I spent four hours this past weekend going hands on with the Switch 2 in London. It certainly feels like a premium step up for the hardware, but it’s the specifics that stuck with me in the days that followed.
An open and honest discussion about the fact I’m probably not going to be reviewing Xbox games for a while, and why that’s tricky to do when accessibility coverage is my job.
This past week, two more games crossed my radar, where tonal subtext for dialogue subtitles are made explicit, as accessibility.
Affordably priced, perhaps to a fault, this new accessibility peripheral undeniably improves the state of accessibility on Xbox, while sacrificing features in the pursuit of price reduction.
In a huge step forward for video game accessibility tag standardisation multiple publishers are joining forces to help create standardised accessibility tags.
Not without its limitations and drawbacks, but a very promising website worth keeping an eye on going forward as a potentially useful tool.
A rapid fire exploration of ways video game developers could actively target making their games more accessible for Autistic players.
In this episode:EraserheadFortAbletopTremorsand more.
Could not have predicted I’d have this many positive thoughts to share about accessibility in a From Software title, but here we are.
Another year covering accessibility, another year’s worth of requests that we standardise or progress on basic accessibility concepts as a wider industry.
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