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How Accessible Were This Year's Games?

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    Every year, I like to take a moment to check
    in with the games biz, and see how things
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    are going in terms of accessibility.
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    That’s the art of making a game playable
    for a wider group of people - by employing
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    options and design decisions that can help
    remove the barriers that get in the way of
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    the fun.
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    For example - if someone struggles to hear
    the dialogue, subtitles can give you the same
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    information in text form.
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    If someone can’t distinguish between two
    colours, they can be made more distinct with
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    symbols or a custom colour palette.
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    And if someone’s just struggling to get
    through a game, they can get a helping hand
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    through an assist mode.
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    So, how did the games of 2021 fare in this
    regard?
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    Well, I’m Mark Brown, and this is Game Maker’s
    Toolkit.
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    So, I started with the blockbusters.
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    I picked 25 of the most noteworthy, best-selling,
    triple A games released in the last 12 months
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    - from Halo Infinite to Ratchet and Clank,
    from Deathloop to Metroid Dread, from Battlefield
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    2042 to Age of Empires - and then I assessed
    the accessibility options on show.
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    Here’s what I found.
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    Let’s start with controls.
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    As ever, a really important option is the
    ability to change what the buttons do - and
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    of the games I played this year, a whopping
    70 percent of them offer full remapping.
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    That is awesome - that number just keeps on
    growing.
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    And a few more offer presets, which is better
    than nothing.
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    A stand-out game for controls is Ratchet & Clank:
    Rift Apart.
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    You can fully remap the controls, and put
    shortcuts to specific inputs on the d-pad.
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    Plus, for pretty much every button that you
    need to hold down - you can instead make it
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    toggle that action on and off.
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    There’s also a really strong aim assist,
    and you can even turn that into a lock-on.
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    You can automatically rotate the camera behind
    your character.
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    You can simplify all traversal down to a single
    button.
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    And more - it’s great.
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    Another stand-out game is Far Cry 6 - it divides
    every button on the controller into three
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    different actions - press, hold, and double
    tap - and can freely map any action between
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    any of those slots.
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    There’s also a quick “no stick presses
    mode” to instantly remove all inputs related
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    to clicking in the analogue sticks.
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    Also worth celebrating is Battlefield 2042
    for its enormous array of options regarding
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    controller sensitivity, right down to the
    different sized scopes.
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    And Riders Republic, which lets you set unique
    control schemes for its endless methods of transport.
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    I’m also a fan of games that let you bypass
    button-bashing QTEs, which includes It Takes
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    Two, Guardians of the Galaxy, and House of
    Ashes.
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    As for games that need to see me after class
    - well, I’m definitely not a fan of all
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    these games with sluggish, Destiny-inspired
    virtual cursors on their menus - including
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    Deathloop and Outriders.
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    They can be a nightmare for accessibility.
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    And they’re just horrible in general, yuck.
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    Thankfully, Far Cry 6 and Pokemon Snap, which
    also have these cursors, let you click through
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    the menus with the d-pad, as well.
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    But the worst offender of the year?
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    Well, I asked my Twitter followers to name
    games with poor accessibility and was hit
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    with a wave of tweets all mentioning the same
    game: Metroid Dread.
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    And, I’ve got to agree: its full of bizarre
    moves that require multiple buttons to be
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    held down, there are plenty of bits that require
    very granular movements of the analogue stick,
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    and there are absolutely no controller options
    in the menu.
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    Big fat F right there.
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    Next up, audio.
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    A big deal here is subtitles.
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    As ever we’re looking for subtitles that
    are large.
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    That contrast well against the background.
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    And that show you the speaker’s name.
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    And if you can change any of those settings
    in the options, it’s even better.
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    Again, about 70 percent of the games in my
    sample provided subtitle options… beyond
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    “on and off”.
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    So, Guardians of the Galaxy is a good one
    to look at - turn on all the settings and
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    you can get big clear text, on a black background,
    with speaker names.
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    And you can even increase the letting spacing
    and turn on closed captions to get subtitles
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    for sound effects.
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    Other stand-out games include Hitman 3, which
    can show a speech bubble over a character’s
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    head, to show exactly who is speaking.
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    And Far Cry 6, which continues the series’
    tradition of providing captions for nearby
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    audio sources - complete with an arrow and
    distance.
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    But there are still games that mess this up.
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    Outriders has too much text per line, and
    the words are way too small.
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    Battlefield forgot to provide subtitles for
    its intro cutscene.
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    Resident Evil Village has no way of expressing
    its excellent audio design to a player who
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    is hard of hearing.
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    And Tales of Arise has acceptable subtitles
    in its cutscenes, pretty good dialogue windows
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    when chatting to characters, but microscopic
    words during gameplay and combat.
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    Also worth noting is just how many games provide
    a screen reader for menu narration.
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    Forza Horizon 5, Age of Empires IV, It Takes
    Two, Far Cry 6, Riders Republic, Battlefield,
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    and Back 4 Blood all include this powerful
    feature.
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    Over to visuals, now.
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    I’m looking for options to make it easier
    to see or read the key elements in the game
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    world, the heads up display, and the text
    in the menus.
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    Some games do this by default with nice clear
    fonts and chunky UI elements - but other games
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    would do well to provide options.
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    So Age of Empires lets you crank up the size
    of the game’s UI.
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    Life is Strange: True Colours lets you drop
    the handwritten text in favour of a clean font.
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    And House of Ashes lets you increase the text
    size.
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    Far Cry 6 goes further by letting you highlight
    enemies and pick-ups with a coloured outline
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    of your choice.
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    And Ratchet goes further still, allowing you
    to desaturate the background entirely - and
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    then turn enemies, pick-ups, and more into
    big, easy-to-read blobs of colour.
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    Colourblind settings are also super important.
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    Far Cry 6 wins again, here - you can independently
    choose the colours of pretty much everything
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    in the game.
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    Battlefield’s got good options here, too.
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    Many other games go for full screen filters,
    which… are still pretty iffy in terms of
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    effectiveness.
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    As for misses: Outriders has painfully small
    text at times, and an option to turn on large
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    fonts doesn’t do much at all.
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    I had to check I had actually turned it on.
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    And Deathloop has this absurd font in its
    menus, and no way to change it.
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    In general, this is still the feature that
    most games neglect, and that sucks.
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    Finally, there’s the ever-contentious category
    of difficulty.
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    Now, with no FromSoftware game released this
    year, I thought we might just skip the tiresome
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    “should Dark Souls have an easy mode”
    debate in 2021 - but, alas, other games
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    took up the mantel, instead.
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    Notably Metroid Dread, Returnal, and Deathloop
    all spawned countless articles and Twitter arguments.
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    But I’ve got no interest in digging that
    up again - so, instead, let’s just look
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    at some games that chose to let players dictate
    their own difficulty level this year.
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    Forza Horizon has always been good at this,
    and game number 5 is no exception: you can
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    choose just how much you want you car to take
    care of steering and braking, you can decide
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    how aggressive your rival racers will be,
    and you can even slow down the entire game
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    to increase reaction times.
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    Ratchet also provides slow-mo - but, here,
    it can be turned on and off with a button
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    press so you’re not having to move through
    molasses at all times.
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    Psychnonauts 2 lets you get rid of fall damage,
    make Raz more powerful, or even turn on invincibility.
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    And Guardians of the Galaxy lets you tweak
    a ridiculously large array of options to build
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    your own custom difficulty mode.
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    A little overwhelming, perhaps, but nice to
    see - especially alongside some more standard,
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    designer-curated difficulty settings.
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    So those are the main features you’re going
    to see in games - alongside a few other standards
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    like screen shake and camera bob for motion
    sickness, and discrete volume knobs to help
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    players isolate the key sounds.
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    But there are some cool extra features, in
    specific games, worth noting, too - like these
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    optional pop-ups in Life is Strange, which
    can warn you about upcoming increases in volume
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    or brightness.
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    I also like this Dead Space-style navigation
    line in Outriders for helping players find
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    their way to the waypoint.
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    And I love how both Forza Horizon 5 and Halo
    Infinite have added prosthetics to their character creators.
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    Now, while it’s great for these features
    to be there on launch day, I think it would
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    be wrong to ignore older games that got updated
    with new accessibility features in 2021.
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    For example, Sea of Thieves is constantly
    adding new accessibility options in pretty
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    much every update.
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    Hellblade: Senua’s Sacrifice added stuff
    like controller remapping and colourblind settings.
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    Amnesia: Rebirth received a horror-free Adventure
    Mode, similar to SOMA’s Safe Mode.
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    Disco Elysium: The Final Cut added full voice
    acting to the whole game.
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    And even that dodgy GTA remake added some
    new accessibility options to the old games.
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    So, who is really driving this push for accessibility?
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    As in, which companies are doing the best
    work in this field?
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    Well, Microsoft has absolutely ran with it
    in 2021.
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    It updated its Xbox Accessibility Guidelines,
    and now lets developers on the platform submit
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    their games for evaluation and feedback.
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    It released a free, four hour accessibility
    training course.
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    It added accessibility tags to the Microsoft
    Store.
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    And introduced new console features like Night
    Mode, quick settings, and colour filters.
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    And we see this ripple out into the publisher’s
    games, with a huge number of features across
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    Age of Empires, Halo Infinite, and Forza Horizon
    5.
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    That last one is really interesting: creative
    director Mike Brown - no relation - explained
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    that the studio made accessibility a core
    pillar of the game’s design.
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    Which meant it would feed into every system
    in the game, and would not get cut to meet deadlines.
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    An absolute power move.
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    Sony also does good work - for example, there’s
    now a PlayStation Store page with accessible games.
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    But it seems like it’s more down to individual
    studios to figure this stuff out.
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    Like Insomniac, which is another developer
    that really puts accessibility at the centre
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    of its game design.
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    Insomniac is also a really good example of
    how accessibility options can be re-used across
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    games, as many of the smart choices in Ratchet
    and Clank are actually just ripped straight
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    out of last year’s Miles Morales.
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    Likewise, over at Ubisoft - another studio
    that does strong work in this space - many
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    of the features in Far Cry 6 are lifted from
    previous entries.
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    EA also has strong accessibility initiatives,
    and this year it released five accessibility
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    patents from its legal grasp - including the
    fab ping system in Apex Legends.
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    And Square Enix has some good stuff going
    on - you’ll see smart accessibility options
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    all throughout Life is Strange and Guardians
    of the Galaxy.
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    But as for disappointing outliers?
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    Well… as usual, it’s the games made in
    Japan.
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    Titles like Shin Megami Tensei, Persona 5
    Strikers, Guilty Gear and Resident Evil are
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    missing plenty of options that have become
    almost industry standard in the west.
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    Like, remember those stats about 70 percent
    of games having controller remapping and 70
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    percent having options for subtitles?
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    Well, remove the Japanese games and that rises
    to 80 and 100 percent.
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    There are some exceptions - Monster Hunter
    Rise has a surprising number of features,
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    and New Pokemon Snap isn’t too shabby - but,
    on the whole, Japan is bringing the biz down.
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    But that’s just the world of big blockbuster
    games.
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    You know, for my main assessment, I feel like
    it’s only fare to hold those with multi-million
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    dollar budgets to account.
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    But, still, indie games are absolutely packed
    with clever, useful and thoughtful accessibility options.
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    Here’s just a few:
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    Boyfriend Dungeon has a content warning for
    its challenging themes - and also lets you
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    turn off a feature where your mum calls you
    up with advice, in case that makes certain
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    players uncomfortable.
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    Boomerang X has great contrast options, like
    letting you highlight key enemies with a colour
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    of your choice.
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    Chicory lets you fiddle with endless settings
    - letting you turn off everything from flashing
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    effects to moist sound effects. Ew.
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    Loop Hero’s got a retro aesthetic, but you
    can increase readability by turning off the
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    CRT effect and switching the pixel font to
    a standard one.
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    Toodee and Topdee’s got an assist mode with
    game speed and infinite lives.
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    The new Outer Wilds DLC lets you turn off
    spooky jump scares.
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    And we saw some excellent audio-only games
    that can be played without sight, like action
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    adventure The Vale: Shadow of the Crown, and
    reckless driving game Blind Drive, which is
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    about using the incredible audio design to
    know when to swerve into another lane.
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    *Car sounds*
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    *Horn* *Crash* *Broken Glass*
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    So - on the whole - I’m impressed.
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    Almost every game I sampled has some option
    intended to make the game playable to those
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    with specific needs.
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    More than half of the games feature a dedicated
    accessibility or assist menu.
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    And many have these options available as soon
    as the game loads up for the first time, or
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    have a screen reader turned on by default.
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    But here’s the thing.
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    All of this is, almost exactly what I said
    in last year’s video.
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    You know, key features like subtitles and
    controller remapping are in the majority of games.
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    Indie devs, and companies like Microsoft,
    EA, and Ubisoft are doing great.
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    And Japan is sadly lagging behind.
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    So I feel like we’re now at a point where
    accessibility is just… a given in games.
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    Which is excellent!
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    And a huge change.
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    Like, if we look, at say, Eurogamer in 2011
    - there wasn’t a single article that mentioned
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    accessibility or disability.
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    Ten years later, there are dozens of reports
    on features, and players, and company initiatives,
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    and so on.
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    Accessibility is just here, and it’s here
    to stay.
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    But now… it’s time to make this stuff
    work… properly.
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    You see, as awesome as it is to see these
    features in the menu - they’re not, always,
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    perfect in execution.
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    Those excellent subtitles in Guardians of
    the Galaxy?
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    Great… until they glitch out like this.
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    Deathloop lets you toggle on running - but
    not aiming, and Hitman 3 lets you toggle on
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    aiming - but not running.
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    Far Cry 6’s captions just says “animal
    noise”, whether that’s a harmless bird
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    or a killer crocodile.
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    And Battlefield’s menu narrator mispronounces
    the first two words it has to say.
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    NARRATOR: “Menu Narration ‘Die-sable’.
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    Menu Narration ‘Innable’.
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    Menu Narration ‘Die-sable’.
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    Menu Narration ‘Innable’.”
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    What is this, a GMTK episode?
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    So, at this point, I can safely say “yes,
    lots of games have lots of accessibility options”.
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    Now the question is - “are they any good?”
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    It’s no longer that noteworthy for a game
    to have these features - now, they need to
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    be robust and reliable.
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    And I think we’ll get there, as devs hire
    more consultants, and bake this stuff into
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    their games engines, and share their knowledge,
    and iterate based on feedback and telemetry.
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    But that’s going to be difficult for me
    to ascertain.
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    I don’t live with a disability, so I don’t
    need to rely on these options and, I don’t
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    have to judge their effectiveness every time
    I play.
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    Thankfully, there are sites like CanIPlayThat
    and DAGER, who are putting in the hard work
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    to thoroughly review these games from an accessibility
    perspective - using gamers with disabilities
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    as their reviewers.
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    There’s also the Taming Gaming database
    - and, any indie devs watching can get their
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    game listed by DMing the site over on Twitter.
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    But, ultimately, I think this means I need
    to cover accessibility in a different way.
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    So, this is probably the last annual wrap-up
    of this type.
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    But don’t worry - accessibility is not going
    anywhere.
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    It’s one of the key values for how I run
    GMTK - whether I’m using it as a lens to
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    analyse game design, or putting full subtitles
    on every video on this channel.
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    So perhaps there are just better ways for me to
    talk about it going forward.
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    That starts with me putting accessibility
    options in my own work, over in my game dev
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    series Developing.
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    More on that soon.
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    And I’ll continue to think about how I can
    cover this topic in 2022.
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    Until then, thanks so much for watching.
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    And thanks to the gamers and consultants who
    helped out on this video.
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    See you soon.
Title:
How Accessible Were This Year's Games?
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Video Language:
English
Duration:
16:46

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