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Hello!

Sorry for the delay - don't blame me, blame Cyberpunk 2077 :P

Just like last year, I wanted to do a video where I looked at the accessibility options, design, and oversights of the year's biggest games. So I played more than 50 of the year's major releases and looked at everything from controller remapping to subtitle size in order to report on the overall strides of this part of the business.

I hope you find it interesting - I certainly enjoyed researching it! 

Mark

Files

How Accessible Were This Year's Games?

It's time for my annual investigation into the accessibility of the year's biggest games. From Cyberpunk to Demon's Souls, and from Miles Morales to Valhalla, let's look at how these games do in terms of controller remapping, subtitles, colourblind settings, and more. Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Disclosure Assassin’s Creed Valhalla, Call of Duty: Cold War, Crash Bandicoot 4, Demon’s Souls, Final Fantasy 7 Remake, Immortals Fenyx Rising, The Last of Us Part II, Sackboy: A Big Adventure, Spider-Man Miles Morales, Tony Hawk’s Pro Skater 1+2, and Watch_Dogs Legion game codes provided by the relevant publishers. Xbox Series X console provided by Microsoft. I was a game design consultant on Sackboy: A Big Adventure. I'm friends with a voice actor on Paradise Killer. Sources [1] PS5's Lack of PS4 Controller Support Is a Problem | LauraKBuzz https://www.youtube.com/watch?v=2_6dRU3j9dg [2] David Tisserand | Twitter https://twitter.com/TisserandDavid/status/1321454095086112773 [3] Assassin’s Creed Valhalla — Can I Play That Deaf/Hard of Hearing Review | Can I Play That? https://caniplaythat.com/2020/11/09/assassins-creed-valhalla-review-deaf-can-i-play-that/ [4] Cyberpunk 2077 Epileptic PSA | Game Informer https://www.gameinformer.com/2020/12/07/cyberpunk-2077-epileptic-psa [5] Cyberpunk 2077 | Twitter https://twitter.com/CyberpunkGame/status/1336389181988343812 [6] Demon's Souls PS5 Easy Mode Was Considered by Bluepoint, But Felt It 'Wasn't Our Place' | Push Square https://www.pushsquare.com/news/2020/11/demons_souls_ps5_easy_mode_was_considered_by_bluepoint_but_felt_it_wasnt_our_place [7] The Last Of Us Part II: Accessibility Review | SightlessKombat http://www.reviews.sightlesskombat.com/CIPT/TLOU2.shtml [8] Ghost of Tsushima Accessibility Impressions — Just Barely Misses the Bullseye | Can I Play That? https://caniplaythat.com/2020/07/14/ghost-of-tsushima-accessibility-impressions/ [9] Innovation in Accessibility | The Game Awards https://thegameawards.com/nominees/innovation-in-accessibility [10] The Future of Among Us | Innersloth https://innersloth.itch.io/among-us/devlog/181107/the-future-of-among-us [11] Control's free August update lets you turn off dying | Destructoid https://www.destructoid.com/stories/control-s-free-august-update-lets-you-turn-off-dying-600529.phtml [12] Star Wars Jedi: Fallen Order Free Content Update | EA https://www.ea.com/games/starwars/jedi-fallen-order/news/free-content-update Games shown in this episode (in order of appearance) Marvel's Spider-Man: Miles Morales (2020) DOOM Eternal (2020) The Last of Us Part II (2020) Resident Evil 3 (2020) Maneater (2020) Assassin's Creed Valhalla (2020) Hyrule Warriors: Age of Calamity (2020) Animal Crossing: New Horizons (2020) Call of Duty: Black Ops Cold War (2020) Crash Bandicoot 4: It's About Time (2020) Desperados III (2020) Dragon Ball Z: Kakarot (2020) Ghostrunner (2020) Hades (2020) Cyberpunk 2077 (2020) Disc Room (2020) Sackboy: A Big Adventure (2020) FIFA 21 (2020) Marvel's Avengers (2020) Spelunky 2 (2020) Star Wars: Squadrons (2020) Tony Hawk's Pro Skater 1 + 2 (2020) XCOM: Chimera Squad (2020) Yakuza: Like a Dragon (2020) Ghost of Tsushima (2020) Astro's Playroom (2020) Ori and the Will of the Wisps (2020) Dirt 5 (2020) Spiritfarer (2020) Immortals Fenyx Rising (2020) Watch Dogs: Legion (2020) NBA 2K21 (2020) Mafia: Definitive Edition (2020) Mafia (2002) Tell Me Why (2020) Final Fantasy VII Remake (2020) Far Cry New Dawn (2019) Crusader Kings III (2020) Amnesia: Rebirth (2020) Paradise Killer (2020) Demon's Souls (2020) Valorant (2020) Grounded (In Early Access) Gears Tactics (2020) A Total War Saga: Troy (2020) Minecraft Dungeons (2020) Lair of the Clockwork God (2020) Microsoft Flight Simulator (2020) Streets of Rage 4 (2020) Haven (2020) Inertial Drift (2020) Ikenfell (2020) Wildfire (2020) HyperDot (2020) Paper Mario: The Origami King (2020) Super Mario 3D All-Stars (2020) Among Us (2018) Control (2019) Star Wars Jedi: Fallen Order (2019) Half-Life: Alyx (2020) Music used in this episode Music provided by Music Vine - https://musicvine.com/ Lee Rosevere on Bandcamp - https://leerosevere.bandcamp.com/music Contribute translated subtitles -

Comments

ZoidbergForPresident

So, does the ps5 finally allows for the reading of graphical subtitles in mkvs and the like?

ZoidbergForPresident

And geez, so many console games allow for control rebinds, this is now an utter outrage to not have that feature in PC Games/keyboard! Good work showing it there! <3

ZoidbergForPresident

Also, for subtitles: stetting screen texts/subtitles and voices to different language is needed too!

Aadit Doshi

Excellent video as always! Slightly concerned about your wording around the Japanese game industry? Could be misconstrued. Might be worth rewording it a bit to make it sound specific to the AAA game industry,

Anonymous

It seems like accessibility has improved a lot in the last year in general, which is great news. I'm still not too sure about how I feel about difficulty levels on games that just aren't designed around them or are just designed for a higher difficulty level. I guess the developer should make very clear that this isn't the way the game is meant to be played, but rather an accessibility option for those who are unable to beat it the normal way and not for somebody who's fed up after losing for the 10th time to a boss.

Anonymous

It is a conundrum - but verily, wording and approach to accessibility features makes all the difference in perception and use. A player might not be disabled and not even try a feature that might improve their ability to play (a game speed multiplier being an example). Or their ego be too big for their ability. Personally I find what was done back in Darkest Dungeon (and others) good: the developer's recommended settings clearly marked, change as you like. And hey, if someone is fed up after 10 boss losses and wants to just move ahead, why not?

Anonymous

I always get excited when a video about accessibility comes out. <3 But it's wrong; it should be so normal that it should be given for granted (one can dream, can't they?)

Nick Grugin

Love these videos. Keep'em up! I had no idea you could use an xbox one controller on a series x,or that the switch had system button remapping. That's awesome!

Anonymous

Hello Mark Brown. A few days ago I was discussing accessibility features with my team of hobby game devs. I believe that games are commodities with the sole purpose of entertaining their customers. I was met with heavy criticism, them saying that games should be hard and changing that would go against the vision of the developers. They see challenge as synonymous with inaccessibility. But I'm all for challenge, it's one of the main values games can provide. I started to think, maybe it's too early for these ideas, and the industry just isn't ready for it yet, but seeing triple A games adopt accessibility I realize it's the other way around: some developers are stuck in an outdated elitist mind-set. Do you have any suggestions on how I could change the opinion in my team?

GameMakersToolkit

Hey! One of the main things I'd say is that "challenge" is subjective. What's challenging to me might be impossible to someone else or extremely easy to a third person. If the artistic vision of the game is to be challenging, then options allow everyone to find something that is challenging for them! Helping people find the right mode is tough, but hey, game design ain't easy ;)

Anonymous

Your accessibility series has been invaluable in helping me with the game I’m currently developing. It’s given me things to consider and research that wouldn’t have otherwise crossed my mind. I was really looking forward to this video in particular and it definitely didn’t disappoint. My games tutor shows a lot of your stuff in class as well, you’ve got such an amazing way of breaking stuff down and describing it.

Anonymous

Idea for a new video, since I'm not sure where to put it: How to create Out Smarting as a mechanic. That is, in a strategy game like MTG you have to think about how much untapped land your opponent has, how to make a blue deck use their counter spells through baiting and maintain enough of your own mana to play the card you really want to hit the field. Its this proactive and reactive type of gameplay I'm really interested in where choices (abilities, cards in this example) can be both proactive and reactive. An important part of this, I think, is where to draw the information horizon. It's a really tough concept to full grasp. For me, at least. Love your work! Can't wait to see what's next.

Anonymous

This is such an important aspect of game design and interactive design, in general, to raise awareness for. Increasing accessibility doesn't just help those with disabilities either. There's spillover for all players. Top videos these!