Tech Talk: Button Mapping Gets Updated!

It’s been a while since I’ve ventured into the realm of console gaming.

The other day, while playing around with my PS4, I found that they’ve released some pretty awesome updates for game accessibility. In 2012, I was just discovering that game accessibility was a discussion that needed to be had. I hadn’t the slightest idea on where to start though, that was, until I found The AbleGamer’s Foundation. AbleGamers helped to inspire me to create this site and focus on a generation of gaming that would be inclusive, accessible, and fun for everyone.

I’m so happy to see that finally we’ve reached a generation of gaming where no matter HOW you play, you are given methods TO play. Inclusion vs. Exclusion.

Now, on to the topic at hand: BUTTON MAPPING and other ACCESSIBLE updates.

In the last few updates for PS4 and Xbox One they’ve included a segment in the settings called Accessibility Features. In the Accessibility Features there are a number of different menus which can aid you in customizing the game/system experience:

PS4:

PS4_Accessibility

TEXT TO SPEECH:

  • This function allows the user to use a Text to Speech function via the On Screen Keyboard. It’s not perfect as it currently only works via English language setting, but it does allow you to control the system with vocal commands and in messaging in some games. I will say that blind gamers, I want to hear from you because I can imagine you’ll rejoice in this new functionality.
  • It’s only available with some features though, so the limited functionality makes it a work in progress. It provides settings for reading speed and volume of narration [ 3 settings for slow speech, 3 for fast speech ] The functionality is just beginning and it’s going to be a massive boost for players with mobility and vision issues regarding texting, messaging friends, creating groups, etc.

    I can only hope that this’ll improve to provide more to game experiences as well.

ZOOM:

  • The Zoom feature allows the user to Zoom in on items on the screen to see them better. I can’t say how much I appreciate this aspect and it’s fairly simple to accomplish on the fly. You merely have to press the Square and PS button and initiate the Zoom feature. The D-Pad or Analog stick allows you to move the Zoom around the screen.
  • In games like Dragon Age: Inquisition, Witcher 3, etc. I’m overjoyed by this function, because the menus/descriptions/writings are all done in such a small text that it’s often hard for me to see items in-game. The Zoom feature essentially pauses your current game, not allowing you to play the game as long as you’re zoomed in. It only provides one level of Zoom, but that’s more than enough to provide aid.

INVERT COLORS:

  • Invert Colors functions exactly like it’s namesake says, and while I would love for them to change “Invert Colors” to an overall “Colorblind Adjustment” feature – the feature works as described. It changes darks to lights, and lights to darks, reds to blues, etc. It can definitely help in certain areas as it functions in both menus and in-game. If you take screenshots though, you’re out of luck. The colors will stay static to the original.
  •  I will definitely be taking this functionality for a spin via games like Arkham Knight – where the Detective Modes of some of the characters can be highly disorienting and jarring. If the functionality works on these areas of the game, then I think we’ll have hit a home-run with it’s current functionality. Here’s hoping for further color pallet changes and I’m excited for this one!

LARGER TEXT:

  • This function increases the size of text in menus, and presumably in games. I haven’t given it a go in games that have smaller text, but I’m going to give Inquisition a go here in a bit and update if it works. It definitely does a number on being able to read smaller range text. I don’t have great vision and sitting from my couch the Larger Text function works wonders so I don’t have to sit closer/strain my eyes to see.

BOLD TEXT:

  • This function increases the visibility of text by making it bolder for the user. It’s pretty much self explanatory. I will say that this function, in it’s current state, only applies to certain aspects of the system like menus. The in-game text stays the same, but I would love to see this functionality expand to games. There are so many games I’ve played where text is too fancy or too small to read from far away.

 I will test this further, but for now it’s a step that needs further work to be polished.

HIGH CONTRAST:

  • This function increases visibility of text and buttons by, essentially dimming the screen or adjusting colors to make items more visible for players. This is a really nice feature and it works fairly smoothly in most cases. The small test I ran with it: It runs wonders for system menus, reducing the shimmer of the standard PS4 blue. Premium themes, however, are not affected – so I suppose simple is better?
  • In-Game the High Contrast works, but not great. You do get a bit of an adjustment and it is visible, but overall it’s nothing that adjusting your own Brightness and Contrast settings via the game couldn’t already do. It may not work on all games either, I merely used a small sampling of games, but for now it’s a welcome change from what we had before.

CLOSED CAPTIONS:

  • We’ve all heard of these before. The Closed Captions functionality is nothing ground-breakingly new, as it’s been used via TV shows and movies for years. I was excited about this, however, because I have deaf friends. Closed Captions options would do wonders for their overall enjoyment of gameplay, and I was hoping that it would outshine the standard “Subtitles” functions that most games offer. If it turns out it’s simply for videos and DVD services I’ll say this is an opportunity missed.
  • I’ll have to delve into this in dialogue heavy games, but essentially, it’s supposed to allow for not only subtitle text but sound text/qualifiers during games/movies/etc. I do appreciate the functionality menu being able to be customizable for the Closed Captions. Giving players the option to set color/font/text size/etc. is really a wonderful approach so as to keep the new features from being too intrusive on the game content.

BUTTON ASSIGNMENTS:

  • Here we are – the promised land. The holy grail that console players have been searching for in accessibility for years. This is it, isn’t it? Isn’t it? Well, sort of.

First, let’s start off with what PS4 does well. The functionality and ease of use in this button mapping system is genius and very well done. It allows for the user to pretty much remap any button to any other button. I can officially take the X button and change it to D-Pad Left, or the L2 trigger and change it to O if I want. The combinations are amazing, but why does this affect you – the gamer?

 

  • Well the functionality is easy to use. You can swap buttons pretty much on the fly by dropping in and out of game to make button configuration changes. The only downside is getting accustomed to your new controller baby. You now have your own personal ‘special-snowflake’ controller, and the game functionality is hard coded. It doesn’t recognize that you changed your X‘s with your Y‘s or your L3‘s with your R1‘s.
  • VERDICT: If you’re a Tutorial based gamer, you’re going to need to train yourself in your new setup, otherwise this is like walking on the moon for gamers. Is there more that can be done? Absolutely. Will there be more done? I certainly well hope so!

XBOX ONE:

NARRATOR:

  • Now I don’t have an XBOX ONE, so this video above is a nice buffer on exactly what the functionality of each piece does. Let’s start off with Narrator. Narrator is a lovely little device acting much like a digital reader for many. I am fascinated by this functionality [ and if it functions as well in-game as it does in this example…] because it speaks, quite literally, volumes to blind players who could use the benefits of a narrator function to navigate games, menus, etc.
  • The voice is very much like Tom-Tom or the old MS-DOS voice cast, but I’m going to hope that eventually they’ll give us other methods than just speed to adjust the narrator we wish to have.

  How cool would it be to have a celebrity voice narrate your XBOX experience?

MAGNIFIER:

  • This function is identical to the Zoom function on the PS4. However, there is something I’ve noticed that Magnifier does that Zoom does not. It has the ability to zoom further instead of being a static zoom setting. This could be really useful if I’m playing in a highly detailed game and need to spot an objective or a pathway and I can’t clearly see it. It works in menus though, and based on what the Support says about Magnifier it seems that it’ll pause all other controller functionality when Magnifier is on.

CLOSED CAPTIONS:

  • This function is exclusively for the XBOX video/DVD/Blu Ray functionality. You can create a custom captions style, but the fact that the functionality is limited simply to their video services is pretty short coming. I can’t tell you how many times I’ve talked to deaf gamers who’d prefer if the subtitle/closed captions settings of games gave them the ability to not ONLY read TEXT, but SOUNDS, MOTIONS, etc. If a player knows more of their surroundings, the more they will be immersed in the game.
  • Come on XBOX, get on that bandwagon and make it happen. A cross-game Closed Captions function would make the accessibility market crack open for you guys. It does give the players access to text customization options, but if it’s only for video captions, then it’s falling short of what expectations ought to be.

HIGH CONTRAST:

  • This function is similar to the PS4, however, it’s minimal at best.
  • The only contrast it provides is making the dark areas darker and providing a bright turquoise with white borders instead of the standard color scheme. It also turns off any custom backgrounds and content, so as to ‘unclutter’ the visual space. I think it’s nice, but other than ease of reading it doesn’t change much. I hope it changes aspect like this In-Game as well as Menus.

BUTTON MAPPING:

  • In the battle for best Button Mapping setup, PS4 wins. The simplicity of the XBOX setup, while it may look nice, is only shown in Standard Controller. The Advanced features that extend past 1 configuration setup per user, are only extended to the Elite Controllers. This is something they don’t show you, but if you go to the XBOX ONE Support, you’ll see the Configuration information.

XBox_Buttons

  • The Ease of Use functions are simplistic and easy to use, but with the sort of minimal aspects you can adjust at a time, it’s a bit of a disappointment. I am proud to see that they took into account the need of button configurations, but asking players to buy secondary controllers to gain additional ease of use options for button mapping it’s a shame. I hope that, at some point, the button mapping options will just become standard, but until then, they’ve made a start and it’s lovely.

 

If you’re still interested in game accessibility and the strides that are being made I have two sites for you guys to take a look at. Both of these organizations are making insanely, fantastic strides in the realm of game accessibility:

AbleGamers Foundation: http://www.ablegamers.com/

Special Effects [ UK ]: http://www.specialeffect.org.uk/

Keep on gaming everybody, and remember:

One Input at a Time, We Aim for Access for All.

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: Beyond. Two Souls.

If you’ve been a fan of my blog, or followed me for any length of time, you’ll know I’m an avid fan of Quantic Dream. Their game designs are phenomenal, and they’ve managed to push the boundaries of graphics capabilities on the PS3 time and time again. If you’ve never played Heavy Rain, or if you haven’t seen that tech demo for their short film, Kara, that I covered earlier in the year – I insist you check them out. It will most definitely help you grasp why I’m on the seat of my pants for Quantic Dream’s newest IP: Beyond. 

Two Souls. One Adventure.

In the Kara demo, I described how Dream’s new graphics engine was going to expand the capabilities of what a gaming system can deliver emotionally, and this time it’s no different. Before I carry on, I would like to ask you all to please watch this trailer. I won’t say anything about it until you’re finished, because I don’t want to talk about details until you’re done. I would also definitely recommend watching it in FULL screen to get the best effect.

Now, what’s so amazing about that? Well, let me just start off by saying: ELLEN PAGE! I got goosebumps when they announced that the Inception actress was going to be playing the lead role in this new IP! Seeing that kind of star power start to come to video games is so intriguing and warranted. Let’s focus on the game though shall we? Here’s what I know:

You play the game as Jodie Holmes, brought to life by Page’s performance. According to David Cage, the game’s creative director, you follow the progression of her life and her interactions with this being. I caught a name in the trailer, so I assume this entity is named, Ivan. Now there are no details to how they are linked together, but with a game that states “Two Souls” as it’s tag line, I can only imagine the possibilities as to how these two are interconnected.

It seems to me Quantic Dream has really pushed the envelope this time around. They’re going from having one of the most unexpected successes in Heavy Rain, to now trying their hand at an action-drama. I can’t wait to see how it unfolds, but it looks like there will be tons of off-your-seat action, explosives, escaping, and that constant guise of mystery with this game as I try my hardest to figure out what’s going on in this game! It seems to me that Ivan might be some sort of poltergeist, maybe an imaginary friend come to life, I’m not sure – but I’m eager to find out!

I’ll keep you all posted as I find out more, but definitely Quantic Dream and their love-child: Beyond, is one to definitely keep watch on, and I will just for you guys. Anything new I’ll report as soon as I get word, but for now just let your mind’s be boggled and your thumbs twitch to play this, what looks like it will be, remarkable game! I’m certain that this game will probably be rated M for Mature, but that’s just my guess. The game should be out sometime in 2013 EXCLUSIVELY to the PS3.

I can’t wait for a full release date!

Retrospective: E3 2012

Well, I’ve done it. I’ve gone through all of the E3 conferences, and right now I’m exhausted by the amount of information and gamer love I have to share with all of you. There’s so much content that I have to cover that I won’t even begin to start detailing them all within ONE post. This would be unfair to developers, publishers, and pretty much anyone in the industry if I rushed detailing all of the highs and lows of this year’s biggest event.

I had some definite moments where I was blown out of my seat, and there were also moments where I was begging for more. I’ll have more reports on all of these games in detail, but for now I’ll give you a run down list of the games that were covered via the conferences and I’ll highlight the ones that shocked and awed me so that you’ll see what I’m looking forward to covering most:

Microsoft:

  • Halo 4
  • Gears of War: Judgment
  • Call of Duty: Black Ops II
  • Splinter Cell: Blacklist
  • Nike + 
  • Resident Evil 6
  • Tomb Raider
  • EA Sports [ Madden 13, etc.]
  • XBox Smart Glass

Sony:

  • Beyond
  • Playstation All-Stars: Battle Royale
  • God of War: Ascension
  • Last of Us
  • Assassin’s Creed III
  • Assassin’s Creed: Liberation
  • Call of Duty Black Ops: Declassified 
  • Far Cry 3
  • Wonderbook
  • and other Tech related improvements

Nintendo:

  • Super Mario Bros. U
  • Batman Arkham City: Armored Edition
  • Paper Mario: Sticker 
  • Scribblenauts: Unlimited
  • Luigi’s Mansion
  • Nintendoland
  • Pikmin 3
  • Zombi U
  • Lego City Undercover
  • Wii Fit U

Ubisoft:

  • Assassin’s Creed III
  • Splinter Cell: Blacklist
  • Rayman: Legends
  • Far Cry 3
  • Just Dance 4
  • Marvel Avengers: Battle for Earth
  • Zombi U
  • Shootmania
  • Watchdogs

EA:

  • Dead Space 3
  • Madden 13
  • SimCity Social
  • SimCity
  • Medal of Honor: Warfighter
  • FIFA 13
  • Need For Speed: Most Wanted
  • Crysis 3
  • Other game updates, tech, etc.

Note:

I will also be detailing a couple of Tech Talk posts in relation to the new hardware/software properties that some of these companies put out. These posts will be more of my own personal opinion on how I feel these properties will aid/inhibit accessibility, education, etc. within games. They should be taken with a grain of salt seeing as I can currently only judge visually without actually having hands-on experience with them yet.

So – great E3 and I’m excited to talk in depth about a ton of these games and my impressions! Look forward to updates in the coming week. The first game I’ll be talking about is one of Sony’s great new IP’s that blew me out of the water: Beyond, so look forward to that soon!