Another year of video game accessibility is complete and recapped. Now excuse me as I take a few weeks break from this show over the festive period and return in the new year with more fresh thoughts and opinions.
If you purchase a video game on PlayStation, Xbox, or Steam today you can find out what accessibility features the game supports from supported digital storefronts. Would it be possible to bring that same accessibility messaging to physical game boxes?
But will we remember them next week? Games we played this week include:(0:21:45) An Unplayable Game(0:27:20) Wildwood Down(0:29:50) Sektori(0:37:25) Kirby Air Riders(1:05:00) Tomb Raider Definitive Edition
In this episode:The Last CaretakerBridge Command Campaign 2BogoniaDogmaand more.
Wonder. Love. Hate. Desire. Joy. Sadness. The siblings search six temples for an Encode Thought ribbon containing a memory of the Fulgor. Dicaprio finesses the professor, acquiring key keys. Hop sets a sneaky glass trap. Rex establishes his lair defenses: big weight and shotgun.
Motion sickness is more complicated than just visual sensory information. Let’s talk about other senses that can trigger or lessen motion sickness.
I would love to see Nintendo ride the wave of their first outwardly accessibility minded release with a step forward toward marketting and messaging their accessibility features.
There is a major discrepency between the way this accessibility tag is described to disabled players vs game developers, and some reworking by Valve is going to be needed to allign expectations for this accessibility setting toggle on games.
While there are reasons to suspect this may be a Sakurai specific development, it’s none the less exciting to see this kind of accessibility support in a Nintendo published title.
Pokémon Legends has already absorbed 90 hours of my life. Let me tell you about the ways it is and isn’t accessible for disabled players of various types. Also, shiny hunting tips for obsessive autistic gamers like myself.
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