They have a system where accessibility options can be tagged. Also, Microsoft helps us out with their Xbox store. “We can go through and figure out what are those things and tackle them one by one. “They tell us where people struggle in some areas, and whether it’s a player issue and their understanding of the game, or if it’s an issue that could be related to accessibility,” Johanas says. Through their own extensive knowledge and resources, as well as disabled play testers, Hi-Fi Rush launched in a playable state and continues to evolve in patches. Thankfully, Tango Gameworks received additional support from ZeniMax Media’s accessibility team. These settings and design practices were not easy to implement. Johanas and his team wanted to create a balance between offering assistance while still providing an entertaining challenge for disabled players. “We looked at how things were interpreted, like how many types of subtitles were used, for example, to get the character interactions as visual as possible, as well as working into that every aspect of the visual, like UI, to make it so there’s lots of different ways that people can interpret the rhythm, even if they can’t hear it.” “So we said, what can we do in the visual aspect to assist players who have issues with identifying rhythm or are hard of hearing in general,” Johanas says. Instead, his team needed to ensure that the game would still be accessible for deaf and hard-of-hearing individuals without extensive features. Johanas notes that he and developers looked to studios like Naughty Dog and Insomniac Games for inspiration, but including an overwhelming number of options wasn’t feasible for this specific title. But options alone are not enough for many disabled players. Hi-Fi Rush currently offers a variety of accessibility settings such as subtitles, control customization, a color-blind mode, and even options to visualize rhythms. The other was about just making the experience itself accessible.” One was accessibility settings in a menu, things you can control and turn on if you want to play a specific way. “As we progressed-and this is pre-Microsoft, at least for Hi-Fi Rush-we had two accessibility things that we approached the title with. “The trend was kick-started in the US, where we see the effort put into accessibility and showing that it’s not about destroying your gameplay experience, but just allowing people to enjoy the experience that you’re trying to create,” Johanas says.
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