Ghost Recon Breakpoint, you can not
only boost the size of the user interface
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- but you can put shadows behind indicators
and markers to ensure they stand out from
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the background.
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Part 3 - Motor
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One of the most requested features, when it
comes to accessibility, is the option to remap
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a game’s controls.
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This lets players with motor disabilities
put all of the key functions in easy-to-reach
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places, or avoid using difficult inputs like
touchpads or the buttons under the analogue sticks.
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Unfortunately, some games still don’t offer
any controller options whatsoever, including
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the Zelda remake, the avant-garde Postman
Pat episode Death Stranding, and the zombie
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biker game Days Gone.
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Other games make do with presets.
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Crackdown 3, The Outer Worlds, Resident Evil
2, and Wolfenstein Youngblood just have you
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pick between a few developer-made layouts.
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Not bad, but not good enough.
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But I’m really pleased to see just how many
games this year
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let you pick your own button placement.
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The Surge 2, Team Sonic Racing, and Sekiro:
Shadows Die Twice have full remapping.
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And Devil May Cry 5 shows how it’s important
to provide this on a game level, rather than
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relying on the system-level remapping, by
letting you independently wire up the inputs
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for the game’s three distinct characters,
Nero, Dante, and V.
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Apex Legends and Borderlands 3 go a step further,
and don’t just let you pick your own buttons,
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but give you really in-depth control over
things like camera sensitivity and dead zone options.
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Plus, there are aim assist and aim snap options
to help you pick out targets.
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Also of note is Overland, where the entire
game can be played with just a mouse.
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Or just a controller. Or just a keyboard.
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Those are really strong options that should
open the game up to a wide range of players.
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This year’s MVP, though, is Gears 5.
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Between controller remapping, the ability
to make the camera follow behind your character,
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and the option to use the left stick for aiming
when your gun is raised, you can basically
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play the game with one hand.
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Tricky, but possible, thanks to a wide range
of accessibility options.
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Pokémon Sword and Shield is notable, too,
for its casual control scheme that maps all
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important buttons onto one Switch joy-con,
making it possible to play the game with just
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one hand.
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This thoughtful option is especially welcome
after the disastrously inaccessible Pokémon
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Let’s Go, which forced players to use cumbersome
waggle gestures to throw Pokeballs.
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Toggles are key, too - as seen in Crackdown
3’s lock-on mode.
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In Borderlands 3’s aim, sprint, and crouch
options.
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And in Yoshi’s Crafted World, where hasty
and patient egg throwing is basically just
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about toggling or holding the aim button.
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These stop players from needing to hold a
button down for great periods of time, which
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can be impossible with some motor disabilities.
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Unfortunately not every game got the memo:
you need to hold down the lock-on button in
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DMC 5, and Team Sonic Racing should have just nicked
Mario Kart 8’s generous auto-drive option.
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Most games also let you turn off these button-bashy
quick time events these days,
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but there’s sadly no such
option in Jedi: Fallen Order.
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Part 4 - Difficulty
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Finally, let’s take a moment to talk about
difficulty settings in games.
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Offering more lenient challenge levels can
give players with disabilities more time to
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deal with threats - but also allows players
with all sorts of skill levels to get into games.
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This year we saw lots of games with plenty
of difficulty options to pick from, and the
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language used on these options is much better.
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Instead of patronising players who choose
to play on easy, this year’s games talk
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about wanting to feel like a badass - or just
focus on the storyline.
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The exact nature of these difficulty modes
is often described to the player - Astral
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Chain’s Unchained mode will do the hard
combos for you, but won’t give you
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a letter ranking.
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And Resident Evil 2’s assisted difficulty
mode replenishes your health.
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Some developers note which difficulty level
is intended by the designers, which is great.
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Super Mario Maker 2 continues Nintendo’s
campaign for assist modes, with the option
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to bring up a palette of blocks and items
that you can place inside levels to help you out.
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And Yoshi’s Mallow mode gives you infinite
flight to breeze through stages, which is
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perfect for really young players.
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And also on Switch, there’s the rhythm action
roguelike Cadence of Hyrule which typically
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expects players to move to the beat of the
music.
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I don’t know if having no sense of rhythm
counts as a disability, but I personally really
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appreciated the game’s fixed beat mode,
which lets you move without conforming to
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the beat of the song.
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But then there’s Sekiro: Shadows Die Twice.
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Yeah, you saw it coming.
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I don’t want to replay the conversation
that the internet had back at the game’s
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launch because there’s more than enough articles,
videos, and tweetstorms out there about easy
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modes and whatnot.
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But it is worth noting that From Software’s
latest game is actually less accessible than
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the notoriously tough Dark Souls and Bloodborne.
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And that’s because it takes out key features
like the ability to level up your character,
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or invite a friend into your game to help
out with bosses.
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Sekiro does offer some accessibility options,
like full controller remapping and toggles,
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but there’s nothing to make the game less
gruelling.
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And I think that makes Sekiro stand out in
a year where developers have typically tried
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to make their games as approachable and accessible
as possible - and often through completely
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optional tweaks and modes that don’t affect
the experience for the able-bodied
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or hardcore player.
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That’s not to say there aren’t missteps.
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It’s clear that games still have a long
way to go with accessibility,
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with annoying oversights like too-small text,
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features that don’t work if you’re
colourblind, and silly stuff like how boosting
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both the UI and the subtitles in Borderlands
3 makes the text fall off the side of the screen.
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Whoops.
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And it’s especially aggravating when a game
makes big strides in one area, but stumbles
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in others - like Control with its huge subtitles,
but small UI text.
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Or publishers that aren’t consistent across
their games - most notably Nintendo, which
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has great features in some games, but a complete
lack of options in others.
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Plus: we’re seeing a number of games where
important accessibility options are being
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added to the game months after release in
downloadable patches.
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Better late than never, of course, but it’s
not a good look when players with certain
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disabilities have to wait ages to play a huge
Sony game like Days Gone.
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But still, I’m actually really impressed
by the strides we’ve seen in 2019.
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Ubisoft continues to be the industry leader
in this space with amazing features across
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Far Cry New Dawn, The Division 2, and Ghost
Recon Breakpoint.
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Microsoft’s doing great too: Gears 5 has
an enormous selection of options, from colourblind
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settings to controller remapping to button
toggles to gore and language filters, making
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it one of the most feature-packed games of
the year.
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Respawn works really hard, with great options
in both Apex Legends and Star Wars Jedi: Fallen Order.
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Borderlands 3 has lots of thoughtful options,
which is good for a series that has struggled
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with this stuff in the past.
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Overland and Eagle Island are jam packed with
accessibility features, despite being made
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by tiny indie teams.
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And hardcore, ultra-challenging games like
Devil May Cry 5 and Astral Chain want everyone
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to join in - and so offer practice areas,
assisted combos, and easy difficulty settings.
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But those looking for a challenge will not
struggle to find it.
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But most of all, it’s just impressive to
see how almost every major game this year
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includes some kind of accessibility option
- or a full accessibility menu.
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And how studios like Microsoft, Ubisoft, and
EA are publishing info on their accessibility
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options online so players can make better
purchasing decisions.
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How Microsoft dedicated its 2019 Superbowl
commercial to its adaptive Xbox controller.
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And how the Fortnite clan FaZe enlisted the
deaf player Ewok - who can tear up the competition
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thanks to the game’s clever audio visualiser.
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Because games are for everyone.
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It’s just that developers might need to
provide a few extra options.
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Hey, thanks so much for watching!
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And cheers to accessibility specialist Ian
Hamilton, once again, for his assistance and wisdom.
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This was probably the most expensive video
I’ve ever made - and it’s about... accessibility options?
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What is wrong with me?
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But this is totally possible thanks to GMTK
supporters who back me on Patreon, or buy
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GMTK merch from my Teespring store.
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Details on both can be found in the description
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