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Microsoft’s Xbox Game Pass accounts for 15 percent of its gaming revenue

During The Wall Street Journal’s Tech Live conference, Phil Spencer, the head of all things Xbox at Microsoft, said that Xbox Game Pass is profitable and that revenue generated from the service accounts for 15 percent of the tech giant’s gaming revenue.

“Game Pass as an overall part of our content and services revenue is probably 15 percent I don’t think it gets bigger than that,” said Spencer “I think the overall revenue grows so 15 percent of a bigger number, but we don’t have this future where I think 50–70 percent of our revenue comes from subscriptions.”

Spencer went on to say that Microsoft is experiencing “incredible” growth with PC Game Pass, but that Xbox Game Pass subscriber numbers have slowed. Microsoft CEO Satya Nadella recently revealed that PC Game pass subscribers have grown 159 percent year-over-year.

“On console I’ve seen growth slow down, mainly because at some point you’ve reached everybody on console that wants to subscribe.”

In Microsoft’s latest earnings report, the company revealed that Xbox gaming revenue hit $3.61 billion USD (about $4.8 billion CAD) for the year. The tech giant also recently outlined plans to build an Xbox mobile gaming store with the help of Activision Blizzard’s catalogue of mobile titles to compete with Apple’s and Google’s respective app stores.

Xbox Game Pass is available on Xbox One, Xbox Series X/S, PC and Android and iOS in betaGame Pass for Console and PC Game Pass each cost $11.99/month.

Further, Xbox Game Pass Ultimate costs $16.99/month and is required for streaming (which Xbox refers to as ‘Cloud’) to mobile devices and browsers. On top of that, this tier includes Game Pass for both Console and PC, as well as subscriptions to Xbox Live Gold and EA Play.

Source: The Wall Street Journal Via: The Verge

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Microsoft is bringing the Age of Empires series to mobile again

During Age of Empires’ (AoE) 25th anniversary broadcast, Microsoft and World’s Edge announced that the long-running real-time strategy (RTS) franchise is coming to iOS and Android.

Little is known about this latest attempt to bring the series to mobile, but the brief trailer hints at a desire to stay faithful to the AoE series’ roots. Microsoft has tried to make Age of Empires happen on mobile in the past — first with 2014’s Age of Empires: Castle Seige, a tower defence title, and then also with Age of Empires: World Domination.

Both games shut down shortly after their release.

There’s a possibility touch controls could work great with the AoE series, but I also hope it retains its RTS gameplay and isn’t full of microtransactions and timed-based gating like Clash of Clans. Hopefully, we see gameplay of the upcoming mobile title soon.

During the presentation, the tech giant also confirmed that Age of Empires II and Age of Empires IV are coming to Xbox consoles in 2023.

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Age of Empires II and IV are coming to Xbox in 2023

Microsoft has revealed that Age of Empires IV (AoE IV) and Age of Empires II (AoE II) are coming to Xbox consoles in 2023.

The tech giant says Age of Empires II: Definitive Edition, first released in 2019 on PC, will make its way to Xbox on January 31st, 2023. On the other hand, Age of Empires IV will hit Microsoft’s consoles later in 2023 and doesn’t have a specific release date yet.

Microsoft says that fans of the Age of Empires (AoE) series have been asking for the franchise to come to consoles, Starcraft 64 style, so it listened.

“We keep our players at the heart of what we do and pay close attention to what they tell us. So, after hearing requests for Age of Empires to make its Xbox debut, we heard and you we agreed,” wrote Microsoft in a recent press release.

According to Microsoft, AoE II has been brought to Xbox “carefully and thoughtfully” to ensure they feel great “using a controller.” The game features a new tutorial designed explicitly for controller input. Developer World’s Edge says it has also created a new in-game AI that aims to make in-game resource management more “efficient and intuitive.”

For long-time Age of Empires fans that would likely rather play AoE II and IV with a mouse and keyboard, Microsoft says that it has ensured this input is supported in the console version of the classic real-time strategy title. Further, AoE II will be crossplay across Xbox/PC and is coming to Xbox Cloud Gaming.

It’s unclear if AoE IV will get the same console treatment as AoE II regarding controller and mouse/keyboard support, but it’s likely, given that it’s the higher profile release. It’s also still unknown if “Xbox consoles” means just the Xbox Series S/X or the entire Xbox One family of systems.

As someone who really enjoyed Age of Empires IV but gave up on the title because it didn’t look great on my old gaming PC, I’m looking forward to the game coming to Xbox consoles.

For more on Age of Empire IV, check out my in-depth look at the game and my interview with the developers behind the title at Vancouver-based Relic.

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Someone got Apple’s macOS running on Valve’s Steam Deck

This is the latest edition of, just because you can, it doesn’t mean you should.

Following up news that Apple could plan to bring macOS to the iPad, it looks like someone was able to get Apple’s desktop operating system running on a Steam Deck.

Why would someone do this? I’m not entirely sure.

Reddit user Lampa182 posted several images of macOS Catalina running inside of a VirtualBox virtual machine on Valve’s handheld gaming device. To be clear, this isn’t macOS natively running off the Steamdeck and instead of a bit of operating system inception. Still, it’s interesting someone put the effort into making it happen.

According to Lampa183, macOS’ performance on the Steam Deck is mostly normal, but “some animations are laggy” and booting up the operating system (OS) “takes 2 to 4 minutes.” Further, the touchscreen is only “partially” working and “sound, GPU and (for some reason) security settings” still aren’t running on Valve’s portable.

With all of this in mind, it doesn’t seem like there’s a real purpose to getting macOS running on the Steamdeck beyond proving that it’s somethign you can do.

It’s possible to install Windows on Valve’s Steam deck, complete with official driver plugins supplied by Valve, thanks to SteamOS’ Arch Linux-based operation system. This opens the Steam Deck up to additional accessories and, more importantly, installing titles outside of the Steam ecosystem on the device from stores like the Epic Game Store and the Xbox Store.

For more on the Steam Deck, check out my in-depth story about the PC-like handheld.

Image credit: Reddit (Lampa182)

Source: Reddit (Lampa182) Via: DigitalTrends

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Nintendo graces us with a rare $25 discount on Switch exclusives

Nintendo is offering $25 off select notable Switch titles at several retailers.

What’s a little different with this offer is that the sale is only running at certain retailers during specific time periods. From October 20th to the 26th, the offers are available at London Drugs, The Source and Walmart, and from October 21st to October 27th, the deal is available at Best Buy and GameStop. You can find a full breakdown on Nintendo’s website.

While a lot of these titles go on sale frequently, this is still a pretty good deal, especially if you’ve been waiting for a price drop on any of these games.

Below are all of the deals:

Super Mario 3D World + Bowser’s Fury: was $79.99, now $54.99

Nintendo Switch Sports: was $64.99, now $54.99

Yoshi’s Crafted World: was $79.99, now $54.99

New Pokémon Snap: was $79.99, now $54.99

The Legend of Zelda: Skyward Sword HD: was $79.99, now $54.99

Hyrule Warriors: Age of Calamity: was $79.99, now $54.99

Metroid Dread Amiibo 2-pack: was $39.99, was $34.99

Zelda & Loftwing Amiibo: was $29.99, now $24.99

Image credit: Nintendo

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How the Persona series changed my outlook on life

On November 24th, 2017, I bought Persona 5.

Developed by Atlus, the Persona series is one-half high school simulator, the other half dungeon-crawling role-playing game (RPG). In all of these games, you primarily control a recently enrolled high school student who must also get to know the surrounding area that you’ll be spending your time in.

During the high school segments, you interact with other classmates, listen to lectures and even engage in mid-term exams to test your knowledge. These often play out similarly to a visual novel, as the Persona games often don’t have cinematic cutscenes except for select story beats.

Maruki teaches a class in Persona 5 Royal.

School counsellor Maruki is one of the new characters introduced in Persona 5 Royal.

During the RPG aspects of a Persona game, you control a party and navigate through a labyrinth-like area (typical for a dungeon crawling game) until you reach your objective. The gameplay is also quite standard for an RPG as it revolves around a turn-based system. However, while I never played any of the Persona games until 2017, I did experience the fantastic music through another Atlus game, Catherine, which I adore because it flips the narrative on how to approach a puzzle game.

Since music often entices me to try other forms of media I wouldn’t typically consume, I was happy to give Persona 5 a chance.

Wake Up, Get Up, Get Out There

After sinking over 80 hours into the game, I was enamoured with the entire experience.

I was so interested in the Persona series as a whole that I went back and played Persona 4, Persona 3 FES and even the spin-off games (infamously spending 50-plus hours in Persona 4: Dancing All Night). Since my current spare time is more limited compared to my student days, I now set personal yearly video game goals. One is to play a Final Fantasy title per year. The other is to play a Persona game. I am that engrossed.

When I play story-driven games such as Nier: Automata or Final Fantasy VII, I often look at them either through a philosophical lens or just how compelling the characters are through their own personal hardships. However, unlike some other narrative-focused games, the Persona games have genuinely shaped my outlook on life as I constantly find who I really am.

in Persona 5 Royal, Shadow Kamoshida faces off against the party.

In Persona 5, Kamoshida is a coach at your school and one of the many morally bankrupt people you’ll encounter.

As you’ll find out if you play these games, underneath the high-school anime setting is a message about many personal struggles that a human being faces. For example, Persona 5’s core theme is rebelling against societal norms and bringing justice to those abusing their power. While this also currently applies to our own society, there’s a deeper, more personal message that I took away by the end of the game: having faith in yourself while pursuing your own creative goals.

Often, we seem to push away our creative side to conform to a hierarchy tied to your personal life. During my third year as a journalism student, I was constantly afraid of life after university, especially when there are so many financial insecurities in a creative space. My “hierarchy” was society’s financial burden, an issue only further highlighted as the years have gone by.

While this might sound absurd to learn from a video game, Persona 5 taught me to battle through those insecurities, even if it presents a great challenge. That lesson helped me truly enjoy my fourth year in university both socially and academically, especially at a time where I was coming out of a long-term relationship and it was my first year of essentially being alone.

On top of the overall story reflecting this message, this also resonates with one of your party member’s arcs as she experiences doubt in her athletic abilities and severe depression about a past traumatic event. Seeing this person overcome that major challenge was not only heartwarming, but genuinely inspiring.

Memories of You

Another experience that really stuck with me was from Persona 3. This game does not shy away from the discussion of death, a topic that I personally find both intriguing and terrifying.

While I won’t spoil Persona 3, there is a specific interaction with a dying man that left a lasting impression on me and changed my view on death. This specific side story teaches you not to let the fear of dying stop your own personal goals or else it will prevent you from living a fulfilling life.

This is what I love about the Persona series. Whether it’s rebelling against a corrupt society, embracing your true personality or dealing with the concept of death and loss, Persona has always dealt with topics that question your approach to life.

Persona 3 protagonist summoning a monster.

The female version of the Persona 3 protagonist summoning a Persona.

These themes are also integrated into the gameplay mechanics. The word “Persona” isn’t just a name; in this series, it means a “shadow of your true self.” From a gameplay standpoint, it’s a mechanic for battling enemies that lets you summon everything from the Norse god Thor to a phallic creature on wheels.

From a narrative perspective, though, gaining a Persona reflects how your party members learn to overcome challenges and grief. It doesn’t mean that they quickly overcome their hardship; rather, it’s a slow, methodical way that you gradually experience as you hang out with them.

What I find fascinating about this series is how party members are treated during your playthrough. In other games, party members can often be seen as a means to progress the story. In Persona, though, the NPCs you interact with feel three-dimensional and honestly become your own friends. When you’re not battling monsters in the dungeons, you feel like you’re hanging out with an actual person, even if it’s a small intimate moment like going to the gym or simply sitting by the local park. For example, during training sessions with your friend Ryuji Sakamoto, you come to learn about his troubled upbringing and his goal to help the previously-abused school track team, even though he was ousted for standing up to the previous coach.

At the same time, your own actions guide who you choose to interact with. For example, in Persona 5 Royal, you have a few options to hang out with friends after school. You can’t hang out with everyone, so you have to choose whether to eat ramen with Ryuji or help Yusuke with his painting.

Yosuke says

Yosuke is the first friend you make in Persona 4.

It’s a valid complaint that the Persona games are too long, as you’re spending 70-100 hours depending on your pace. However, when you eventually have to say goodbye to your friends and the credits start rolling, it’s impossible not to cry when you’ve devoted so much time getting to know them. It also makes playing the spin-off titles (which have no right to be that good) a joy to go through, as they serve as reunions with your pals.

Not to say that the music doesn’t also add to your emotions. The ending songs, especially “Never More,” are iconic because they beautifully encapsulate your feelings by the end of your playthrough. This song now feels tied to me personally because I now attribute “Never More” to one of my best friends leaving Canada to become a school teacher in Japan.

Obviously, most people in the West wouldn’t understand the Japanese lyrics (unless you translate or speak the language), but composer Shoji Meguro knows how to capture your emotions through music. His soundtracks are simply brilliant and show his range by using genres such as rock, pop and jazz. These songs have even led to fan-created remixes by combining Persona 4 music with popular artists such as Bruno Mars.

Pursuing My True Self

Three young males dressed as Smart Hulk from Avengers: Endgame, Gintoki from Gintama and Joker from Persona 5.

From left to right: Brad (Smart Hulk from Avengers: Endgame), Richard (Gintoki from Gin Tama) and me (Persona 5’s Joker).

I can’t tell you enough how Persona has impacted my own life, but my hope is that this helps you to play these games.

Since November 2017, I’ve met my best friends Richard and Brad Shankar (MobileSyrup’s gaming editor), delved into budget cosplays and spent lots of money on Persona merchandise. While I touched on the overall themes and how it’s helping to find myself, there are so many lessons that Persona could teach you that vary from my own.

However, the Persona series was previously PlayStation exclusive, making some of the games quite inaccessible because. Thankfully, all of the mainline games (barring the original Persona and its sequel) will be available on Xbox One, Xbox Series X/S, PlayStation 4/5, the Nintendo Switch and PC. Persona 5 Royal, the definitive version of the original Persona 5, is out now, with the other games releasing a few months after.

If you don’t know where to begin, I think Persona 5 Royal is a perfect starting point in terms of both gameplay and narrative, especially with the addition of the third semester. It not only introduces a great villain (an aspect that the series has admittedly lacked) but also enhances your party members’ stories.

For now, the series is rightly celebrating its 25th anniversary, which is no small achievement. I can safely say that the Persona series has changed my life, and I’m not afraid to admit that.

My only hope is that we don’t have to beg Atlus too much for news on the next mainline game.

Image credit: Atlus


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Gaming industry explains how accessibility can improve games for everyone

On October 15th, #a11yTO Gaming made its grand return to Toronto.

For attendees, the conference was a chance to reconvene after a long time away during COVID. More importantly, though, it was an opportunity for learning.

Taking place at Microsoft’s recently opened fancy Toronto headquarters, #a11yTO Gaming was a celebration of accessibility in gaming, bringing together people from across the industry to help make games more inclusive to all. The event was hosted by Steve Saylor, renowned Canadian accessibility consultant and content creator who’s contributed to such big games as The Last of Us Part IIMarvel’s Guardians of the Galaxy and Assassin’s Creed Valhalla.

After speaking with Saylor last year, I’ve developed a far greater appreciation for the importance of accessibility, so I was eager to learn more at #a11yTO Gaming. With a slew of accessibility experts from Ubisoft, Eidos Montreal and more in attendance, there was so much to take in. Here are some of my big takeaways.

First, some numbers

Before I get into the actual conference, though, you should have some context. According to Microsoft, there are 400 million gamers around the world have some form of disability. That right there dispels any notion that accessibility is some sort of niche. (Not to mention the fact that, as pointed out at #a11yTO by accessibility advocate David Dame, “we will all be disabled one day, some of us just beat you to it.”) These communities face all sorts of barriers, such as a lack of colour contrast options the visually impaired, overly complex button inputs for those with motor limitations or insufficient closed captioning for the deaf or hard of hearing.

But while awareness of accessibility has been increasing through the aforementioned games and events like #a11yTO and Xbox’s recent Accessibility Showcase, there’s still a lot of work to be done. For example, in a 2022 Game Developers Conference survey, only 39 percent of respondents said they had implemented accessibility measures into their games. One developer even noted that “there is still a lot of pushback in implementing accessibility features.” While this person was referring to their own team, this could also apply to gamers at large, many of whom lack empathy and even try to gate-keep players who seek accessibility options.

Clearly, then, there are many areas of improvement, and #a11yTO Gaming showcase a variety of tips and initiatives to help with just that.

What even is accessibility?

Ubisoft's Aderyn Thompson gives a talk at the #a11yTO Gaming conference on October 15th.

Aderyn Thompson giving a talk on accessibility at #a11yTO Gaming.

Many people might think of basic things like subtitles or customizable controls as accessibility, but it goes a lot deeper than that.

During a talk at #a11yTO, Aderyn Thompson, Ubisoft’s accessibility design lead, took the time to properly define accessibility. For Thompson, who’s non-binary and uses they/them pronouns, accessibility refers to “a player’s access to the gaming experience that’s either improved, or impeded, by the decisions made.”

However, they noted that many developers fall into the trap of using checklists to see measure their games’ accessibility, pointing out how the commonly used Web Content Accessibility Guidelines (WCAG) are convoluted with “guidelines for your guidelines,” to which the audience chuckled in agreement.

Thompson notes that accessibility isn’t simply a set of features, but rather, something that needs to be baked into the core design.”There are no such things as features for blind or deaf or cognitive or motion accessibility. We could centre specific players in how we brainstorm solutions, but then we expand our view,” they explained. “This way, we can avoid neglecting overlaps conflicting barriers, and, in the end, we make a more universal and less likely stigmatizing design.”

Jin Sakai stares at the large forests on Tsushima island in Ghost of Tsushima.

Many players embraced Ghost of Tsushima’s hands-off approach to exploration, but Ubisoft’s Aderyn Thompson says there are a few ways it could have been more inclusive. Image credit: PlayStation

To illustrate this, Thompson outlined how two beloved PlayStation games were inaccessible in ways many players likely might not have considered. First, they brought up how Ghost of Tsushima had well-received elements like the ‘Guiding Wind’ or wild foxes to help steer players towards points of interest in a more natural, UI-free way. While Thompson praised the creativity behind all of this, they also noted how they “rely on the sensory processes of seeing, listening and thinking,” which could present barriers for disabled players. “Imagine how much the universal player experience could be improved for everybody,” Thompson said, by including features like haptics and visual information for audio cues. Indeed, the eventual PS5 Director’s Cut did add some of this and received praise from both gaming accessibility site Can I Play That? and general players for the enhanced immersion.

Where Ghost of Tsushima‘s minimalist approach was perhaps too limiting for some, Thompson observes that another PlayStation game, Horizon Forbidden West, could be too much for players. In this case, Thompson actually consulted on the Horizon sequel, so there’s an added layer of self-reflection here. They explain that they saw several streamers resort to using protagonist Aloy’s spear for basic melee attacks, despite the fact that this sort of play is “ineffective” compared to the “mind-blowing player agency” afforded by the combat. The reason for this, Thompson speculates, is that the “intensity” of fights — which require you switch between many different weapons on the fly while jumping, dodging and scanning enemies with Aloy’s Focus for weaknesses — may have been overbearing.

In Horizon Forbidden West, Aloy uses technology to scan a robot enemy for its weaknesses.

The Focus mechanic in Horizon Forbidden West. (Image credit: PlayStation)

As a result, players might have found mashing the melee button to be simpler than the more intensive archery. “If we broaden our understanding of cognitive load and motor capabilities, we could have addressed this,” Thompson said. They noted that the Focus already has some strong accessibility aspects, like clear highlighting for “precision and visibility,” but focusing on “fundamentals like interface, slice and contrast and player’s reaction capabilities” could have benefited more people, disabled or otherwise.

Thinking outside the box

We’ve mentioned games with extensive lists of accessibility features, like The Last of Us or Guardians of the Galaxy. But #a11yTO also provided some examples of games that, like Thompson mentioned, take accessibility one step further.

They specifically cited Hades‘ God Mode, a variation on a difficulty mode that makes you take less damage over time — something that can benefit anyone who’s struggling with the game. Praise was also given to games that offer unique ways of conveying messages to players, like Deathloop‘s floating text (narratively justified as representations of protagonist Colt’s inner thoughts) or the helpful notes that players can leave each other in From Software titles like Bloodborne.

A woman plays Far Cry 6 with assistive audio features.

One of Far Cry 6’s accessibility features provides captions so players can follow on-screen prompts to find out where an enemy’s voice is coming from.

In his own panel, Ubisoft Toronto game designer Douglas Gregory explained how simply offering players more versatility can be good accessibility design. He gave an example of a Far Cry 6 tester who had visual impairments and wanted to avoid a heated firefight. As a result, his strategy was to pick up a sniper rifle and pick off enemies from afar at his own pace. However, he also equipped a widespread shotgun so he could run up close and shoot point blank without having to carefully aim.

Gregory noted that some developers’ first reaction might be that this is a sort of exploit that “breaks” the game and, therefore, should be fixed. But he realized the accessibility value in having this as a viable tactic on top of the player just having a good time with it. “How can we make this strategy as fun, varied and interesting as any other part of our gameplay?” he says of the ethos behind its inclusion.

Other examples he brought up of accessibility integrated into the gameplay include the level slider in The World Ends With You (“tune your experience to what’s right for you in the moment”) and even co-operative play (“you can accomplish things that would have been overwhelming all alone”).

Falling Squirrel's Dave Evans hosts a panel about The Vale: Shadow of the Crown at #a11yTO Gaming in Toronto.

Dave Evans giving a panel on The Vale: Shadow of the Crown.

Dave Evans, founder and creative director at St. Catharines, Ontario-based indie developer Falling Squirrel, did something even more unique: he made a game that can be played entirely without sight. Enter The Vale: Shadow of the Crown, a action-adventure game about a blind Medieval warrior that leverages 3D audio and haptic controller feedback for its narrative and gameplay. Players have to listen to audio cues like enemy sounds or narration to progress.

Evans, a veteran of the gaming, film and TV industries, said during a panel that The Vale came about from a desire to find other ways to tackle narrative besides cutscenes.

“The one thing that drove me nuts about working on [cinematics] is how siloed the development of the narrative in a cinema was from the actual gameplay,” he said. The goal was to not have players “sitting idly by watching [cinematics] to get that exposition.” Cognizant of budget constraints as an indie developer, though, he soon came up with the idea of creating a game that didn’t use visuals. This would help save money and, he quickly realized, open it up to disabled players. From there, he teamed up with the Canadian National Institute for the Blind and members of the blind community for support.

On top of adding accessibility, Evans said making The Vale audio-only provided sighted players with novel experiences he hadn’t considered.

The Vale: Shadow of the Crown poster (a knight looks out into a canyon)

The Vale: Shadow of the Crown. (Image credit: Falling Squirrel)

“A lot of people were playing away from the screen. They’re just sitting on the couch, closing their eyes, lying down and playing the game. I don’t play too many games that way. And I realized, ‘wow, what a great way to play a game,” he said. “And you know, late at night, you’re wanting to get away from screens, you don’t want eyestrain. So people who are sighted now finding that this novel experience has other benefits as well.”

Evans admitted that The Vale is not perfect; some members of the community were “split” on the “blind swordsman trope,” although he worked to ensure the character “was not defined by that disability.” He also said next steps for a game like The Vale would include offering a dialogue skip and improving options for the hearing impaired and non-English speakers.

Still, The Vale is an impressive and original game, especially from a small indie studio, and it highlights how thinking outside of the box for game concepts can also lead to accessibility. In this way, blind and visually impaired users get a game that is easily playable, while sighted people have an experience that is quite different from anything else they’ll have come across. In end, Evans said that “accessibility-based design did not compromise the game and lead to better experiences for all.”

Increasing awareness within the industry

Marvel's Guardians of the Galaxy running on a PS5 console.Rodrigo Sanchez, senior accessibility specialist at Marvel’s Guardians of the Galaxy developer Eidos Montreal, told me about one novel way his team is promoting inclusivity in games.

He says each new employee at the studio is asked about what they know about accessibility and how they think it may relate to their role. “Some people are like ‘this is what I do but I don’t know how it intertwines,’ so we meet with them and show them how it can intersect with their role,” explains Sanchez.

The idea is to provide broader education on accessibility and show them that it doesn’t just apply to specific areas. “It really gives them a great notion of ‘even outside of my day-to-day life, there’s accessibility around me, so how do I interact with that?’” He says Douglas Gregory heard of this whole on-boarding process and wanted to learn more to try to share it with other teams.

Star-Lord holding his signature two guns in Marvel's Guardians of the Galaxy

In Marvel’s Guardians of the Galaxy, Star-Lord’s visor offers high contrast options for colourblind players. (Image credit: Eidos Montreal)

Sanchez also echoes what Thompson said about guidelines not being enough.

“You can’t just have a checklist — it’s very difficult. That’s something we took into consideration,” he said. “Guidelines might be very broad and may not pertain to your specific role, so we’re going through it and customizing for your specific role.”

Beyond that, Eidos Montreal holds monthly accessibility meetings to champion the work that’s been done, outline what more can be done, provide feedback, and more. And even though Eidos Montreal is now owned by Embracer Group, Sanchez says the team will continue to collaborate with studios at former parent company Square Enix on accessibility initiatives for the time being.

Going beyond the games themselves

Xbox Adaptive Controller with 3D printed accessories

Makers Making Change produced 3D-printed switches that could be connected to the Xbox Adaptive Controller for those with limited mobility.

While this speaks to what developers are doing in their projects, #a11yTO Gaming also demonstrated some other accessibility initiatives.

Throughout the event, Microsoft’s Xbox Adaptive Controller was on display, a unified hub that works with a range of devices to help those with limited mobility.

Makers Making Change, a gaming division of the Canadian accessibility technology non-profit Neil Squire Society, was also in attendance. A representative, junior mechanical engineer Tyler Fentie, was on hand to present some of the group’s work. Part of that includes providing a wide variety resources on assistive technologies for new gamers and clinicians/secondary users, as well as fundraising for initiatives like giving kids accessible toys for the holidays.

Makers Making Change table at the #a11yTO Gaming conference with various 3D-printed accessories.

Makers Making Change has all sorts of DIY accessories that can be used to help making everyday gaming controllers more accessible.

According to Makers Making Change, switches and switch-accessible toys can be expensive, easily exceeding $100 each. But one especially neat thing that the organization does is help reduce these costs by taking existing devices, like battery-operated toys, and reassembling them switch jacks at a significantly lower cost — sometimes $5 or less.

Further, Makers Making Change has an open source collection of assistive technology solutions that you can use yourself or even have one of the organization’s volunteer makers build for you. Some of these DIY kits were on display at the conference, connected to Xbox Adaptive Controller for use in games like Ubisoft’s Brawlhalla.

Other great accessibility in gaming initiatives include Can I Play That?, the AbleGamers charity and the DAGER System. Eidos Montreal and Naughty Dog also gave us a significant amount of insight into accessibility in their games earlier this year.

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Xbox October update adds TV volume control and option to mute start-up sounds

Microsoft’s latest Xbox Series X and Xbox Series S update adds the ability to control TV volume through the Xbox Guide’s audio and music settings section. The feature is powered by an HDMI feature called Consumer Electronics Control (CEC) that allows devices to send commands to CEC-enabled televisions.

The update also includes a minor refresh to how you set your ‘home’ Xbox’ describes as offering an “improved setup screen.” Your Home Xbox gives your family and friends access to your games even when you’re not online. You’ll need to be signed in and online to use your software on other Xbox consoles.

Other bug fixes relate to USB flight sticks that work with the Xbox Adaptive controller, and changes to the Xbox’s power modes, which are now called the following: ‘Sleep’ and ‘Showdown.’ Microsoft has also changed the name of its ‘Xbox Passkey’ and ‘Guest Key’ to ‘Xbox Pin’ and ‘Xbox Guest Pin, ‘and has pushed out firmware updates for the Elite Wireless Controller Series 2, Xbox Series X/S gamepad, Adaptive Controller and Bluetooth Xbox One gamepad.

And finally, you can now trim clips directly in the Xbox app on Android and iOS instead of downloading the footage to your smartphone and editing the video with either Apple’s or Google’s Photos app. The update is rolling out now.

Microsoft’s last Xbox operating system was far more substantial and offered several new options related to users’ game libraries.

Microsoft recently launched its new Xbox Elite Series 2 custom controller design platform.

Image credit: Xbox

Source: Xbox

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Netflix says it’s currently developing 55 new games

Netflix is currently working on developing 55 new games, a recent investor letter reveals.

Some of the games are based on content created by Netflix, the letter details.

“We’re focused in the next few years on creating hit games that will take our game initiative to the next level. More generally, we see a big opportunity around content that crosses between TV or film and games.”

Launched less than a year ago, Netflix says the first year focused on establishing gaming infrastructure and examining how subscribers interact with games. The company plans to continue to grow in the area. “This will be a multi-year journey for us to learn how to please game players,” the letter states.

Earlier this week, the company confirmed it was “seriously” considering the launch of a cloud gaming platform, further hinting at the long-term growth Netflix has planned for games.

Image credit: Netflix

Source: Netflix

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Custom Xbox Elite Series 2 gamepads start at $149 in Canada

Following the ‘Core in white‘ Elite Series 2 gamepad, Microsoft has revealed more details about its custom Elite Series 2 Xbox Design Lab option.

According to Microsoft, “nearly all” of the external parts of the Series 2 can be customized, including its body, back case, D-pad, bumpers, triggers, thumbsticks and buttons. In an Xbox Design Lab first, you can also select between a cross-shaped or faceted D-pad and customize the colour of the thumbstick and base ring. Like other Xbox Design Lab controllers, you can add a 16-character message to the gamepad.

Microsoft’s new custom Elite Series 2 starts at $149 for the base controller that doesn’t include back paddles or additional sets of thumbsticks. That said, ‘Elite Accessory Packs‘ with various thumbsticks, paddles and case options will be sold separately. On the other hand, a custom Elite Series 2 gamepad that includes paddles, extra thumbsticks, D-pad option and a carrying case/charging pack, starts at $209.99. If you don’t already own an Elite Series 2, this is likely the gamepad most people will be interested in.

The Elite Series 2 Xbox Design Lab option is coming to Canada, the U.S., Australia, New Zealand, most Western European countries, and select Southeast Asian countries.

While I once really liked Microsoft’s Elite Series 2 gamepad, the high-end controller has been plagued by hardware issues, and I’m on roughly my eighth gamepad currently (I keep getting it replaced under warranty). If it’s not the ‘A’ or ‘Y’ button only working 75 percent of the time, the right bumper or the joystick button stops working properly. I’ve even encountered problems with the Series 2’s back paddles and the gamepad constantly disconnecting.

With the release of this new Series 2 custom option, I’m hoping that Microsoft has finally ironed out the Xbox Elite Series 2’s several issues because if this gamepad features the same hardware as the current version of the gamepad, it’s not worth buying.