Accessibility | KitGuru https://www.kitguru.net KitGuru.net - Tech News | Hardware News | Hardware Reviews | IOS | Mobile | Gaming | Graphics Cards Sun, 01 Oct 2023 22:23:28 +0000 en-US hourly 1 https://wordpress.org/?v=6.4.3 https://www.kitguru.net/wp-content/uploads/2021/06/cropped-KITGURU-Light-Background-SQUARE2-32x32.png Accessibility | KitGuru https://www.kitguru.net 32 32 Marvel’s Spider-Man 2’s new accessibility features detailed https://www.kitguru.net/tech-news/mustafa-mahmoud/marvels-spider-man-2s-new-accessibility-features-detailed/ https://www.kitguru.net/tech-news/mustafa-mahmoud/marvels-spider-man-2s-new-accessibility-features-detailed/#respond Fri, 29 Sep 2023 10:00:30 +0000 https://www.kitguru.net/?p=632215 Back in August, we reported on the many different accessibility features which are set to be implemented into the upcoming Marvel’s Spider-Man 2, including the ability to slow down the entire game at will (both for accessibility and to allow for cool photo mode opportunities). Now, the team at Insomniac Games have gone into greater …

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Back in August, we reported on the many different accessibility features which are set to be implemented into the upcoming Marvel’s Spider-Man 2, including the ability to slow down the entire game at will (both for accessibility and to allow for cool photo mode opportunities). Now, the team at Insomniac Games have gone into greater detail on all the various new features coming on launch day and beyond.

Taking to the PlayStation Blog, the team at Insomniac Games spoke on all of the many different and new accessibility features which will be included in Spider-Man 2 – building on top of options from prior titles.

Most games have some level of difficulty settings, however Insomniac Games are taking this a step further by introducing ‘Challenge Level Modifiers’ which will let you independently tweak enemy health, enemy damage, and stealth awareness. Not only is this great for accessibility, but can also be used to create specific challenge runs.

Another cool feature being included will allow you to assign different accessibility options to the D-Pad, making for a quick and easy way to toggle whatever you like at the press of a button – be it game speed, contrast options or combo moves.

Audio accessibility is typically overlooked by many, however Insomniac Games are including the ability to control the frequency of different sounds, stifling the intensity of high-pitched audio, the bass from explosions and more.

In an interesting move, more accessibility features will be coming to Spider-Man 2 post-launch, including audio descriptions for cinematics and quick-time events; a screen reader functionality for the game’s many menus and fully-customisable captions. These aforementioned features will arrive at some point in December 2023.

PlayStation’s first-party studios have in particular been highly proactive when it comes to adding as many accessibility options as possible. Hopefully all of these features become the norm at some point in the not-too-distant future.

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KitGuru says: What do you think of the listed options? Will you be using any of them? Let us know down below.

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Marvel’s Spider-Man 2 will include even more accessibility options https://www.kitguru.net/tech-news/mustafa-mahmoud/marvels-spider-man-2-will-include-even-more-accessibility-options/ https://www.kitguru.net/tech-news/mustafa-mahmoud/marvels-spider-man-2-will-include-even-more-accessibility-options/#respond Wed, 16 Aug 2023 17:00:55 +0000 https://www.kitguru.net/?p=626550 One of the core focuses by studios in recent years has been the desire to make their games more and more accessible, with each year seeing games offer increasing options for players of all kinds. Ahead of Spider-Man 2’s October release, the team at Insomniac Games have detailed the many new accessibility options which will …

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One of the core focuses by studios in recent years has been the desire to make their games more and more accessible, with each year seeing games offer increasing options for players of all kinds. Ahead of Spider-Man 2’s October release, the team at Insomniac Games have detailed the many new accessibility options which will be available at launch.

Back in 2020 we reported that Naughty Dog’s The Last of Us Part II would offer over 60 accessibility options, ranging from the visual to the auditory and everything in between. Since then, more and more studios have followed in their footsteps, upping the ante when it comes to accessibility.

Many first-party PlayStation studios have opted to include dozens of different options to make their games as accessible as possible. Insomniac Games for example have been doing so with the likes of Spider-Man Remastered and Miles Morales.

While these games already included a bunch of options (such as QTE auto complete; the ability to switch between button presses and holds; enhanced auto aim; accessibility vibration and more), the team looks set to one-up themselves, this time bringing a whole new suite of options.

As part of Spider-Man 2’s Q&A page Insomniac Games detailed the new options which will be available alongside all previous additions, namely:

  • Audio: Screen reader support will read aloud all on-screen text in menus
  • Captions: On-screen captions and audio descriptions are available for cinematic scenes
  • Gameplay: You can choose to slow down the action to 70%, 50% or 30% of the full speed, switching back to regular speed at any time

The speed-altering option in particular will be useful to many in Spider-Man 2, especially as the sequel has already shown off a much speedier Spider-Man – making it even more useful than it would have been in the first game.

As mentioned, these are merely the new additions, with all prior accessibility options from the first game’s remaster also set to be included, meaning more than 60 separate options will be available when Spider-Man 2 launches on the 20th of October.

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KitGuru says: Are you excited for Marvel’s Spider-Man 2? Are you glad to see them adding more accessibility options? What other games do you think would benefit from increased accessibility? Let us know down below.

 

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PlayStation’s Accessibility controller arrives this December https://www.kitguru.net/peripherals/mustafa-mahmoud/playstations-accessibility-controller-arrives-this-december/ https://www.kitguru.net/peripherals/mustafa-mahmoud/playstations-accessibility-controller-arrives-this-december/#respond Fri, 14 Jul 2023 09:30:27 +0000 https://www.kitguru.net/?p=623265 Back in 2018 Microsoft announced and released its Xbox Adaptive Controller: An accessibility-focused piece of hardware which allowed for many different people with all manner of varying disabilities to play video games thanks to its intelligent design and customisability. Sony’s own accessibility-focused controller was announced earlier this year as Project Leonardo. Now, the PlayStation ‘Access’ …

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Back in 2018 Microsoft announced and released its Xbox Adaptive Controller: An accessibility-focused piece of hardware which allowed for many different people with all manner of varying disabilities to play video games thanks to its intelligent design and customisability. Sony’s own accessibility-focused controller was announced earlier this year as Project Leonardo. Now, the PlayStation ‘Access’ controller has gotten an official price and release date,

Making the announcement on the PlayStation blog, Isabelle Tomatis – the Vice President of Brand, Hardware and Peripherals at SIE said “For the past five years, we’ve been on a journey with accessibility organizations and experts to create a versatile controller kit that enables gamers with disabilities to play more comfortably and for longer periods, empowering more players to share in the joy of gaming. Today, I’m thrilled to announce that the Access controller for PS5 will be available globally on December 6, with preorders kicking off on Friday, July 21.”

As expected, the controller introduces complete customisation of the hardware, including pretty much all of the buttons, analogue sticks and more. This is then enhanced by the software available, allowing you to remap all the buttons, as well as create macros and controller profiles. What’s more, the controllers can be paired with other peripherals for complete flexibility on how you use them.

The PlayStation Access controller will retail for £79.99 – £20 higher than a standard DualSense controller and £5 more than Xbox’s Adaptive Controller. Introducing greater accessibility into the gaming medium has been long overdue, and so it is encouraging to see more major companies putting research and time into building greater accessibility.

KitGuru says: What do you think of the controller? Is the price fair? Let us know your thoughts down below.

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Sony shares new details of PS5 ‘Access Controller’ https://www.kitguru.net/tech-news/mustafa-mahmoud/sony-shares-new-details-of-ps5-access-controller/ https://www.kitguru.net/tech-news/mustafa-mahmoud/sony-shares-new-details-of-ps5-access-controller/#respond Thu, 18 May 2023 16:30:48 +0000 https://www.kitguru.net/?p=615324 Back at CES earlier this year, Sony announced Project Leonardo – an accessibility focused controller “that works ‘out of the box’ to help many players with disabilities play games more easily, more comfortably, and for longer periods.” Now, the console manufacturer has revealed the controller’s official name alongside a slew of new details. Taking to …

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Back at CES earlier this year, Sony announced Project Leonardo – an accessibility focused controller “that works ‘out of the box’ to help many players with disabilities play games more easily, more comfortably, and for longer periods.” Now, the console manufacturer has revealed the controller’s official name alongside a slew of new details.

Taking to the PlayStation Blog, Hideaki Nishino, the Senior Vice President of Platform Experience at Sony Interactive Entertainment, said “While accessibility is an important topic year-round, May is always special as we celebrate Global Accessibility Awareness Day and recognize the strides made by the accessibility community and the games industry to make gaming more inclusive.”

With that, they shared a bunch of new details alongside additional images and even a first look at the controller’s UI and its customisability. Developed in collaboration with “accessibility experts” the Access controller will include in the box:

  • Analog stick caps (standard, dome and ball stick cap)
  • Button caps in different shapes and sizes, including:
    • Pillow button caps
    • Flat button caps
    • Wide flat button cap (which covers two button sockets)
    • Overhang button caps (which benefit players with smaller hands as they are positioned closer to the center)
    • Curve button caps (which can be pushed if placed along the top or pulled if placed along the bottom of the controller)
  • Swappable button cap tags for players to easily mark which inputs they map to each button

Sony’s integrated software for the Access Controllers will offer complete button remapping; controller orientation options; stick sensitivity and deadzone adjustments; multiple profiles and a toggle mode – to name a few.

What we have seen of the Access controller so far looks rather impressive. All that is left to learn now is when the controller will be released and how much it will cost. Hopefully the price will be just as accessible as the controller itself.

KitGuru says: What do you think of the controller? How much do you think it will cost? Should Nintendo offer an accessibility-focused controller next? Let us know down below.

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Sony announces highly-customisable accessibility-focused PlayStation controller https://www.kitguru.net/tech-news/mustafa-mahmoud/sony-announces-highly-customisable-accessibility-focused-playstation-controller/ https://www.kitguru.net/tech-news/mustafa-mahmoud/sony-announces-highly-customisable-accessibility-focused-playstation-controller/#respond Thu, 05 Jan 2023 15:00:56 +0000 https://www.kitguru.net/?p=589263 Back in 2018 Microsoft announced and released its Xbox Adaptive Controller: An accessibility-focused piece of hardware which allowed for many different people with all manner of varying disabilities to play video games thanks to its intelligent design and customisability. Now, Sony has finally announced their own accessibility-focused controller – Project Leonardo for PlayStation 5. Announced …

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Back in 2018 Microsoft announced and released its Xbox Adaptive Controller: An accessibility-focused piece of hardware which allowed for many different people with all manner of varying disabilities to play video games thanks to its intelligent design and customisability. Now, Sony has finally announced their own accessibility-focused controller – Project Leonardo for PlayStation 5.

Announced at CES and elaborated upon further on the PlayStation Blog, Hideaki Nishino, the Senior Vice President of Platform Experience at SIE said:

“Today at CES, we announced the next step in our journey to make gaming more accessible: Project Leonardo for PlayStation 5. Developed with key contributions from accessibility experts, community members, and game developers, Project Leonardo is our codename for a new highly customizable controller kit that works ‘out of the box’ to help many players with disabilities play games more easily, more comfortably, and for longer periods.”

The controller was developed in partnership with various accessibility organizations including AbleGamers, SpecialEffect and Stack Up to make for “a highly configurable controller that works in tandem with many third-party accessibility accessories and integrates with the PS5 console to open up new ways of gaming. It is built to address common challenges faced by many players with limited motor control, including difficulty holding a controller for long periods, accurately pressing small clusters of buttons or triggers, or positioning thumbs and fingers optimally on a standard controller.”

As expected, the controller introduces complete customisation of the hardware, including pretty much all of the buttons, analogue sticks and more. This is then enhanced by the software available, allowing you to remap all the buttons, as well as create macros and controller profiles. What’s more, the controllers can be paired with other peripherals for complete flexibility on how you use them.

Sony did not give a price nor release date for Project Leonardo, but concluded by saying “Project Leonardo is currently in development and we continue to gather valuable feedback from the community. We’d like to thank all the wonderful organizations and accessibility experts who are supporting us in this effort. We are also grateful to everyone in the community who has advocated for greater gaming accessibility. You are the reason we do our work and your passion inspires us every day. It’s truly a privilege for us to create products that better serve your needs. We look forward to sharing more in the future, including additional product features and launch timing.”

Discuss on our Facebook page HERE.

KitGuru says: What do you think of Project Leonardo? What features are a must for the controller to succeed? Let us know down below.

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EA’s new patent details system to change controls automatically based on skill https://www.kitguru.net/gaming/mustafa-mahmoud/eas-new-patent-details-system-to-change-controls-automatically-based-on-skill/ https://www.kitguru.net/gaming/mustafa-mahmoud/eas-new-patent-details-system-to-change-controls-automatically-based-on-skill/#respond Tue, 01 Nov 2022 09:32:54 +0000 https://www.kitguru.net/?p=580656 Each year, hundreds if not thousands of video game related patents are submitted by publishers and console manufacturers alike. While most of them are unlikely to come to fruition in any major manner, these patents do give us insight into the minds of those making games. EA has now patented a technology which supposedly will …

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Each year, hundreds if not thousands of video game related patents are submitted by publishers and console manufacturers alike. While most of them are unlikely to come to fruition in any major manner, these patents do give us insight into the minds of those making games. EA has now patented a technology which supposedly will automatically adjust a player’s controller settings based on their skill.

As reported by Gamesual, this patent – titled ‘AUTOMATED CONTROLLER CONFIGURATION RECOMMENDATION SYSTEM’ – was filed all the way back in August 2020, but was only just published; with the patent’s abstract reading as follows:

“Various aspects of the subject technology relate to systems, methods, and machine-readable media for adjusting controller settings. The method includes receiving, through a controller associated with a user, controller input for software.”

What this patent seems to suggest is that EA titles could include an automated controller configuration recommendation system that adjusts controller settings based on the player’s current skill level.

The patent’s potential for gaming is three-fold: Adjusting the controller configuration settings of a player based on certain attributes; suggesting configuration settings used by the most skilled players who share similarities to the player themselves; and dynamically adjusting these settings in real time while a player is actively in-game.

This patent could offer a whole range of benefits, but one of the core focuses by EA seems to be improving accessibility in games, especially for players with disabilities that struggle with current accessibility features.

As with most patents, this technology is unlikely to find its way into games any time soon, but it is good nonetheless to see companies try to improve accessibility – even if they are then locking it behind an exclusive patent.

Discuss on our Facebook page HERE.

KitGuru says: What do you think of the patent? Would you use such a feature? Should patents for such technologies exist? Let us know down below.

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God of War Ragnarök will offer as many accessibility options as The Last of Us https://www.kitguru.net/gaming/mustafa-mahmoud/god-of-war-ragnarok-will-offer-as-many-accessibility-options-as-the-last-of-us/ https://www.kitguru.net/gaming/mustafa-mahmoud/god-of-war-ragnarok-will-offer-as-many-accessibility-options-as-the-last-of-us/#respond Mon, 24 Oct 2022 12:37:21 +0000 https://www.kitguru.net/?p=579688 One of the core focuses by studios in recent years has been the desire to make their games more and more accessible, with each year seeing games offer more options for players of all kinds. God of War Ragnarök is set to arrive early next month, and ahead of its launch, the studio has confirmed …

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One of the core focuses by studios in recent years has been the desire to make their games more and more accessible, with each year seeing games offer more options for players of all kinds. God of War Ragnarök is set to arrive early next month, and ahead of its launch, the studio has confirmed their commitment to offering as many accessibility options as possible.

Back in 2020 we reported that Naughty Dog’s The Last of Us Part II would offer over 60 accessibility options, ranging from the visual to the auditory and everything in between. Since then, more and more studios have followed in their footsteps, upping the ante when it comes to accessibility. Naughty Dog then set the standard once again with the recently-released The Last of Us Part 1, taking Part II as their baseline and going far beyond.

Now, it has been confirmed that God of War Ragnarök will be equally as accessible, with game director Eric Williams saying to GamesRadar “We go deep into accessibility this time around. We scratched the surface [with the first game] so it was like, be better. So it wasn't like ‘oh, we'll take a couple of times to get up to Naughty Dog's level'. No, we're just going to go match them one-for-one, right now, with this game. We're part of the first-party studio system – we have to lead the way.”

Williams then shared an anecdote from the first game, explaining why they had to do better this time round with regards to accessibility, saying “There's this story from God of War that broke my heart. It's the first time ever I kind of experienced it. This kid wrote us a letter – a handwritten letter. He loved the game. First page [of the letter] was just glowing, and then he gets to the part where he says he was stuck in the desert for like four hours. And I'm thinking in my head, like, what happened? But, he was deaf… and it's an audio puzzle. It crushed me, and I was like we cannot do this ever again.”

Discuss on our Facebook page HERE.

KitGuru says: Are you excited for God of War Ragnarök? Are you glad to see them adding more accessibility options? What other games do you think would benefit from increased accessibility? Let us know down below.

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Sony lists every single accessibility feature coming to The Last of Us Part I https://www.kitguru.net/gaming/mustafa-mahmoud/sony-lists-every-single-accessibility-feature-coming-to-the-last-of-us-part-i/ https://www.kitguru.net/gaming/mustafa-mahmoud/sony-lists-every-single-accessibility-feature-coming-to-the-last-of-us-part-i/#respond Fri, 26 Aug 2022 17:15:47 +0000 https://www.kitguru.net/?p=572163 The Last of Us Part I, the remake of the 2013 video game classic, is set to launch in just one week. The team at Naughty Dog have gone into in-depth details on the game’s extensive list of accessibility options. While we already knew that the game would include audio descriptions for its cutscenes, the …

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The Last of Us Part I, the remake of the 2013 video game classic, is set to launch in just one week. The team at Naughty Dog have gone into in-depth details on the game’s extensive list of accessibility options. While we already knew that the game would include audio descriptions for its cutscenes, the full list of features has now been revealed.

Taking to the PlayStation Blog, Gillen McAllister, the Senior Specialist for Content Communications at Sony Interactive Entertainment said “With The Last of Us Part I releasing next week, September 2, Naughty Dog is excited to share a comprehensive overview of the game’s accessibility features. The studio has taken the features established in The Last of Us Part II as a baseline, and then evolved these options even further.”

The full list of accessibility options is far too extensive to list here, however, some of the most interesting ones includes the ability for players to feel the game’s dialogue as haptic feedback through the dualsense, with game director Matthew Gallant saying: “Another [accessibility feature], which started as a prototype but ended up being really successful during playtesting is a feature that plays dialogue through the PS5 DualSense controller as haptic feedback. That way a deaf player can feel the way a line is delivered, can feel the emphasis, along with the subtitles to give some sense of how that line is delivered.”

The full list of options can be found HERE, and ranges from Presets to Alternate Controls to Magnification and Visual Aids; Motion Sickness assistance; Navigation and Traversal help; Text-to-Speech and Audio Cues; Combat Accessibility; Game Difficulty and so much more.

With the video games industry being as big and expansive as it is, it is encouraging to see studios such as Naughty Dog ensuring that as many people as possible can play their games.

KitGuru says: What do you think of the list of features? Are you excited for TLOU Part I? Are there any features you think are missing? Let us know down below.

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God of War: Ragnarök will have over 60 accessibility features https://www.kitguru.net/gaming/matthew-wilson/god-of-war-ragnarok-will-have-over-60-accessibility-features/ https://www.kitguru.net/gaming/matthew-wilson/god-of-war-ragnarok-will-have-over-60-accessibility-features/#respond Thu, 19 May 2022 14:16:59 +0000 https://www.kitguru.net/?p=560937 Over the last five years, accessibility has been a huge area of focus for both Microsoft and Sony. We've seen first party studios from both platform holders releasing new titles with extensive lists of accessibility features, and the PS5's upcoming exclusive, God of War: Ragnarök, will continue this trend.  In a blog post published this …

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Over the last five years, accessibility has been a huge area of focus for both Microsoft and Sony. We've seen first party studios from both platform holders releasing new titles with extensive lists of accessibility features, and the PS5's upcoming exclusive, God of War: Ragnarök, will continue this trend. 

In a blog post published this afternoon, Sony Santa Monica Studio Lead UX Designer, Mila Pavlin, unveiled God of War: Ragnarök's accessibility features, introducing 60 ways to adjust gameplay to suit your needs.

The list includes new subtitle and caption features, Auto Sprint, UI scaling improvements, controller remapping, a high contrast mode, assisted modes for traversal, navigation and climbing, additional audio cues to help with combat timing and more. Some features from the new PC version of God of War (2018) are also making their way over to Ragnarök on PS5.

The blog post does not address the growing concern around God of War: Ragnarök meeting its 2022 release date. We have not seen a new trailer, or any gameplay footage or screenshots this year, although we should be getting new updates over the summer.

Discuss on our Facebook page, HERE.

KitGuru Says: Do you think God of War: Ragnarök will release this year as planned? Or do you think the game will be pushed to 2023? 

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Elden Ring Director responds to game difficulty complaints https://www.kitguru.net/gaming/mustafa-mahmoud/elden-ring-director-responds-to-game-difficulty-complaints/ https://www.kitguru.net/gaming/mustafa-mahmoud/elden-ring-director-responds-to-game-difficulty-complaints/#respond Wed, 02 Mar 2022 17:00:27 +0000 https://www.kitguru.net/?p=552339 Like clockwork, the release of a brand new FromSoftware game has been met with complaints of the game’s difficulty. While the discussion surrounding this issue has persisted for years, Hidetaka Miyazai has now responded to these comments, claiming that developing difficult games is “not something we're willing to abandon at the moment. It's our identity.” …

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Like clockwork, the release of a brand new FromSoftware game has been met with complaints of the game’s difficulty. While the discussion surrounding this issue has persisted for years, Hidetaka Miyazai has now responded to these comments, claiming that developing difficult games is “not something we're willing to abandon at the moment. It's our identity.”

Elden Ring recently released to universal critical reception, becoming one of the highest rated games of all time. Of course, for those who are able to complete it, Elden Ring is seemingly an excellent game. Unfortunately many gamers are simply unable to do so due to the dexterity, patience and time required to beat Elden Ring. Discussing the game’s difficulty with ‘NewYorker’ Director Hidetaka Miyazaki said:

“I wouldn't say that my life story, to put it in grandiose terms, has affected the way I make games. A more accurate way to look at it is problem solving. We all face problems in our daily lives. Finding answers is always a satisfying thing. But in life, you know, there's not a lot that gives us those feelings readily.”

When asked how hard games should be, Miyazaki claimed that “It's an interesting question. We are always looking to improve, but, in our games specifically, hardship is what gives meaning to the experience. So it's not something we're willing to abandon at the moment. It's our identity.”

The discussion surrounding difficulty in games has been confused with the discussion surrounding accessibility in gaming. It is possible to have the latter while maintaining the former. While FromSoftware still has strides to make when it comes to accessibility, their decision to create a difficult game is certainly one worth respecting.

Discuss on our Facebook page HERE.

KitGuru says: Have you played Elden Ring? What do you think of it? Is the game too difficult? Let us know down below.

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Sifu to get post-launch accessibility improvements https://www.kitguru.net/desktop-pc/mustafa-mahmoud/sifu-to-get-post-launch-accessibility-improvements/ https://www.kitguru.net/desktop-pc/mustafa-mahmoud/sifu-to-get-post-launch-accessibility-improvements/#respond Mon, 14 Feb 2022 17:30:29 +0000 https://www.kitguru.net/?p=550290 For years the debate surrounding video game difficulty, creator’s intent and accessibility has been a hot topic. One thing that all can agree on however is the fact that accessibility options are never a bad thing. Developer Sloclap has now realised this, and as such will be adding new accessibility options to the recently released …

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For years the debate surrounding video game difficulty, creator’s intent and accessibility has been a hot topic. One thing that all can agree on however is the fact that accessibility options are never a bad thing. Developer Sloclap has now realised this, and as such will be adding new accessibility options to the recently released Sifu.

Sifu is a martial arts action game which offers a harsh but fair gameplay loop featuring combat mechanics not dissimilar to a 2D fighting game. Having only one difficulty option, Sifu’s potential was limited due to the number of fans unable to play and complete the game, either thanks to its difficulty, its controls, or a combination of it all. Fortunately, the game has now been announced to be getting an update.

Taking to Twitter, Steve Saylor the Blind Gamer – an advocate and spokesperson for accessibility in gaming – revealed that Sifu would soon be getting a number of accessibility improvements, saying: “Hey! So it's weird I get to help break news but yes #Sifu is getting #accessibility updates post-launch.”

No date was given for this patch, but when it does go live, it should bring with it improved captions; a high contrast mode on PS4 and PS5 (this was already available on PC but not console); and difficulty modes in the vein of Metroid Dread – meaning both an easier and harder mode.

Currently, these are all of the features announced to be added. While much needed, games such as The Last of Us Part II (and many first-party Sony games) offer dozens of accessibility options, and so hopefully the announced improvements are part of the first wave of updates for Sifu. If not, well, the current list of announced features will still be highly appreciated.

Discuss on our Facebook page HERE.

KitGuru says: What do you think of Sifu? What other accessibility options would you like to see added? Should accessibility options be a standard for video games? Let us know down below.

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Forza horizon 5 will offer full sign-language support https://www.kitguru.net/gaming/mustafa-mahmoud/forza-horizon-5-will-offer-full-sign-language-support/ https://www.kitguru.net/gaming/mustafa-mahmoud/forza-horizon-5-will-offer-full-sign-language-support/#respond Mon, 08 Nov 2021 16:00:18 +0000 https://www.kitguru.net/?p=538996 As the video games industry matures, developers have been focusing on making games as accessible as possible. Forza Horizon 5 looks to be taking it to the next level as the upcoming racing game will offer full sign-language support in an update after launch. In a video detailing the accessibility features available with Forza Horizon …

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As the video games industry matures, developers have been focusing on making games as accessible as possible. Forza Horizon 5 looks to be taking it to the next level as the upcoming racing game will offer full sign-language support in an update after launch.

In a video detailing the accessibility features available with Forza Horizon 5, the team at Playground Games revealed that “the team is excited to share we are also working on American Sign Language (ASL) and British Sign Language (BSL) support for cinematics in Forza Horizon 5. Coming soon, this feature will include a picture-in picture display near the bottom of the screen of an ASL/BSL interpreter during the cinematics in the game.”

The video shows off what this will look like, with an ASL/BSL interpreter green screened onto the bottom right corner of the screen. For the uninitiated, people who are deaf or hard of hearing usually cannot gain the same amount of context through mere closed captions. It is for that reason that sign-language interpreters are so appreciated.

Films and TV shows have offered sign-language options for decades. As the video games industry matures however, it is encouraging to see more and more accessibility options being added to games, making the industry and its art available to more and more people every day.

KitGuru says: What do you think of the accessibility features? Do you appreciate it? What features are still missing? Let us know down below.

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Xbox gets 4K dashboard, night mode and more https://www.kitguru.net/gaming/mustafa-mahmoud/xbox-gets-4k-dashboard-night-mode-and-more/ https://www.kitguru.net/gaming/mustafa-mahmoud/xbox-gets-4k-dashboard-night-mode-and-more/#respond Fri, 22 Oct 2021 12:30:03 +0000 https://www.kitguru.net/?p=536793 On a monthly basis, Microsoft updates the Xbox Series X|S software with new features, improvements and optimisations. Following an early inclusion as part of the Microsoft Xbox Insider Program, Series X console owners were able to quadruple the resolution of the dashboard from 1080p to 4K. Now, this update is live to all users. Making …

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On a monthly basis, Microsoft updates the Xbox Series X|S software with new features, improvements and optimisations. Following an early inclusion as part of the Microsoft Xbox Insider Program, Series X console owners were able to quadruple the resolution of the dashboard from 1080p to 4K. Now, this update is live to all users.

Making the announcement on the Xbox Blog, Jonathan Hildebrandt, the Principal Program Manager for Xbox Experiences revealed that “Team Xbox is excited to continue bringing new ways to make Xbox better, with you at the center, as we refine the experience and deliver brand new features based on your feedback. This month’s update includes the natively rendered 4K dashboard on Xbox Series X consoles, Xbox night mode, Quick Settings and more.”

Previously locked to 1080p – even on the Series X – the Xbox dashboard now renders at 4K, making for much sharper text; icons; and video game art. Game consoles are all about the user experience and so boosting the resolution to 4K certainly helps in this respect.

The second major feature is Night Mode. As with most other night modes, users can dim the amount of light on the screen across the board, or alternatively just the blue light filter. You can even alter the brightness of your Xbox button on the controller and the power light on the system itself – removing all distractions when playing games or watching films.

The final major feature is the addition of Quick Settings which makes it “even easier for you to quickly access and customize your accessibility settings by adding the Quick Settings menu to the Xbox Guide. This allows you to quickly toggle accessibility features without leaving your game or app.”

While some of these features should have been available from launch, it is good to see more accessibility options being added – and simply more options across the board. With so many new features arriving so consistently, it will be interesting to see how the UX evolves over the course of the generation.

KitGuru says: What do you think of the update? Do you have a 4K display? What features are still missing? Let us know down below.

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EA is opening patents to give developers free access to gaming accessibility tech https://www.kitguru.net/gaming/matthew-wilson/ea-is-opening-patents-to-give-developers-free-access-to-gaming-accessibility-tech/ https://www.kitguru.net/gaming/matthew-wilson/ea-is-opening-patents-to-give-developers-free-access-to-gaming-accessibility-tech/#respond Tue, 24 Aug 2021 16:23:07 +0000 https://www.kitguru.net/?p=528715 There has been a lot of discussion around accessibility features in video games over the last few years, with industry giants chipping in to help make video games easier for everyone to play. EA is joining those ranks today, announcing plans to open some of its patents, making them free for other game developers to …

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There has been a lot of discussion around accessibility features in video games over the last few years, with industry giants chipping in to help make video games easier for everyone to play. EA is joining those ranks today, announcing plans to open some of its patents, making them free for other game developers to use in their own titles. 

EA's pledge covers give patents, including the highly-praised ‘Ping' system from Apex Legends, as well as patents that cover tech that helps those with limited vision or hearing. Much of the technology being opened up is already used in some of EA's biggest games, like Madden NFL and FIFA.

One of the patents covers a system to automatically detect and modify colours, brightness and contrast in games to improve visibility. There is also a patent that covers personalised sound technology, aimed at improving the experience for players with hearing issues.

EA's pledged patents are freely available now for others to use, meaning there will be no legal issues. The code will also be made available on Microsoft-owned open-source platform, GitHub, so developers can implement these features as they are, or tinker around and build upon them.

KitGuru Says: This is a great move from EA and will hopefully spur other publishers around the industry to do the same for accessibility features. When it comes down to it, these technologies are created to enable more people to play and spur industry growth, something that all major publishers should get behind. 

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Xbox party chat adds TTS and STT https://www.kitguru.net/gaming/mustafa-mahmoud/xbox-party-chat-adds-tts-and-stt/ https://www.kitguru.net/gaming/mustafa-mahmoud/xbox-party-chat-adds-tts-and-stt/#respond Wed, 16 Jun 2021 15:10:44 +0000 https://www.kitguru.net/?p=520249 In recent years, the industry has been pushing towards offering a greater level of accessibility. Within this, Microsoft has been great in adopting new features. Now, the console manufacturer has added both text-to-speech and speech-to-text across its party chat app, making communication much easier. Making the announcement on its blog, the Xbox’s June update has …

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In recent years, the industry has been pushing towards offering a greater level of accessibility. Within this, Microsoft has been great in adopting new features. Now, the console manufacturer has added both text-to-speech and speech-to-text across its party chat app, making communication much easier.

Making the announcement on its blog, the Xbox’s June update has been detailed, with Microsoft saying “At Team Xbox, we believe gaming should be inclusive, approachable, and accessible to everyone. That includes making it easy for gamers to play and communicate together. Party chat, used by gamers around the world to talk to their friends while playing, now supports converting speech into text and text into speech. Each of these features can be used to help gamers who are deaf or hard of hearing and/or cannot or choose not to speak.”

With that, the team has added both text-to-speech, which lets players “type into party text chat and have that read by a synthetic voice to the rest of the people in the party (with a choice of several voices per language),” and speech-to-text, which allows players to “have all words spoken by the people in a party converted into text that’s displayed in an adjustable overlay on top of gameplay.”

Both of these features are incredibly useful to those who are hard of hearing or with vision problems – and while it is unlikely to be perfect in its translation – these new functionalities are very welcome. PlayStation similarly offers these features already, and so it's good to see more console manufacturers focusing on such beneficial accessibility features. The full June update can be found HERE.

KitGuru says: What do you think of the update? Will you use either TTS or STT? What other accessibility features do you want to see added? Let us know down below.

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Super Mario 3D All-Stars update will add accessibility options https://www.kitguru.net/gaming/mustafa-mahmoud/super-mario-3d-all-stars-update-will-add-accessibility-options/ https://www.kitguru.net/gaming/mustafa-mahmoud/super-mario-3d-all-stars-update-will-add-accessibility-options/#respond Wed, 28 Oct 2020 14:45:36 +0000 https://www.kitguru.net/?p=491706 In the past, Nintendo has been criticised for its lack of accessibility in its games. While the console manufacturer still trails behind many other developers in that respect, they do appear to be moving in a positive trajectory. In an upcoming update to Super Mario 3D All-Stars, players will be able to invert the in-game …

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In the past, Nintendo has been criticised for its lack of accessibility in its games. While the console manufacturer still trails behind many other developers in that respect, they do appear to be moving in a positive trajectory. In an upcoming update to Super Mario 3D All-Stars, players will be able to invert the in-game camera, allowing more people to enjoy a smoother gaming experience.

The debate of inverted vs standard camera for 3D games has waged on since the release of the first 3D titles – and even earlier in some cases. For whatever reason, some people prefer to play with an inverted camera, while others do not.

Historically, Nintendo games have lagged behind the curve when it comes to offering in-game options, one of which is the ability to invert a game’s camera. Though the collection did not launch with the option, Nintendo will soon release an update for Super Mario 3D All-Stars which will allow players to invert the cameras in all three of the games.

Update 1.1, which is set to go live on the 16th of November, will allow an entirely new audience of people to play and enjoy these classic titles. What’s more, players will be able to select different camera settings for both the 3rd person and ‘Mario camera’ options, allowing players to fully customise the experience.

Many of these titles originally launched during a time when developers were first beginning to figure out 3D camera controls. It is therefore a welcome surprise to see Nintendo offer more modern camera options to the remaster, increasing accessibility, and making the experience that much better for approximately 50% of the audience.

KitGuru says: Are you glad to see the feature being added? Do you play games with standard or inverted controls? What other accessibility options would you like to see added? Let us know down below.

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The Last of Us Part II offers over 60 accessibility options https://www.kitguru.net/gaming/mustafa-mahmoud/the-last-of-us-part-ii-offers-over-60-accessibility-options/ https://www.kitguru.net/gaming/mustafa-mahmoud/the-last-of-us-part-ii-offers-over-60-accessibility-options/#respond Wed, 03 Jun 2020 08:46:01 +0000 https://www.kitguru.net/?p=470335 As video games are a medium which requires active participation from the consumer, accessibility is an important consideration that needs to be made when accounting for all of a game’s audience. It would appear as though Naughty Dog has decided to go above and beyond when it comes to accessibility in its upcoming title, as …

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As video games are a medium which requires active participation from the consumer, accessibility is an important consideration that needs to be made when accounting for all of a game’s audience. It would appear as though Naughty Dog has decided to go above and beyond when it comes to accessibility in its upcoming title, as The Last of Us Part II reportedly offers over 60 different accessibility options.

Many games offer some level of accessibility, be it the availability of subtitles, colour blind modes, or alternative control schemes. According to The Verge however, the number of available options for The Last of Us Part II “is almost overwhelming, with so many toggles and siders to choose from.”

Some of the options include a text-to-speech feature, which reads out loud all of the various written elements, including menus and notes. A high contrast mode helps make enemies easier to spot, while greying out elements in the world which aren’t necessarily intractable, allowing players to focus on what they need to. Players with visual impairments can also use the touchpad to zoom into the world, allowing them to see distant elements more clearly.

(Image Source: The Verge)

While giving “granular control over their experience,” Naughty Dog is also offering a number of standardised presets, meaning that even the accessibility menu itself is accessible.

Accessibility options are a purely positive addition to games, allowing more players to experience and enjoy these stories, and so seeing Naughty Dog’s commitment to offering as many options as possible is a welcome move.

Discuss on our Facebook page HERE.

KitGuru says: Are you glad to see Naughty Dog focusing on accessibility? What other games offer great accessibility options? Which games could use more accessibility options? Let us know down below.

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God of War director weighs in on Sekiro’s accessibility debate https://www.kitguru.net/tech-news/featured-tech-news/damien-cox/god-of-war-director-weighs-in-on-sekiros-accessibility-debate/ https://www.kitguru.net/tech-news/featured-tech-news/damien-cox/god-of-war-director-weighs-in-on-sekiros-accessibility-debate/#respond Tue, 09 Apr 2019 16:11:59 +0000 https://www.kitguru.net/?p=409900 The release of From Software’s Sekiro: Shadows Die Twice has sparked two heated debates within the gaming community concerning ‘accessibility’ and the possibility of an easier mode. Unfortunately, the two have continuously crossed over, diluting the terminology and causing confusion. Known for Bloodborne and the Souls series, From Software has gained a reputation for notoriously …

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The release of From Software’s Sekiro: Shadows Die Twice has sparked two heated debates within the gaming community concerning ‘accessibility’ and the possibility of an easier mode. Unfortunately, the two have continuously crossed over, diluting the terminology and causing confusion.

Known for Bloodborne and the Souls series, From Software has gained a reputation for notoriously difficult games that require players to learn the behavioural patterns of enemies in order to defeat them. The majority of the time, this means a whole lot of deaths and restarts, but players have widely agreed that Sekiro: Shadows Die Twice is the studio’s hardest game yet.

Due to its sheer difficulty, many have argued that the developer should consider implementing an easier difficulty to make the game more accessible to casual players and those that wish to embrace Sekiro’s more straight-forward narrative presentation compared to the ‘Soulsborne’ series. Despite this, God of War director Cory Barlog argues that accessibility is entirely different to the difficulty of a game and that an easy mode could weaken From Software’s original vision.

“Accessibility has never and will never be a compromise to my vision. To me, accessibility does not exist in contradistinction to anyone's creative vision, but rather it is an essential aspect of any experience you wish to be enjoyed by the greatest number of humans as possible,” Barlog explains on Twitter. “Something can be both difficult and have a good suite of accessibility features.”

While there is some validity to wanting a more flexible experience within Sekiro, many experts consider that the term ‘accessibility’ has been taken out of context during the debate. COO of AbleGamers, Steve Spohn, has tried to provide clarity on the matter:

“The only time the word ‘easy' keeps being mentioned is by people who don't understand what accessibility is,” explains Spohn on Twitter. “Easy is subjective. What is easy for me, might not be easy for someone else. But with difficulty options, we can both enjoy an experience together. People, influential people, journalists, and media outlets are making this confusing by continuing to use the language ‘easy mode' — accessibility means options, not easy gameplay.”

For example, publisher Activision and developer Toys For Bob were lambasted for their omission of full subtitles in Spyro Reignited Trilogy last year, impeding the gaming experience for the hearing impaired. Many more games fail to include a colour blind mode for those with compromised vision. Many developers have rallied behind Barlog and Spohn’s statements that From Software should “do the right thing” by adding more accessibility options into Sekiro.

KitGuru Says: These comments are not to dissuade players from voicing that they would prefer an easier mode, but they do provide food for thought regarding the terminology used when advocating for difficulty options. There are people out there that truly cannot control the character on screen, see the entire menu or absorb the story in the same way as the wider population. Proper accessibility options are important for those people and should not necessarily be confused with different difficulty modes. 

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Fans roast Activision for the bizarre lack of subtitles in Spyro Reignited Trilogy https://www.kitguru.net/gaming/damien-cox/fans-roast-activision-for-the-bizarre-lack-of-subtitles-in-spyro-reignited-trilogy/ https://www.kitguru.net/gaming/damien-cox/fans-roast-activision-for-the-bizarre-lack-of-subtitles-in-spyro-reignited-trilogy/#respond Tue, 20 Nov 2018 10:31:08 +0000 https://www.kitguru.net/?p=395637 Spyro Reignited Trilogy is lighting the gaming world up, gliding to the top of the UK charts ahead of Red Dead Redemption 2 and Fallout 76. For all the remake has gotten right, it seems that its distinct lack of subtitles is a fundamental accessibility feature some are finding difficult to forgive. Subtitles are present …

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Spyro Reignited Trilogy is lighting the gaming world up, gliding to the top of the UK charts ahead of Red Dead Redemption 2 and Fallout 76. For all the remake has gotten right, it seems that its distinct lack of subtitles is a fundamental accessibility feature some are finding difficult to forgive.

Subtitles are present in Spyro Reignited Trilogy, although they are strangely relegated to gameplay-only. Cutscenes throughout the included three titles are completely bare of the accessibility option, leaving those hard of hearing unable to enjoy the same nostalgia as the rest of us. Sadly, this is a recurring practice for Activision, which also forwent subtitles in the cutscenes of last year’s Crash Bandicoot N. Sane Trilogy.

“When Toys For Bob set out to make an awesome game collection, there were certain decisions that needed to be made throughout the process. The team remained committed to keep the integrity and legacy of Spyro that fans remembered intact,” Activision explained in a statement to GamePitt.

“The game was built from the ground up using a new engine for the team (Unreal 4), and was localized in languages that had not previously been attempted by the studio. While there’s no industry standard for subtitles, the studio and Activision care about the fans’ experience especially with respect to accessibility for people with different abilities, and will evaluate going forward.”

Activision is referring to there being no legal or certified requirement to include subtitles by governing bodies, however many have criticised the publisher for not creating a standard of its own. As Accessibility Specialist Ian Hamilton states, Ubisoft received the same uproar from fans over Assassin’s Creed in 2007, prompting the firm to establish its own industry standard requiring subtitles for all future titles.

KitGuru Says: Hopefully Activision’s claims to “evaluate going forward” means that players will see subtitles retroactively implemented via a patch, or at the very least a new self-imposed standard come into place. As little of a story as Spyro might have, all players should have the means to experience it on equal footing if possible. How do you feel about Activision’s response to its lack of subtitles?

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Microsoft officially unveils the Xbox Adaptive Controller for accessibility users https://www.kitguru.net/tech-news/featured-tech-news/damien-cox/microsoft-officially-unveils-the-xbox-adaptive-controller-for-accessibility-users/ https://www.kitguru.net/tech-news/featured-tech-news/damien-cox/microsoft-officially-unveils-the-xbox-adaptive-controller-for-accessibility-users/#respond Thu, 17 May 2018 08:58:09 +0000 https://www.kitguru.net/?p=373548 Earlier this week, a brand new Xbox controller design hit the headlines with many suspecting it to be built around accessibility for the differently abled. Microsoft has now officially unveiled the gamepad, titled the Xbox Adaptive Controller, featuring modular inputs to ensure everyone can get the same immersive gaming experience no matter their disability. Microsoft’s …

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Earlier this week, a brand new Xbox controller design hit the headlines with many suspecting it to be built around accessibility for the differently abled. Microsoft has now officially unveiled the gamepad, titled the Xbox Adaptive Controller, featuring modular inputs to ensure everyone can get the same immersive gaming experience no matter their disability.

Microsoft’s new device has been “years in the making” according to Xbox head Phil Spencer, designed in collaboration with various gaming charities such as the incredibly experienced UK-based charity SpecialEffect, The AbleGamers Charity, The Cerebral Palsy Foundation, Craig Hospital and Warfighter Engaged.

“Our goal was to make the device as adaptable as possible, so gamers can create a setup that works for them in a way that is plug-and-play, extensible, and affordable,” Spencer wrote. “In addition to working with common adaptive switches that gamers with limited mobility may already own, it has two large buttons built in. These buttons can also be reprogrammed to act as any of the standard controller's button inputs via the Xbox Accessories app.”

The Xbox Adaptive Controller has over 20 inputs on its top side, enabling the controller to work with other modular components built to make gaming easier for those that need the extra help. For example, Microsoft’s introductory video showcases enhanced an D-Pad, a foot pedal and various other additions to allow gamers to game with “one hand and one foot, or one hand and their shoulder, or event one foot and their chin.”

“This has been a milestone collaboration for us,” added SpecialEffect founder Dr Mick Donegan. “Our experience in helping people with complex physical disabilities to access video games has enabled us to provide not only very relevant advice about features and design, but also direct feedback from a user-centred perspective. Microsoft have a product here that has the potential to help many people globally to enjoy the magic of video games.”

Microsoft’s Xbox Adaptive Controller will only available exclusively through the Microsoft Store for $99.99, with more information set to arrive at this year’s E3.

KitGuru Says: What SpecialEffect and accompanying charities do is amazing, but they often work in an unofficial capacity to make the interactive experience accessible for all. It’s admirable that Microsoft would bring this to the forefront in an official capacity while taking on board the feedback of the experts and the accessibility community.  

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Microsoft is reportedly working on a new Xbox controller built for accessibility https://www.kitguru.net/gaming/damien-cox/microsoft-is-reportedly-working-on-a-new-xbox-controller-built-for-accessibility/ https://www.kitguru.net/gaming/damien-cox/microsoft-is-reportedly-working-on-a-new-xbox-controller-built-for-accessibility/#respond Tue, 15 May 2018 11:57:59 +0000 https://www.kitguru.net/?p=373382 It looks as though Microsoft has a new Xbox controller in the works with a radical new design. Supposedly built around accessibility, the leaked controller features oversized buttons and will debut in the run up to E3 2018. The distinctly flat promotional image was leaked by Twitter user h0x0d, emblazoned with the Xbox logo on …

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It looks as though Microsoft has a new Xbox controller in the works with a radical new design. Supposedly built around accessibility, the leaked controller features oversized buttons and will debut in the run up to E3 2018.

The distinctly flat promotional image was leaked by Twitter user h0x0d, emblazoned with the Xbox logo on its underside and its traditional home button. The bulky “A” and “B” buttons paired with the large directional pad seem to be geared towards those that favour touch over sight, helping users with accessibility needs to navigate the pad.

To the left is a three-light LED indicator, first seen on the leaked Xbox Elite V2 controller, which hints at multiple profiles for what is speculated to be programmable buttons. The controller, internally known as Project Z, also includes a USB input on its side, along with what looks to be a headphone jack.

Although Microsoft has yet to reveal the controller’s full functionality, one of its more interesting rumoured features relates to its plethora of symbols at the top, which suggest that the device will support multiple devices.

While the device is likely to debut during Microsoft’s E3 keynote on June 10th, there’s a possibility that we could see more on the controller in the lead up to the company’s presentation.

KitGuru Says: Accessibility isn’t a new market for Microsoft, but it’s nice to see the company taking an interest in enabling its users to navigate its selection of applications and games. No doubt that this will be beneficial for PC users somewhere down the line too. What do you think of Microsoft’s latest controller concept?

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