E3 Impressions: The Unfinished Swan

Imagine this:

You’re a young boy tossed into a world that’s devoid of color. You’ve found yourself chasing after this white swan in this white devoid environment. You find yourself having to navigate your way and feel your way around by creating silhouettes via splashing black paint on the blank canvas environments. You’re thrown into a kingdom you don’t know anything about, with puzzles and a journey ahead of you that you can’t possibly predict.

If just on this premise alone you’ve become intrigued by this concept, then you’re probably going to be a huge fan of Giant Sparrow’s IP:

The Unfinished Swan.

I would love to finish this storybook!

Developed originally by Creative Director, Ian Dallas, the game started off as merely a grad student experiment. Four years later Giant Sparrow has come together via Sony Santa Monica to produce this marvelous, ethereal looking journey for gamers. I can’t even express how excited I am for this game, but what you should know is that it is a PSN Exclusive at this time. The game will also be compatible for Playstation Move and basic Dual-shock controller functionality. Now why is this game so amazing to me? Well I’ve thought about it for a while and I think I’ve come up with a solution.

The Unfinished Swan is a tale all it’s own, and it gives gamers a brand new experience I’ve never witnessed in games. I’ve seen other games before that have experimented with paint physics [ Epic Mickey comes to mind ] but never have I seen such a lush and innovative take on the genre. The first person perspective gives players a sensation that I don’t think any game in recent years has given to players. There’s a sense of adventure, mystery, and intrigue for players as they blindly have to feel and craft their way around the vast blank canvas. I truly believe that this game will not only captivate people with it’s simple narrative, but also the gameplay seems extremely accessible.

Sure a game where you play as a boy splashing paint around trying to apprehend a swan doesn’t sound like much at first glance, but when you factor in the puzzle mechanics and story driven gameplay you truly see something far greater. Dallas and his team have managed to take a monochromatic color scheme and make it into something fantastic. I loved watching as the paint splatters coated each new object, and how it felt to discover if an object moved, or if a door would open. The Unfinished Swan has so much potential for greatness, that it’s definitely one I’m going to put on my Must Play for 2012.

This is gorgeous. Simple, but one of the most gorgeous ascetics I’ve seen!

Here’s what I’m seeing so far:

  • The Unfinished Swan seems to have very little dialog, and when it does there’s text associated with it.
  • The monochromatic/soft color scheme seems perfectly suited to fit any gamer.
  • Colored markers have been placed throughout to provide gamers with long term goals.
  • Control mechanics seem simplistic and easy to use [ would love to try this first hand. ]
  • There seem to be multiple chapters within the game, some with color and some devoid.
  • Dallas mentioned something about enemies within the game. I would love to see some form of combat or puzzle solving involving enemies.
  • There also seems to be environmental puzzles which seem to make a player feel like a part of the creation of the world as they navigate through it. I think this is a fantastic idea.
  • Audio cues seem to pop up when a player completely coats a silhouette. Could this actually allow blind players to play the game? A thought perhaps.

Overall The Unfinished Swan seems to be a vast transition and stray from the norm of the market right now. It’s for this reason alone that it’s grasped me so veraciously. Giant Sparrow seems to be onto something that may very well change the way I look at Move technology entirely. I can’t wait to get my hands on the full experience some time soon, and you can bet when I do I’ll let you all know how my quest for The Unfinished Swan goes!

Till then, I’ll just have to keep exploring visible kingdoms I suppose…

E3 Impressions: ZombiU

Well, if you haven’t noticed I’ve kind of taken a break from the blog. It’s summer, and thus, life happens. Life also ends, and sometimes horribly – like in the case of zombie attacks. There was one game this year at E3 that, while I’m not so sold on it yet, definitely intrigued me with the new hardware and interactivity. Ubisoft and Nintendo have teamed up to bring a zombie survival game that tests the boundaries of interactivity and brings a whole new perspective to the experience. The game will infect you and keep you on your toes as you try your best to survive in the upcoming: ZombiU.

The London Olympics – just prep for this?!

I’ve looked over countless interviews, stories, and information trying to compile something wonderful for you all. Consider it your survival inventory as you get ready to tackle the newest adventure from Ubisoft. I’ve looked over previews and interviews and here’s what I’ve learned so far about ZombiU, and what I think about it’s accessibility so far:

  • ZombiU seems to be a survival-horror game set in London in late 2012. I have to admit that I like the new environment vibe for this game.
  • ZombiU seems to require the use of both hands to do many of the actions required for the game. A difficulty for motion-impaired gamers.
  • ZombiU seems to have everything you’ll need to use incorporated within the Wii U controller: inventory, body scanners, etc.
  • The one touch controls of these functions definitely gives the game a plus in this regard. It seems easy, and provides accessible movements.
  • The touch screen seems like it may cause some struggles with colorblind gamers. The scanner is very bright with monotone blue tones.
  • There are moments within the game that the scanner gets disrupted. This will be extremely frustrating for deaf gamers due to loss of radar.
  • Gamers with heart conditions or other medical conditions that may be triggered by unexpected moments of fear may want to avoid this game.
  • The game is very dark and unpredicatable, which may make the game difficult for visually impaired gamers.

The game starts you off playing as a random citizen thrust headlong into surviving in this apocalyptic London environment. You’ll have to keep on your toes, keep your inventory up to date, and prepare for anything! The most innovative function I find that ZombiU carries is that Ubisoft incorporated a twist to gameplay I haven’t seen in past zombie games. If you die within the game there are NO save points. This means that the game is meant to be played through seamlessly, as though you are truly a survivor of the apocalypse. If you die, don’t worry though, you’ll be brought back as a brand new survivor. You WILL lose any inventory or upgrades you earned as your first survivor, but hold on – there’s a catch.
Don’t think that all is lost – [ even if that zombie is eating your brains like a bowl of oatmeal… ]

God Save The Queen – and EVERYONE ELSE!

You may come back as a new survivor, but if you FIND your old survivor body and kill the now-zombified former you, you’ll acquire ALL of the inventory, upgrades, etc. that the former survivor had. The bonus here is that things like doors, or impassable areas you may not have been able to access as a new survivor will already be opened and accessible. This means that each new playthrough will be different and more dynamic than the next. Ubisoft designed the game with surprise of the survival horror genre in mind. These aspects of the game may make the game more difficult for some gamers, but I’m actually excited for this title because of the unexpected design of it.
I want to feel frightened as I play through the London expanse. I want to feel like, no matter what, the gameplay won’t provide a linear similar experience each time. I want to feel that sense of tension around every corner, even if I’ve been around that corner before. I feel like, while the Wii U controller may be cumbersome and challenging, it’s going to aid in providing a brand new sort of survival experience that no one’s ever had before. I may have my concerns in terms of accessibility, but overall this game looks as though it’ll be one of the more adult successes for the Nintendo franchise. I can’t wait to get my hands on this for real and test out my survival skills – but this is shaping up to be a scary good time!
ZombiU is set to release right around the holiday release time of Wii U. So here’s to all of the disembodied fun and hoping we survive our royal induction into the infected world of ZombiU coming late 2012! Thanks Nintendo for giving me a reason to fear your console with an M rated passion!

Tech Talk: Customizable Game Controls

I know I talk about this a lot, but I love when I find that companies are focusing their efforts in developing customizable controls/controllers. Giving folks the option to customize their hand layouts/button inputs and other aspects are what so many console players have been asking for and what so many PC gamers have been accustomed to for quite some time.

I’ve discussed a couple of customizable controllers in the past: Adroit Switchblade, custom controllers via Evil Controllers, etc.; well now I’ve found another wonderful company searching to make customizable controllers. I have a slight sadness that, for some reason, customizing controllers are mostly for 360 at the moment, but there are some for PS3. This week I’m presenting to you guys a new company to come out and bring forth a new game controller for customizing controls: The HJC Design FPS Game Controller!

The HJC FPS controller is a fully customizable controller that’s available for XBox and PC and, while it may not be the best for all players [ I personally still feel the Switchblade is about the most accessible custom game controller I’ve found ] it’s still fantastic to see more companies caring about the accessibility of games. This game was designed for FPS comfort and simplicity, but does that mean it can’t make other games simple for players?

I’m not sure, because I haven’t had hands-on experience with it – but it’s got a large amount  of customization options available, a ergonomic design, and it just looks amazing [ so jealous – please bring out a PS3 version! ] You can find out more about this lovely controller at their website:

HJC Design – XBox/PC FPS Controller

– and for those of you who haven’t seen the Adroit Switchblade that I keep harping on I recommend you take a look at this video:

Currently I don’t have a lot of price points for some of these prototype control schemes, but if they ever drop via a retail market I’ll keep my ears and eyes open for when they’re here and available. Enjoy folks and happy gaming! I’m so pleased to see more and more people/companies working towards providing further accessibility to video games. Everyone who’s been following me and everyone who’s been sharing my opinions/reviews –  thank you.

Thank you so much. It means the world to me to spread the love and admiration I have for accessible and meaningful gameplay and games as an industry!

Game of the Week: Awesomenauts

How to premise this next game in as few words as possible, while still delivering what it’s all about?

Well how about this – take the over-the-top quirkiness of classic late-80’s and 90’s cartoons, toss in some violence, some online gameplay and throw it all together into one of the most odd, unique, and action-packed tower defense games I’ve ever laid eyes on – and you’d roll yourself a spacecraft full of Awesomenauts designed by Ronimo Games. [ – even the name sounds like it was pulled from an ’80’s cartoon! ]

The game is played online with others [so it’s unfortunate for those lacking constant internet access] and you get [ currently 6 ] characters to choose from as your character. Essentially the premise is that with every level you have an array of turrets assigned to your team [ usually 3 + ] They are color coded Red or Blue accordingly. Your goal, if you choose to accept it: Destroy all of your opposing teams turrets and power base before they destroy yours – while simultaneously defending your own base from opposing online players, grabbing upgrades for yourself, etc. Sound ‘Awesome’ enough yet to give this game a look?

I pity the fool who messes with the Awesomenauts!

The game is a 2D side-scroller and it’s so action packed and fast-paced that I swear it becomes addictive after the first few matches. Mix all of this with interesting and quirky characters, a dynamite soundtrack, and memorable one-liner quips as you thwart off enemies and you’re in for a blast with Awesomenauts. Picture the A Team – but in space.

Well, now that I’ve gushed over the gameplay enough let’s talk about the accessibility of the game hmm?

Pros:

  • All cutscenes between matches have subtitled dialogue, perfect for deaf players.
  • Controls require a lot of buttons, but they are simple to navigate – so that’s a plus.
  • Fast-paced action and gameplay makes for an intriguing memorable experience.
  • Mini-map in corner to visually show off where turrets are being attacked.
  • Simple, well defined upgrade system for characters during gameplay.
  • Large print text during gameplay perfect for vision-impaired gamers.
  • Game is available in multiple languages:
    •  English, German, French, Spanish, Italian, and Dutch 
  • 3 player local co-op vs. online opponents makes game much more fun.

We’re like the Three Musketeers, or the Three Amigos – of AWESOME!

Cons:

  • Game requires use of two-hands. One-handed gameplay possible, but much harder.
  • Game requires precision and quick reflexes. The fast-paced gameplay lends to speed.
  • Color scheme may be very harsh for colorblind gamers at some points in the game.
  • No customizable settings on control scheme. It’s a set scheme, no option for change.
  • Game requires an internet connection to play – you can play offline practice via bots – but the fun is truly in online opponents.
  • Flashy animations may be harsh on epileptic patients.

Live to WIN! Take it ALL! Keep on FIGHTING TILL YOU FALL!

Overall the game was an addictive experience from the first turret kill. I’ve only had the privilege of playing as Leon or Lonestar, but the other characters seem to be really unique and interesting as well, and it seems as though Ronimo Games is going to be making more available soon… more Awesome? Yes please!

So thank you Ronimo Games – you’ve provided me with yet another tower-defense game that will probably consume a vast majority of my time again! Awesome game deserves some awesome praise! Congrats guys on a great game and I hope to see more from this studio. Please consider a possible patch to add customizable control schemes to the board – overall that’s the one thing that I felt hindered this game the most for me.

So go forth my minions! – be Awesome, and you too can save the galaxy from your friends in Awesomenauts which is available for XBox 360 and PS3 via the XBLA or PSN for 800 Microsoft points – which I believe equates to like $8 via PSN.

Now GO! FIGHT! WIN!

Game of the Week: Utopian Mining

Have you ever wanted to make a difference in the world? – Have you ever felt different from this world all together? Well, you’re not alone, in fact there’s a tiny little robot out there who  feels the same as you do. He/She [ The wonderful thing about these robot is they’re gender neutral ] has been sent to some nearly abandoned old town, and with your help these flesh-bags have asked you to use your uncanny drilling abilities to help them repave their homeland from drab to populous. So, go forth my friends, mine your way into the hearts of many and reclaim the respect and devotion of the human world in Utopian Mining by a young designer code-named Schulles!

Burrowing my way into your heart, and paving a city of peace – that’s love.

I’ve been playing Utopian Mining for a while now, and I have to say it’s a simple, heartwarming, and addictive blast of retro gaming goodness. My first impressions, visually, were that Utopia Mining reminds me of what I think Minecraft would have been like had it been invented in the 1990’s for a Gameboy Color. It’s got pixelated 2D artwork, dialogue boxes, quests, collection tasks – does ANY of this not scream a glorious ’90’s game? Well – that’s why I’m in love with it visually, but what about the rest of it?

What makes Utopia Mining special enough for me to dig right in?

Challenge and Nostalgia.

The game, while simple in it’s mechanics, is quite challenging in it’s delivery and the artistic nostalgia of the quests and artwork make for a quite enjoyable experience. The accessibility is through the roof on this game as well, which makes it doubly enjoyable for me when I know I’ve found a game I can share with everyone that almost anyone can play!

Here’s how the controls/accessibility break down:

  • You must guide your robot through the ground using the arrow keys to collect ore.
  • Sell your ore to the Shop to gain Cash to upgrade the city/keep yourself upgraded.
  • Individual quests and a sense of the game growing with your progress is amazing.
  • Minimal risk factors in the game make it an easy-going casual gaming experience.
  • The further you dig the lower your health gauge and energy get. Replenish often!

– and we dig, dig, dig, dig, dig, dig – in a mine the whole day through!

Accessibility:

Pros:

  • Game is entirely text-driven dialogue which is perfect for deaf gamers.
  • All inputs are either arrow keys or single button inputs used infrequently.
  • All inputs are labeled in the top HUB with quick key notation: 
    • M “Map”
    • I   “Inventory”
    • J  “Jobs”
    • X “Action”
    • G “More Games”
  • Games color scheme is so simple and crisp that colorblind should have little worry.
  • Saves are unique in the form of a tree in the center of the city that grows w/ progress.
  • Play at your own pace – very few rushed moments – perfect game for motion impaired
  • Gameplay is simple, yet effective – the easy to grasp concept makes it easy for anyone
  • Music is actually really special for this game, very relaxing and an added bonus to it.

My first ore!! – Oh how exciting! Oh… it’s only coal. Bah-humbug!

Cons:

  • Upon digging further in, colorblind gamers may have a harder time seeing ores and mining – colors tend to start to blend into a mixture of reds and browns to express danger that you’re about to die if you don’t head back to the surface, but it shouldn’t get in the way of gameplay – just a slight warning in case it affects anyone’s time.
  • No WASD option for controls leaves left-handed gamers slightly disadvantaged.
  • You can play the game without it, but unfortunately, having a Kongregate account is the only way to maintain the saves of your progress – the game is still a blast though!

Overall, this game was a joy and a definite mark on how simple concepts and gameplay can make for an infectious experience.

If you’re already digging on this game as much as I am well then you can bury yourself deep within it’s loving mining arms over at Kongregate and play it now! I wish I knew more about you as a designer Schulles, but what I do know is that you make some pretty awesome games sir! Look forward to seeing what you have in store in the future! Bravo for making your game so accessible for so many to play!

Go mine yourself something shiny and build your Utopia why don’tcha?!

I sound like a prospector… I’ve been playing this game too much… happy gaming folks!

Game of the Week: Skull Girls

Today I couldn’t seem to find any Inspirational Gamer of the Week news – but I did find a game worthy of some definite accessibility praise this week, and so I felt like sharing with you all. Today we’re going to be talking fighting games [ yes, I know the dreaded fighting game – so much button mashing and quick reflexes required!] This is true, but there’s far more in the newest indie title Skull Girls by Autumn Games and Reverge Labs. Now – let’s get ready to RUMBLE!

Now when you hop right into the game the color schemes are vivid, quirky, and down right cartoony – but that’s the feeling that the game goes for – and it works to it’s advantage. There are some levels that are darker in tone – but overall the game is a visual overdose, just like it’s male counterpart fighters. The uniqueness comes in the visual hand-drawn animation styles that the game uses.

It reminded me of some quirky, wacked out, 1950’s/80’s cartoons, and it definitely added to the ambiance of the gameplay. You get to play as any of 9 possible characters [ at least from what I saw in the demo – there could possibly be more to unlock via full version ] The controls, while robust, were pretty easy to grasp – and having a solid tutorial system was a definite bonus into easing my way in.

Now onto the ACCESSIBILITY – AWWWAY!

Pros:

  • Fully customizable control scheme!! Yes – you heard that right. You have a button configuration set up in the Options menu. A FIGHTING game with BUTTON REMAPPING? GENIUS! Only one button can be attached for one input, but it’s awesome to see developers put accessible functions like this in!
  • Colors are vivid, bright, and easy to keep track of. Hand-drawn animation lends itself to looking like what would happen if Disney ever designed a hardcore fighter. Despite some moments via combo maneuvers – colorblind gamers should have little problem with this game.
  • Tutorials are all text-based, and while there is a Story mode [ which I didn’t get to check out ] most all important dialogue was text-based, so not sure if that’ll change via Story Mode, but for now, rest assured that some form of text-based subtitles will be present for deaf gamers.
  • Easy to use, understand, and navigate tutorial system that amps up your progression slowly, to ease you into performing more difficult combos and maneuvers. A plus.
  • Customizable Assists function for when playing tag-battles. Program your moves the same way an arcade fight stick would!
  • Multiple difficulty settings [ Sleeper, Easy, Normal, Hard ] make for more accessible gameplay.

Cons:

  • Button mashing/fast-paced gameplay can make the game difficult for motion impaired gamers [ not impossible, but just more difficult than normal
  • High intense graphics during combos, etc. could lend itself to seizures for epileptics. The graphics aren’t as intense as say, Marvel vs. Capcom 3, so if you can handle that game you should be able to handle this one. Just a fair warning though. 
  • Control scheme can be difficult to master, I honestly felt like I was button mashing to figure out combos a lot of times – but a suggestion to beat that: play through tutorials first, customize your button inputs, and then go to town!

Another One Bites the Dust! Another One Bites The Dust!

Overall, the game is delightful. The controls are smooth and fluid, despite having a bit of a learning curve to them, and while I haven’t invested myself into the Story mode yet, I’m pretty certain [ considering the cast of female characters you get to choose from ] that the Story mode will be a very – odd/different – experience than any sort of fighting game experience I’ve had previously. Now I hate saying if a game is ‘good’ or ‘bad’ – for one, it’s not for me to judge, and two – I’m a designer. I look at the game not for it’s wrappings, but for the mechanics that make it more accessible and entertaining and why they make it entertaining to the user.

Bombs Away!

Skull Girls is a definitely user friendly piece and should be ventured and looked at by all. If you want a fighter where you can really let your hair down and brawl to the wall – this little indie nugget may just be your ticket to a new found freedom of control! Take care folks and happy gaming! Props to Autumn Games and Reverge Labs – for seeing a need in the accessibility of fighting games and filling that need with Skull Girls. Your design decisions are very much appreciated!

Game of the Week: Dragon’s Dogma

Well, you’ve done it. You’ve outsmarted the likes of the Qunari, saved Kirkwall and have become the Viscount to end all Viscounts – callo-calla-what fraptious day! – but wait, you’ve grown bored with not having dragons to slay you say? Need something to fulfill your dragon slaying fixes till the time comes when Bioware will pull back the lids on Dragon Age III? – well your quest is over dear mortals! There is potential in one little gaming hatchling on the horizon, and it’s name is Dragon’s Dogma.

Dragon’s Dogma is an RPG game produced by CAPCOM. Yep. The makers of some of the most prolific FIGHTING games have taken to the RPG arena – with this new IP title, and you know what? – it looks promising. There’s clearly a lot of aspects that I’m going to discuss here, but what you should know is that I’ve only played the demo for the time being. A demo does not a great first impression always make, therefore, keep an open mind and a reptilian, cold-blooded, open heart as I guide you through what may very well be your next gaming addiction.

Now the Dragon’s Dogma demo didn’t give any hints to the campaign. I didn’t feel like I learned anything about story or anything – but I did find on their website a sort of explanation for why your created hero embarks out into this dragon and creature infested world. It’s a little digital action comic and it clarifies a lot of the questions that I had while playing the demo:

Apparently you play as your created character who is a soul villager who stands up to this fierce dragon in a village called Cassardis. You stand up to him and the dragon, pretty much, calls you out. He steals your heart and goats you into finding him later in the game. You later awake somewhere safe, your scar from the dragon’s talon healed – you have become what’s dubbed as an “Arisen” and you must go forth and try to the dragon and seek vengeance upon it. Does that premise sound appealing to you? It did to me too, and this is what happened.

Here’s where things get juicy – the accessibility portion of our show – right?

Now I saw a lot of grand things, and I saw a lot of tweaks that may need to be looked at before final release, but alas, here goes – because I truly enjoyed my experience with this demo and I feel it needs to be shared:

Pros:

  • Text-based instruction perfect for deaf gamers. Most instructions are text based or visually noted, so helps deaf gamers with learning controls, etc. 
  • Character customization is robust and easy to use. Sliders for most changes, or just click on a predetermined face/body part/etc. makes for quick and simple customization.
  • Party AI is actually really helpful. If you feel stuck they’ll direct you, pin enemies, etc.
  • Lots of HUD displays [ Map, move notation on-screen buttons, etc. ] is a plus.
  • Multiple classes lends itself to allowing a player to pick what control scheme may fit him/her best. If you feel like ranged combat would be more suitable so you don’t have to be in the immediate party attack radius you can choose to be an archer.
  • Colors are nice and vivid, which will help for colorblind gamers – no harsh tones.

Cons:

  • Text is small and difficult to read for vision impaired players. Can also make it hard for deaf players to see instructions, etc.
  • Physically impaired gamers will have a heart attack via the control scheme. 16+ inputs, and while there are at least 6 custom settings for button placement – you have to use L1 and R1 for attacks and defense respectfully and L2 and R2 for grappling an enemy, and or using special abilities. Highly complex controls, easy to get to know, hard to actually pull off.
  • Camera angles. Fast paced gameplay lends itself to losing sight of enemies and party fast if you don’t keep your camera steady.
  • Inventory system, while aware of it, is almost unnoticeable via gameplay. No HUD for it on screen makes for a hassle via combat sequences for the impaired.

This is only what I’ve witnessed so far, but Capcom has done a rather decent job at this game. Yes, there’s quite a lot of issues with it as far as accessibility, but they’re designing the game for console players. It’s only scheduled to be available for 360 and PS3 – and so like I’m used to seeing – the accessibility goes down via console play. I’m hoping at some point they’ll release a PC version that’ll allow more players to play it. I’m hoping for a lower screen inventory bar, a party customizer setting, some customizable control settings – shoot anything to give this game a bit of an edge accessibility wise.

Lions… and Goats?… and Snakes?! OH MY!

I truly am intrigued by this story, and I’d love to see this game do well. I personally will probably be picking this game up when it comes out May 22nd. The game is unique in many ways, because it employs the use of party mechanics – so if you’re more of an RTS player you could effectively play as an overseeing-healer while your party battled enemies. I also found it amazingly intriguing with the grapple mechanics. You can ride creatures and stab them – how cool is that? The game is open world with side quests, main quests, and a slew of high energy battles.

You can check out Dragon’s Dogma right now on XBox and PS3 – and get ready to hunt some dragon May 22nd. Here’s looking at you Capcom – time to see what your RPG can do! I’ll most likely post a full review whenever I get a chance to get my hands on this nugget!

Happy gaming folks!

Inspirational Gamer of the Week: Matthew “LookNoHands” Fink

Well, we’ve come to the wonderful, inspiring day of my week and I’m honored to be posting on this story. I just want to say thank you to my friend Matt for sending me this story. Thanks man!

Today, we’re going to be talking about a gamer that I truly admire and respect for how he’s lived his life and how he’s allowed himself to still be able to enjoy the gaming world and his personal life with a joy for life rather than  begrudging his personal struggles. His name is Matthew “LookNoHands” Fink – a prolific Starcraft player and amazingly inspirational gamer.

This guy is fantastic - watch him play Starcraft and your jaw will drop.

I only found one decent video interview with Matthew [ and it’s a long one ] but it’s phenomenal to see how positive he is towards life. He’s a brilliant mind and I applaud him for all his success. ESL TV did the interview with him, and I actually applaud them too for providing the interview with such respect and dignity to Matthew. Matthew’s positive outlook on life is something that should be truly cherished by everyone and I think it humbles all gamers and makes any of us appreciate the way we individually play games and interact with others.

Matthew was born without a spleen and this caused his body to be massively susceptible to infections. He acquired an infection and it required the doctors to have to amputate his limbs at 1 1/2 years old. I’ve been in hospitals frequently throughout my life, and I’ve experienced what it feels like to be a hospital child – but I love Matthew’s attitude regarding his situation. He’s never known life without the situation he’s been given, and so he’s focused his life to benefit what he can do – rather than focusing on what he can’t. The fact that he’s a gamer on top of it all – is fantastic and the man is brilliant! BA in International Relations, PERFECT scores in Science and Math on SAT- and he’s planning on going to GRAD school for Political Science and MEDICAL school!

Way to go man!

Why does his story mean so much to me?

Well, just watch him play – and then you’ll see why this story touches me so much. I’m a huge advocate for game accessibility and providing more and more options for gaming for all players. I love that he doesn’t use any special equipment or hardware – he uses a keyboard and a mouse. I think there’s a lovely quote that he says in the interview that I think people need to take away from most gaming:

“I think it’s cool, Starcraft in particular, is a really neat opportunity for someone like me and for other people with physical disabilities because it’s – once you get to a certain level – about how your mind works, rather than how fast your fingers work.”

I love that he sees his gaming outlet as a way to compete with others without any assisted adaptations – I can’t tell you how much that touches my heart and makes me admire this man even more. He’s a phenomenal player with a phenomenal view on life whose message – I hope will influence other gamers to realize how blessed they are and how humbled they should be for their plastic controllers and ability to use them.

” I’m a very competitive person, and I’ve competed in all sorts of things – debate – I swam for a while, I’ve done stuff like that and that was nice and I really enjoyed it, but it was never quite enough. I could never compete against others without those sorts of adaptations. It was always ‘He did really well, but’ – and so this is a real different opportunity. This is the first time where I’ve really ever gotten the chance to  [ measure yourself against everybody ] Exactly.”

So – here’s to you Mr. Fink! I’m inspired by you man – you make me appreciate my life and humble me to look at my own physical limitations with a renewed sense of confidence. You are my Inspirational Gamer of the Week sir and I hope that your journey around the world to support the play of StarCraft 2 and accessibility for disabled gamers – helps to provide encouragement to others and open the eyes of future developers to see how truly remarkable some of their valued players can be!

You can even like him on Facebook and follow his progress as he draws his world tour to a close on his Facebook page:

Matthew “LookNoHands” Fink

Fantastic gamer – fantastic individual – inspirational for sure!

Developer of the Week: Media Molecule

Well, I haven’t done one of these in a long while – but I think it’s time for a long overdue Developer of the Week post. This time I’m focusing on a company that I truly admire for giving the control of a game to the user and letting users merely play with tools to design their own gaming experiences. Media Molecule is the UK based company famous for the lovely family-friendly PS3 exclusives LittleBigPlanet and LittleBigPlanet 2. I’ve been a huge fan and advocate of the LittleBigPlanet series for years now, but what I’m most fascinated with by the Media Molecule crew is the amazing opportunities for accessibility in player designed levels.

Umm... excuse me, but umm - might I get a nifty hat too?

LittleBigPlanet is a one of a kind ‘creator’ game, and players are truly taking advantage of these design tools to create unique and meaningful little gaming experiences [ some of which I’m so fascinated by I wish they were their own PSN games ] Now while LittleBigPlanet and LittleBigPlanet 2 as games themselves, can often lend themselves to a few accessibility issues in the Story mode, I think that can be overlooked by some of the more artistic and fantastic designs that the online community has been providing. Media Molecule is a fantastic company for giving power to the players instead of just having them play through something that’s already been designed.

Here’s a couple of community levels that I’ve played that I definitely suggest you check out, because they’re quite accessible and definitely a fun experience to try out:

1. Flowtation:

You play as a small jellyfish swimming through a vast ocean experience collecting colored water droplets to solve puzzles within the game. It’s a simple concept that’s extremely accessible. Created by a designer entitled: EaziG – the level provides simple gameplay, intricate puzzles, beautiful atmosphere and music, and when you see this little game it’s no wonder why I suggest that this game become it’s own little PSN title. The accessibility is phenomenal:

  • Relaxed gameplay and mechanics allows for players to take their time with each move. This helps mobility challenged gamers to actually succeed and enjoy this game – even single handed players will be able to enjoy this as long as you’re willing to be patient with the controls.
  • Color scheme is dark, but the main characters and puzzle pieces are illuminated in the darkened waters, which makes the game accessible for colorblind gamers and vision impaired gamers. 
  • Deaf players can easily play this game, while it’s disappointing that they can’t hear the warm, calming, melodic music, no sounds are required to play.
  • This game is actually very simple and relaxing – so cognitively challenged players may actually enjoy this title.

Gameplay of Flowtation:

2. A Daily Cup of Tea:

This is a very simple item drop game, where players have to catch small sugar cubes into their tea cups. Now the game designed by Nirokeib, and while the design has a very sepia tone color scheme – the games accessibility makes it noteworthy to, once again, be one of the suggestions of ‘must check out’ LBP2 games. Here’s how the accessibility breaks down – and what makes it a fun experience for me personally:

  • The controls only require you to hit the triangle button once to lock into your tea cup, and then it’s a matter of moving left to right on one single analog stick. This may seem like too easy of a game to care about, but it’s actually quite a fun experience with the frequency of sugar cubes being set at random. You may see an easy moment where there’s only a few and then you’ll get bombarded with quite a few.
  • Precision is required, because you have to catch the sugar cubes in the cup to make them dissipate. This can make the game a tad more difficult for mobility impaired gamers, but still totally accessible.
  • The music is good, but it’s not required to play and all instructions are displayed to you via text – which is fantastic for deaf gamers. Definitely makes the level more accessible for those with hearing impairments. 

Gameplay of A Daily Cup of Tea:

I’ve checked out quite a few more, but those two held the most love from me. I just want to give my love to Media Molecule, because they have a fantastic game that allows players to create accessible little mini games for fellow players. The Story modes and creation modes of LBP and LBP 2 may be a bit extensive to deal with for mobility challenged gamers [ Trust me, I’m perfectly capable of fast reflex movements, and many times LBP levels drove me nuts with how often I died. ]

Media Molecule gives players an ability to devise a game jam on a daily basis. They have millions of players devising millions of levels and with all of these vast creation tools and creators going forward there’s no wonder that these games are fantastic for the trend of accessibility being valued in games. Media Molecule, I just want to say folks, I love you guys. You have made a fantastic – trend-changing game, and I hope more and more community developers begin to devise games that are accessible to multiple players.

Well, this gives a new meaning to 'jaw dropping' performance...

LBP and LBP 2 have been two of my favorite games to play as an aspiring developer and I am fascinated by all of the lovely games I see coming out of the community and all of the advancements that you all have placed within the games’ look and feel. If anybody owns a PS3 [ especially if you’re a developer who owns one ] I highly suggest picking up these games. LBP and LBP 2 have deep creation tools that are easy to understand and access – and if you’re a more advanced designer you’ll be able to do even further fantastic levels with all of the advancements that LBP 2 has given.

Check out Media Molecule and the LBP series. Their gameplay and game design tools are making a difference, and that’s why I admire them and nominate them for my Developer of the Week this week. I hope that the future of this company keeps going forward, developing ways to provide more and more accessibility to the masses and the levels that they create and those that they allow players to create.

I can’t wait to see the future – and here’s to the waiting period for whenever they announce LittleBigPlanet 3.

Inspirational Gamer of the Week: Gareth Garratt

Hey there folks, sorry for the late post today. I usually like to get my posts done in the morning, but scheduling issues occurred today. Even so, I’m dedicated enough to this blog to make sure these types of stories go out. Especially ones that speak so near and dear to my heart like today’s story. Now this story was actually reported on a little over a year ago on Kotaku, but it’s still very relevant to the topics I try to present on gaming and so that’s why I’m covering it today.

Every once in a while you see a wonderful gesture done by a company that makes the enjoyment of one gamer worth all the hard work put  forth. In the case of UK gamer, Gareth Garret, Visceral Games went above and beyond the call after one letter was written to them. Gareth has a form of cerebral palsy that severely limits his motor skill movements. He has a passion for playing video games, but uses only his chin to navigate the mouse controls. This is an astonishing testament to Gareth’s resiliency to overcome the adversity of his condition, but it was a letter that he sent to Visceral Games that truly got my attention.

In the letter it simply stated:

“I just got Dead Space 2, and I’m so disappointed.”

He went on to talk about how the lack of customizable controls on the PC made it almost impossible to play most titles, and especially Dead Space 2, but how he would very much enjoy playing the game if he could. This caught the attention of other gamers and of Visceral Games and in response Visceral Games sent this note to Gareth:

“Dear Dead Space 2 PC Players, 

The Dead Space 2 team is aware of the issue that disabled gamers are having with Dead Space 2 PC. In fact, a number of folks on our team are so passionate about this  fix done that they are currently working hard to allow players to remap key-bindings in the mouse which should help disabled gamers enjoy the game.”

So why does this even matter, why is all of this relevant to what I’m talking about today? First, I would like for you to check out this video of Gareth. Here he is playing Fallout: New Vegas on his PC – just so you can get a better understanding of amazing this guy is in my eyes, and I hope in yours too:

Well, I’ve been discussing the necessity of accessible controls like crazy in some of my past posts. I’ve explained why accessible controls can ultimately increase revenue streams and why allowing them will ultimately lead to an overwhelmingly better gaming environment for all gamers – not just disabled gamers. There is currently petition going around [ and I’m not sure if I mentioned it in my earlier Button Remapping post ] but it was started by another inspiring gamer who I’ll discuss at a later date named Chuck Bittner.

The petition was set up to start getting mainstream companies to recognize the necessity for accessible controls, accessible options, and the like. I know it may seem far fetched to ask a large company to make a concession of giving accessible controls to all console and PC games, but hear me out on this.

An options menu is clearly just that – AN OPTION. It doesn’t impede an able-bodied gamer from using a control configuration that he/she approves of, it merely gives MORE options to those who don’t fit the standard ‘options’ that are usually set. I can’t imagine having to play like these gentlemen, and I am so blessed that I am capable of doing so much – but these guys inspire me.

They prove to me that even though a person has limitations that were either birth given or man-made it shouldn’t stop you from enjoying a past-time or a specific skill or hobby you enjoy. I’m a huge advocate for this movement and I encourage anyone who’s in agreement with me to go and join the petition:

Button Remapping Petition

Currently there are 83,848 signatures – but there are plenty more disabled gamers out there in this world. So, if you are a disabled gamer, if you know a family member or friend who is a disabled gamer and you want them to be able to have the same enjoyment and opportunities as the rest of the gaming universe then I encourage you to follow up and at least keep following this petition – because it’s something special and much needed in our industry. We need to start seeing gaming as a whole community – not just ‘hardcore’ and ‘casuals’ or ‘females’ and ‘males’ or ‘abled’ and ‘disabled’ – but rather just ‘gamers.’

Gamers one and gamers all. Let’s focus on accommodation and not discrimination.

So here is to you Gareth, for speaking out to a company and getting your voice heard. Here is to you for changing the course of the way a company thinks about it’s products and it’s accessibility, and here is to you for just being an amazing, fantastic person who – through all odds, finds a way to find joy through your gaming. You are truly an inspiration and I applaud you. The day I get an industry job, you can bet my first words out of my mouth are going to be:

“Yeah, but is it accessible though?”