So, another year is now over, and with the new video game releases basically finished until 2023, we here at Access-Ability thought that we should get with the times, and organise our own accessibility focused Game of the Year Accessibility Awards show. While this year’s awards will be focused largely
Video Game Accessibility Has Come So Far
I’ve been publishing weekly episodes of Access-Ability for around two and half years now, with over 125 videos / articles published in this series so far, and in that time period alone, it’s undeniable that we’ve seen incredible strides forward in the quantity, and quality, of accessibility settings options available
Why don’t we talk more about cognitive accessibility? – Eurogamer
https://www.eurogamer.net/why-dont-we-talk-more-about-cognitive-accessibility I was recently interviewed by Eurogamer as part of this article about cognative accessibility and video games. As someone whose disabilities often impact memory and mental processing, a lot of the accessibility tools I value are often not thought of as acessibility tools at all.
“The Devil in Me” and Supermassive Games’ Inconsistent Accessibility Support
If you’re a fan of interactive horror games, you’re probably aware of Supermassive Games, the studio behind the development of Until Dawn, The Quarry, and The Dark Pictures Anthology, a collection of games focused on making narrative choices and reacting to sudden gameplay prompts, in order to survive various horror
Street Fighter 6’s “Button Mashing” Dynamic Control Scheme
A few months ago, back in the summer of 2022, we here at Access-Ability took a trip to Capcom’s offices in London, to go hands on with Street Fighter 6’s new, more accessible, “Modern” control scheme, which reduces the series’ traditional input complexity and allows most of the game’s core