How Inclusive Design Can Further Our Accessibility Understandings

When it comes to accessibility in games, the first aspect people always look for is an options menu. From customizing controls, adjusting subtitle size, or even activating varying colorblind filters, these settings help to dismantle any inaccessible barriers that could appear. And this constant search for features has become the primary topic when examining a title’s overall accessibility. Disabled players praise or criticize developers on social media platforms, and even content creators and publications will release videos or articles exploring menus to help disabled players make informed purchases. Yet, options alone do not make for an accessible game.

Before I explain further, I am not advocating for the removal of accessibility settings. I regularly scour menus to find features that suit my needs. I rebind keys, increase my mouse sensitivity, or even toggle actions like aiming or sprinting. I understand the importance and necessity of innovating, especially with groundbreaking settings like Audio Descriptive Cutscenes. But this notion that a game’s accessibility is solely based on what it does or doesn’t include in a menu ultimately holds back the greater accessibility movement.

Exploring Inclusive Design

The disabled experience is incredibly multifaceted. Even people with the same disability as me – Spinal Muscular Atrophy Type II – have varying levels of strength, stamina, and general mobility. While certain accessibility features are crucial for me to play games, some options may serve no purpose or may not be enough for other players. This is where inclusive design practices thrive.

Inclusive design is the concept of game development that explores opening games to disabled players without extensive menus. For years, designers, consultants, and developers like Ubisoft’s Lead Accessibility Designer Aderyn Thompson have championed teams that create titles by layering in accessibility throughout the entire development process. Does a game need colorblind filters if all information can be understood without specific colors? Are mandatory quick-timed-events necessary to tell a story? Do titles need complex control schemes or can people still be entertained with relatively few inputs?

The process behind implementing inclusive design is by no means new. Strategy games like the Total War: Warhammer series can be played entirely and efficiently through the mouse alone. Most recently, the Dead Space remake added modern accessibility tools, but also reintroduced linear levels, making physically disabled players need to use less energy to land precise shots. Close spaces and terrifyingly atmospheric situations are hallmarks of the Dead Space series, which originally released in 2008.

My Experience with Inclusive Design

I’ve been professionally critiquing and analyzing accessibility in games since 2019 yet, long before I learned how to properly examine the functionality of a feature, I grew up as a player. And during the time when complex menus were nothing but a dream, I was forced to rely on the accessibility in gameplay alone. As a result, I gravitated toward turn-based games and titles with heavy multiplayer components, letting me rest between turns or having friends and family protect me while I regained strength. This necessity to find games that worked for me ultimately led me to discover what continues to be my favorite franchise – Pokémon.

It’s no secret that I adore Pokémon. From collecting cards to spending hundreds, if not thousands of hours playing across every generation, my love of gaming was primarily formed because of Pokémon. I obsess over collecting every monster, battling friends, creating unique team combinations, and even recently, searching for shiny variants. And while I adore the traditional gameplay loop of taking wild animals from their natural habitat and forcing them to fight one another, it’s the simplistic controls that keep me invested. With my limited reach and strength, I often struggle to simultaneously press buttons, use two sticks, or perform rapid movements. The grid-based traversal of older Pokémon games let me comfortably play for extensive periods all with a single finger. Couple that with turn-based combat, and there was never a need to rush. I could take my time and still grow my team. Even as the series transitioned into 3-D spaces with the sixth generation, the controls and core gameplay still allowed me to play at my own pace with one finger.

Action games like Kingdom Hearts are also some of my favorites simply because it follows the same easy control patterns of turn-based titles. Yes, I’m rapidly mashing attacks and zooming through levels, but since it’s entirely possible to use the left stick for movements and the camera – a design I like to call singlestick movement – I can focus on managing energy for fights. Many of these design choices were created years before the mainstream accessibility movement. And yet, it’s still possible for me to enjoy them.

The Future of Accessibility

Accessibility in games should seamlessly coexist with the user experience. Rather than throw dozens of options in a menu and call something accessible, disabled players should expect their game to be playable, and if necessary, use options to alleviate barriers that design cannot fix. As a reviewer it’s a question I’m always asking when I examine a new title – if I were to strip away most of these options, am I still able to play?

By talking about inclusive design, I don’t think it’s possible, nor expect the entire games industry to shift their mindset when discussing accessibility. After all, it was only until recently when studios actively utilized consultants to open their games to disabled audiences. Rather, I am hopeful that conversations begin examining all facets of accessibility, instead of how many settings are in a menu. While certain games like The Last of Us Part II, God of War Ragnarök, and even the Dead Space remake provided incredible options that opened these worlds to many disabled players, we primarily praised specific features or even how many options were included in the final product.

Much like the varied and personalized nature of being disabled, games are entirely unique. And when releases don’t include the elaborate settings of competing titles, it’s easy to question the overall accessibility. But if we continue to proceed with this thought process, our understanding of accessibility cannot grow, and we will be forever disappointing ourselves when the latest game isn’t The Last of Us Part II.

Battlefield 2042’s New Map Has a Mirror’s Edge Easter Egg

Battlefield 2042 players have found an Easter Egg from EA’s Mirror’s Edge hidden in the game’s new map.

As reported by Eurogamer, Battlefield 2042’s Season 4 update added the Flashpoint map and with it a throwback to one of developer DICE’s previous projects. Most known for its fast-paced parkour around vertigo-inducing environments, the Mirror’s Edge reference can naturally be found at the top of a very tall object.

By flying to the top of a crane, players can find the sneakers worn by protagonist Faith in the Mirror’s Edge games. As mentioned previously, however, this is likely just a fun reference to DICE’s older games rather than an indication that more Mirror’s Edge content is coming.

A series revival was attempted in 2016 with Mirror’s Edge Catalyst, though it didn’t gain much traction. While IGN said the original 2008 title was “a solid first attempt at a new type of game”, we said of Catalyst that “Mirror’s Edge’s return shines in some regards, but is ultimately a disappointment”.

Alongside the Easter Egg and new map, Battlefield 2042’s Season 4 added new hardware and a recon specialist when it launched on February 28.

In our 7/10 review, IGN said: “Its current batch of modes is overstuffed with players and utter chaos, though Hazard Zone scales things down in an interesting, high-stakes way.”

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He’ll talk about The Witcher all day.

Workers & Resources: Soviet Republic is back on Steam after a DMCA strike from disgruntled player

Workers & Resources: Soviet Republic was removed from Steam following a DMCA takedown notice filed by a disgruntled player. The industrial management game is now back on Steam and available for purchase again. “We want to apologize to those who were looking to purchase the game and were unable to,” says the latest developer blog posted to Steam. Studio 3Division continue to say, “We realise that we underestimated the situation, and it quickly escalated to a point that posed a threat to our game.”

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Countdown: Wii U eShop Spotlight – Affordable Space Adventures

#11 – One more hand for the Wii U’s finest exclusive.

For the month before the 3DS and Wii U eShops close for new purchases on 27th March, each day we’re going to highlight a specific eShop game for one of those consoles and give a short pitch as to why we think it deserves your love and attention — before it’s too late. The chance to add these to your library will be gone for good soon and, for one reason or another, these eShop-exclusives are close to our hearts.

Today, Gavin gives the Wii U’s eShop’s finest exclusive one last shoutout…

Read the full article on nintendolife.com

Crunchyroll Names Cyberpunk Edgerunners Best Anime of 2022 Over Attack on Titan and Demon Slayer

Cyberpunk Edgerunners has been named the best anime of last year at Crunchyroll’s 2023 Anime Awards, overcoming the fierce competition of Attack on Titan, Demon Slayer, and more.

Announced at the awards show in Tokyo over the weekend, the Netflix series from Studio Trigger and CD Projekt Red overcame Attack on Titan’s Final Season Part 2, Demon Slayer’s Entertainment District Arc, Lycoris Recoil, Ranking of Kings, and Spy x Family.

The show’s official Twitter account posted a celebratory message (below), saying: “We’d like to thank everyone for their support, votes, and for watching our anime”.

Cyberpunk Edgerunners premiered in September 2022 to high praise from fans and critics. even sparking in a resurgence in Cyberpunk 2077 that saw upwards of one million players jumping in each day. Fans also became enthralled in its story, and added elements like Cyberpsychosis to the game via mods.

IGN gave it a 9/10 in our review, saying: “Cyberpunk: Edgerunners delivers a satisfying return to Night City that does a better job exploring why Mike Pondsmith’s famous location became so iconic in the first place.”

Matching Crunchyroll, we also named it the best anime of 2022, adding that “Edgerunners makes a strong argument that CDPR might have something solid to build on for future Cyberpunk stories”.

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He’ll talk about The Witcher all day.

A new Dragon Ball Z: Budokai Tenkaichi is coming, 16 years after the last

Dragon Ball FighterZ has been a big success in the fighting game scene, and it’s probably thought of as the best way to experience the famous anime in game form – complete with an endless barrage of multicoloured punches. But growing up, the Budokai Tenkaichi series were the Dragon Ball fighting games, and 16 years after the last entry Bandai Namco have announced a new Dragon Ball Z: Budokai Tenkaichi title.

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The Last of Us Episode 8: TV Show vs Game Comparison

Warning: Full spoilers ahead for episode 8 of HBO’s The Last of Us.

HBO’s The Last of Us episode 8 has arrived and this time we see Ellie tangling with David and Joel stepping up his torturing game. But how close does the show compare to the game?

To help answer this question, we’ve gathered images from episode 8 of HBO’s The Last of Us and put them next to stills from Naughty Dog’s The Last of Us game to see how faithful the adaptation is. Check out the slideshow, or watch the video above to see the scenes from both the show and the game in action.

In our The Last of Us episode 8 review, we said “As Ellie reaches her most desperate moment, darkness comes knocking in an outstanding episode of HBO’s The Last of Us. A chapter that explores the depraved depths humanity will plummet to in order to survive, it’s endlessly engaging and hard to turn your eyes away from, even when you want to. Packed full of crucial character moments and flashes of ferocious action, it’s as horrific as this world can get, even when the infected remain firmly below it.”

For more, be sure to check out our similar comparison for last week’s episode.

Screenshot Saturday Mondays: cute townbuilding and watching an entire movie inside an immersive sim

#screenshotsaturday tag. And every Monday, I bring you a selection of these snaps and clips. This week, my eye has been caught by cute townbuilding, decapitating horror, a demon skateboarding through Hell, bouncing logos, handcrafted strategy, an entire movie jammed into an immersive sim, and more. Come admire these interesting indies!

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Theatrhythm Final Bar Line’s New Update Is Now Live On Switch, Here Are The Full Patch Notes

After a brief tuning period.

The latest instalment in Square Enix’s Final Fantasy rhythm series, Theatrhythm Final Bar Line, played its way onto the Nintendo Switch last month to high praise (we gave it a 9/10 in our review). A new big-fixing update was released for the title’s PS4 release last week and we are now happy to see that the tweaks have made their way over to Switch.

This update is focussed on fixing five different problems that have been found in the game since release including unexpected freezes and incorrect credits on certain songs. All of these issues now appear to be solved, though the team at Square Enix is always on the hunt for more by the looks of it.

Read the full article on nintendolife.com