PPR 115
eing told that you’re not good enough to do something sucks; there’s no “if’s”, “and’s”, or “but’s” about it—it’s an incredibly damaging thing to hear, and an even shittier thing to say.
Yet, even though it’s a topic that’s been discussed ad nauseam, it’s still a conversation that the industry and culture of Video Games is struggles with in terms of a mutual resolution that could benefit all parties. To be clear; scaling the difficulty of a game’s challenge in the interest of accessibility has not, and never will, dilute the appeal of game’s charm, or the intended experience—at least when it comes to example of what a GOOD game is anyway.
So why is it that developers like From Software feel the need to clutch at their pearls, and dismiss any discourse surrounding the inclusion of “easy mode” as a misunderstanding of their design fundamentals? Why is it that in the year 2019 that Microsoft is the only leading force behind a customizable controller that can be configured to accommodate a large number of physical impairments for the differently abled? Bizarrely enough, why we still seeing developers throw up flashing epilepsy warnings for their title as it were some sort of backhanded slap to those who’re affected by this debilitating condition?
Join us Press Pause Radio for this important episode as we talk at length about the state of accessibility for player difficulty, and why the demographic for video games can’t just be aimed at the kid who can snipe posers with 360°-No-Scope action. We talk about Sekiro: Shadows Die Twice, The Division 2, Geppy X, Yoshi’s Crafted World, the Next-Generation Sony console, the NEC Super-Grafx console, Astroneers, Mortal Kombat 11, Raiden, the frightening concept of the Easter Bunny, and more!
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