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How Accessible Were This Year's Games?

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    Hi, I'm Mark Brown and this
    is Game Maker's Toolkit.
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    One of the things I talk about a lot on this
    channel is accessibility - which is all about
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    adding options to a game, to make it comfortable
    or playable to a wider range of people.
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    That's typically those with disabilities, but
    ultimately anyone who has specific requirements,
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    whether thats colourblindness, motion sickness,
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    joint pain, or just inexperience
    with games or even a small TV.
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    Over the last few years, accessibility
    has become a huge part of games.
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    And that's why I dedicate one video each year to
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    check out the current state of
    accessibility in the industry.
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    Basically, I played more than 50 of the most
    noteworthy games released in 2020, in order to
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    check out the options available in categories
    like controls, subtitles, and difficulty.
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    To try and sample the entire games biz, I looked
    at massive AAA blockbusters, tiny indie gems,
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    console launch titles, yearly
    instalments, Japanese imports, and more.
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    I also talked to dozens of
    gamers living with disabilities,
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    and checked out articles from sites that
    review games from an accessibility standpoint.
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    And so this is what I learned about the
    state of video game accessibility in 2020.
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    First, though: 2020 wasn't just about
    new games - because we also saw the
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    release of two brand new consoles: the
    PlayStation 5 and the Xbox Series X.
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    And I'm pleased to report that both
    are made with accessibility in mind.
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    Both devices feature a raft of useful
    options - including high contrast mode,
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    closed captions, and console-wide
    controller remapping.
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    The PS5 lets you set the text size and
    colour profile of the entire system,
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    while the Xbox Series X has a great magnifier
    that you can invoke, even while playing games.
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    And, amazingly, both start up
    with a screen reader turned on,
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    so even those with visual
    disabilities can get started.
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    But it's the controllers
    that are most important here.
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    The PlayStation 5's Dualsense pad has a couple
    nifty features: a highly detailed rumble,
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    and shoulder buttons that can resist your movement
    to mimic something like crushing a glass orb.
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    They're both highly innovative
    - but can be inaccessible.
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    Thankfully, Sony lets you turn them
    both off, on a system-wide level.
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    Unfortunately, one oversight is that the PS5
    doesn't support PS4 controllers in new games.
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    So any custom-made, accessible
    PS4 controllers might not work.
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    That's one of the many things Microsoft
    gets right: the Series X doesn't care if
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    you're using its brand new pad
    or an old Xbox One controller.
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    And, of course, it also supports
    the excellent Adaptive Controller.
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    But best of all is the Xbox's Copilot
    system where two controllers can
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    be used for one input - like a driving
    instructor's car with two sets of pedals.
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    This is great for those who require someone
    else's assistance to get through games
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    or to split controls across two devices
    for certain unconventional set-ups.
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    Oh, and we can't forget the Nintendo
    Switch in all of this - in 2020,
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    the console took inspiration from
    Xbox and PlayStation when it received
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    system-wide button remapping.
    And here's why that's a big deal.
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    One of the most important accessibility
    features is the ability to completely
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    reconfigure a game's controls.
    This allows players to move
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    actions to different buttons, depending on
    what they find comfortable or possible.
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    And this year, loads of games feature
    full controller remapping - including
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    Crash Bandicoot 4, Sackboy: A Big Adventure,
    Marvel's Avengers, Hades, and plenty others.
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    In fact, of all the games I looked at which
    let you play with a controller - more than half
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    of them let you change the button mapping.
    That's a huge step in the right direction.
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    Because while it's cool that all three
    consoles now have system-wide remapping,
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    developers shouldn't rely on it.
    It's tedious to change the buttons between games,
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    and it doesn't account for games that have
    different layouts for different modes - like
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    being on-foot, driving, playing Mahjong, being
    a Marauder, playing in defence, and so on.
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    Unfortunately, remapping isn't enough to
    make games accessible for many of those
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    with motor-related needs, because plenty
    of other things can prove difficult - like
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    repeatedly hitting a button, pressing multiple
    buttons at once, and holding buttons down.
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    But many games saw fit to provide
    options to address these issues:
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    Ghost of Tsushima is just one game that lets
    you avoid those button-bashy QTE moments.
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    And many games let you decide whether you
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    want to hold a button, or just toggle its
    effects on and off with a single press.
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    Other nifty features in this regard include
    auto-drive in Watch Dogs, heavy aim assistance
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    in DOOM Eternal, and the ability to swap the
    left and right sticks in a number of games.
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    I want to give an extra nod
    to Spider-Man: Miles Morales,
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    which has a pair of shortcut buttons on
    the left and right d-pad which let you
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    get instant access to some particularly tricky
    inputs - including ones that need two buttons.
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    And to FIFA 21, which offers a control
    scheme that drastically reduces the game down
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    to just one button, and uses some smart design to
    predict what you'll want your footballer to do.
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    Just like with controller remapping,
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    it's now more common to see a game with good
    subtitles than one with shockingly bad ones.
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    I mean, those still exist - like Maneater
    with its ridiculously small text, and Mafia:
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    Definitive Edition which somehow has smaller
    subtitles than the 18 year old game its remaking.
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    In general we're looking for
    subtitles that are large,
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    that contrast well against the background,
    and ideally include the speaker's name.
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    And it's even better when the
    player gets to choose how these
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    subtitles appear.
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    It's unfortunately still somewhat common
    for games to avoid showing subtitles
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    in certain circumstances: In Valhalla,
    Eivor's inner monologue isn't captioned,
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    and neither are the mid-combat
    barks in Final Fantasy 7 Remake.
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    Subtitles are of course incredibly valuable
    to those who are deaf or hard of hearing.
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    And those same people may need
    help if information in a game
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    is only communicated through sound:
    such as certain bugs in Animal Crossing,
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    or things happening off screen like an
    enemy spotting you in a stealth game.
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    Thankfully, we're seeing more
    games that account for this.
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    Most games have off screen indicators by default.
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    Ghost of Tsushima lets you turn on an
    icon to highlight incoming ranged attacks.
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    And both Watch Dogs: Legion and Assassin's
    Creed have a captioning system - using
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    tech borrowed from last year's Far Cry New
    Dawn - that reveals the location of noises.
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    However, according to the reviews
    I read, neither are perfect.
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    One of the most common issues that
    games still run into it, is having
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    text that's too small to read.
    Take the menus in Final Fantasy 7,
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    which are tough to parse even with perfect
    vision if you're using a smaller TV.
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    Some games do let you change
    the font size, but they're rare.
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    Take Yakuza: Like a Dragon, where the text
    rarely fills up these boxes - but there's no
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    way to increase the size of the font.
    Others feature UI scaling options,
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    but they sometimes have issues like text
    overlapping or buttons going off screen.
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    It's good to see games that let you turn
    handwritten notes into basic easy-to-read fonts.
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    And a bunch of games, including
    Paradise Killer and Tell Me Why,
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    offer fonts designed for those with dyslexia.
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    Another important consideration is visual noise.
    Hades is an example of a game where there's so
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    many projectiles, attacks, enemies, and traps
    that it can be tough to know what's going on.
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    So it's good to see games that let you
    increase the visibility of critical pop-ups and
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    information, like the size of the hacking cursor
    in Watch Dogs, the opacity of the UI in Dirt 5,
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    the brightness of loot in DOOM Eternal, and
    the colour of the crosshairs in Valorant.
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    Spider-Man and Last of Us deserve special props
    for amazing shader modes that can wash out
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    the background and highlight the important
    characters with bright colourful overlays.
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    Best of all, you get some choice
    over what those colours are.
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    Because colourblindness is something that
    all game designers should be thinking about.
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    One of the best solutions I saw this
    year was for Call of Duty: Cold War
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    where you can build a custom colour palette to
    discern between different people on your mini map.
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    Other games with good colourblind
    support include Gears Tactics,
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    Total War: Troy, and Minecraft: Dungeons.
    The indie game Lair of the Clockwork God
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    has a couple puzzles that rely on colour,
    so there's an option to disable that aspect.
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    One more visual aspect to consider
    is flashing lights and colours,
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    which can be dangerous for those with epilepsy.
    This is something Cyberpunk 2077 ran into,
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    when a journalist reported that she
    suffered a major seizure during the game.
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    That was thanks to a sequence where
    the player puts on a headset and
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    is bombarded by a rapid flurry of blinking LEDs.
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    The developer has added a warning, and is
    now exploring more permanent solutions.
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    Other games, like Paradise Killer, let you
    turn off flashing lights from the options.
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    While all of these features are pretty
    uncontentious, there remains one
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    accessibility feature that's very much open to
    debate: the ability to reduce a game's difficulty.
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    Being able to pick an easy mode with slower
    combat, less pressure, and more opportunities
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    to make mistakes, can be incredibly helpful
    for people with certain disabilities.
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    As well as those who are young, or
    old, or completely new to games.
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    And, well, okay, it's not a debate among most
    games this year which provide difficulty settings
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    that range from super easy to crushingly hard.
    Plus, Assassin's Creed: Valhalla lets you
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    independently change the difficulty of
    exploration, fighting, and sneaking.
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    Resident Evil 3 has an assisted
    game mode with regenerating health.
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    And Hades has a God Mode where you
    get stronger every time you die.
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    And plenty of games go further and let the
    player manipulate various aspects of the game.
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    Crash Bandicoot 4 and Sackboy: A Big
    Adventure are two platformers that let
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    you turn off lives altogether, so you
    can make as many mistakes as you like.
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    In Dirt 5, you can let the computer take control
    of the car, and in sports games like NBA and FIFA,
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    you can nerf your opponent's skills.
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    But this was also the year of a new Souls
    game: a flashy remake of the very first one,
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    Demon's Souls, for PlayStation 5.
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    As always, this is a punishingly
    difficult game - with features that
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    can make the game harder, the worse you perform.
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    And in series tradition, it offers no
    formal options to change the difficulty.
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    So, a quick refresher of the debate: Souls
    games use their extreme difficulty to create
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    a really strong emotion of bleak,
    isolating hopelessness - which then,
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    after some perseverance, translates into an
    equally strong emotion of triumphant reward.
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    And this basically repeats
    for each area in the game.
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    Unfortunately, some players aren't
    able to overcome that challenge,
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    which means they only get
    hopelessness, never reward.
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    So, there's been requests for
    a completely optional mode that
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    reduces the difficulty to something they
    still find challenging, but not impossible.
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    However, this runs the risk
    of perfectly capable players
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    using this mode - perhaps after a few boss fight
    rage quits - which would make the game too easy,
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    and mean they feel neither hopelessness nor reward
    as they effortlessly saunter through the world.
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    And I get that.
    It would suck.
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    But ultimately, I don't think this is a good
    enough reason to make a game so inaccessible.
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    And we've seen games that offer these features in
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    a way that helps players understand
    which option they should be picking.
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    Though, with that being said, it's worth noting
    that while Demon's Souls doesn't have specific
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    difficulty modes, there are ways to modify the
    challenge in game - specifically the ability
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    to summon players to fight alongside you,
    or grind for a while to boost your stats.
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    Plus, developer BluePoint said they actually
    did consider an easy mode - but the fact that
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    this was a remake of someone else's
    game, stopped them from doing it.
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    When it comes to PlayStation games,
    Demon's Souls is something of an outlier.
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    Because this year, Sony cemented its position as
    an industry leader when it comes to accessibility.
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    And that's mostly down to The Last of Us
    Part II, which features an astounding array
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    of features - putting it far beyond
    any other game released this year.
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    There's more than 60 different accessibility
    options, ranging from lock-on aiming,
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    to enemy indicators, to motion sickness settings,
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    to an incredible system that lets
    you play the game without sight.
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    Seriously - the blind fighting
    game player SightlessKombat
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    says he finished the game without assistance.
    That's down to things like a library of unique
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    audio cues, the ability to point Ellie towards
    her goal, ledge assistance that stops you falling
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    to your death, and how swiping up on the touchpad
    gives you a read-out of your current information.
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    SCREEN READER: "You are crouched.
    Health: 59.
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    Bolt action rifle: equipped.
    6: ammo loaded.
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    0: reserved.
    Crafting available."
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    It's not just The Last of Us, though:
    Spider-Man Miles Morales is packed with
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    accessibility features and improves on a lot
    of oversights in the original Spider-Man game.
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    But the same can't be said for
    everything to come out of a Sony studio:
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    Ghost of Tsushima has some neat options
    but also some inaccessible issues like
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    the gorgeous guiding wind system which
    can't be remapped away from the touchpad,
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    and can be difficult to see when
    placed against certain environments.
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    Of course, Sony isn't the only big
    studio to be using its powers for good.
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    Ubisoft is also doing strong work, with dozens
    of accessibility options across Watch Dogs,
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    Assassin's Creed, and Immortals.
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    And Microsoft continues to be a
    triumphant supporter of accessibility,
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    with many thoughtful options in both
    Minecraft: Dungeons and Gears Tactics.
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    But I shouldn't suggest that you need
    a big budget to provide accessibility.
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    And, in fact, many indie games do a
    pretty incredible job in this regard.
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    Lair of the Clockwork God has customisable
    subtitles, a dyslexic font, and even the
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    ability to stop speech from automatically
    progressing so you get more time to read it.
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    The racing game Inertial Drift
    is noteworthy for an audio page
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    where you can independently tweak the
    volume of almost every sound source.
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    Ikenfell has content warnings and
    the ability to just skip any fight.
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    The stealth game Wildfire is packed with
    intelligent options like one-handed play,
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    auto jump and a simple colourblind mode that
    pops red enemies off of green backgrounds.
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    And the game Hyperdot was nominated
    alongside Sony and Ubisoft games
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    in the new accessibility category of The Game
    Awards, for providing options like eye-tracking.
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    And just to prove the point that accessibility
    doesn't necessarily need a big budget,
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    Valorant is the new game from League
    of Legends developer Riot - annual
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    revenue: a few billion dollars.
    Valorant doesn't have subtitles,
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    which is the absolute barebones
    baseline of accessibility support.
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    Don't be like Riot - be
    like these cool indie devs.
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    But if there's one really strong predicator
    of a game having poor accessibility,
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    it's if that game was made in Japan.
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    That'll probably get me in trouble,
    but I think the evidence holds out.
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    Eight of the games I looked at this year
    came from Japan - that's Animal Crossing,
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    Dragon Ball Z, Final Fantasy 7, Hyrule
    Warriors, Paper Mario, Resident Evil 3,
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    Mario 3D All-Stars, and Yakuza: Like a Dragon.
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    And they all fail at
    accessibility in some big way.
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    Yakuza is the only one of them
    with controller remapping.
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    Mario Galaxy either has forced touchscreen
    controls or forced motion controls.
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    None of these games feature options for
    the subtitles, leading to issues like
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    poor contrast or hard-to-read fonts.
    There are no options for things like
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    contrast or colourblind settings, outside of
    picking the reticle colour in Resident Evil 3.
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    And Animal Crossing doesn't even have an
    options menu - let alone an accessibility menu.
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    Japan just hasn't got the memo on this stuff,
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    leading to these games being
    unnecessarily restrictive.
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    I talked to a gamer who had to get a refund on
    Resident Evil 3 because you need to hold the
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    shoulder button to aim - meanwhile almost every
    shooter made in the west gives you the option to
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    toggle aiming on with a single press.
    Come on Japan, get it together.
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    However, all is not lost.
    One of the good things about
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    patches and updates is that game developers
    can continue to add accessibility features
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    - often in response to player feedback and requests.
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    So after 2018's Among Us blew up this year, and
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    players started complaining about tasks that
    rely on colour perception, Innersloth was able
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    to patch in symbols to make it possible for
    colourblind players to complete those tasks.
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    Meanwhile, Control received a new
    Assist mode which allows you to change
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    everything from damage output to reload time.
    Remedy says "It's important to us that as many
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    people as possible get to experience Control
    the way they want." And in last year's video
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    I picked on Jedi Fallen Order for not
    letting you turn off those button-bashy QTEs:
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    but now you can, thanks to a new patch.
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    Overall, I'm really impressed by the strides that
    games have taken to be more accessible in 2020.
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    Almost every single game I checked
    out offered at least one option
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    that could be considered an accessibility feature.
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    And many games provided a full
    range of different options.
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    All three consoles feature
    smart accessibility options.
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    The Last of Us Part II is probably the
    most accessible big budget game ever made.
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    And indie devs aren't fazed by the
    challenge of adding extra options.
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    And I doubt there's anyone watching
    who hasn't benefited in some way
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    from this sort of inclusive design.
    Personally speaking,
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    I changed the controls in Hades to
    make reloading more comfortable,
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    I turned off the QTEs in Spider-Man
    to save my wrists from hurting,
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    I boosted the text size in Ghost of Tsushima,
    made movement more comfortable in Half Life: Alyx,
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    turned off lives in Sackboy to play with my
    partner, and turned off auto-run in Spelunky 2.
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    Ultimately, few games can be made
    accessible to every single person.
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    It's not possible or feasible.
    Every disability is unique.
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    Every game is unique.
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    But that shouldn't stop developers from
    trying to make their games more inclusive.
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    For every feature they add, a few more people
    get to join in, a few more get to have fun,
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    and a few more get to be part of a community.
  • 18:00 - 18:03
    Gaming can be an incredible hobby -
    we've all discovered that in 2020.
  • 18:03 - 18:07
    So I praise the developers who are
    using their time, effort, and budget
  • 18:07 - 18:10
    to make their games accessible
    to as many people as possible.
  • 18:12 - 18:17
    Indie game recommendation time: and it's for
    Paradise Killer which is an open world detective
  • 18:17 - 18:22
    game (with loads of great accessibility options).
    Imagine Danganronpa with the open structure of
  • 18:22 - 18:27
    Breath of the Wild and you'll be close to
    describing this weird and imaginative game.
  • 18:27 - 18:32
    The detective mechanics aren't too complex
    - so don't expect Obra Dinn - but its a
  • 18:32 - 18:36
    good time nevertheless.
    It's on PC and Switch.
Title:
How Accessible Were This Year's Games?
Description:

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Video Language:
English
Duration:
18:37

English subtitles

Revisions