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How Accessible Were 2019’s Biggest Games?

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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.
  • 18:44 - 18:50
    And how the Fortnite clan FaZe enlisted the
    deaf player Ewok - who can tear up the competition
  • 18:50 - 18:53
    thanks to the game’s clever audio visualiser.
  • 18:53 - 18:55
    Because games are for everyone.
  • 18:55 - 19:00
    It’s just that developers might need to
    provide a few extra options.
  • 19:01 - 19:04
    Hey, thanks so much for watching!
  • 19:04 - 19:10
    And cheers to accessibility specialist Ian
    Hamilton, once again, for his assistance and wisdom.
  • 19:10 - 19:17
    This was probably the most expensive video
    I’ve ever made - and it’s about... accessibility options?
  • 19:17 - 19:18
    What is wrong with me?
  • 19:18 - 19:24
    But this is totally possible thanks to GMTK
    supporters who back me on Patreon, or buy
  • 19:24 - 19:27
    GMTK merch from my Teespring store.
  • 19:27 - 19:29
    Details on both can be found in the description
    below.
Title:
How Accessible Were 2019’s Biggest Games?
Description:

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Duration:
19:32

English subtitles

Revisions