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Microsoft takes $100-$200 loss on every Xbox Series X/S it sells

Microsoft has been fighting this console generation to oust Playstation as the top console, and it appears that low prices are part of the strategy, at least for now.

It’s no secret that game consoles are typically sold at a loss to drive game sales. Companies make up revenue on the backend from subscriptions, games and accessory sales, so getting as many people onto a platform is crucial to success.

In a recent interview with CNBC, Xbox boss Phil Spencer mentions that the Xbox Series X ($600 CAD) loses around $100 (roughly $136 CAD), and the cheaper Xbox Series S ($379 CAD) is sold at a $200 (roughly $272 CAD) loss for the company.

Spencer previously said that after the holidays, Xbox might raise the price of Xbox Game Pass subscriptions and its consoles. However, this new tidbit of typically secret Xbox sales information further suggests that the consoles will receive a price jump in 2023. There’s still a chance Spencer is referring to accessory and subscription prices going up, but we likely won’t get the full story until the new year.

In August, Bloomberg reported that the PS5 ($649 CAD) is no longer selling at a loss. However, the less expensive PS5 Digital Edition ($519 CAD) was still offset by subscriptions and accessory purchases.

During this same time, the company announced that the PlayStation Network had 104 million monthly active users, spending an average of $37.09 ($50.54 CAD) each during Q1 2021.

Microsoft has been more tight-lipped regarding how much it makes per user, but at the start of 2021, the company revealed that Xbox Live has over 100 million active users, and at the beginning of 2022, it claimed to have 25 million Game Pass subscribers. With both numbers continuing to grow, it will be interesting to see how much revenue Microsoft earns per user per quarter now.

Source: CNBC, The Verge, Hot Hardware, Kotaku

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Microsoft says Call of Duty will always release on PlayStation

Phil Spencer, the head of all things Xbox at Microsoft, says that Activision’s Call of Duty series will always be on PlayStation consoles.

“As long as there’s a PlayStation out there to ship to, our intent is that we continue to ship Call of Duty on PlayStation,” said Spencer to YouTubers Justine Ezarik (iJustine) and Jenna Ezarik on their Same Brain podcast.

Spencer goes on to say that Microsoft is taking a similar approach to Minecraft when it comes to the Call of Duty franchise and plans to continue to release future entries in the series across several platforms, including possibly even the Nintendo Switch.

“I’d love to see it on the Switch, I’d love to see the game playable on many different screens. Our intent is to treat Call of Duty like Minecraft,” said Spencer during the Wall Street Journal’s recent tech conference.

During the same conference, Spencer mentioned that the cost of Game Pass and its consoles could increase after this holiday.

There’s been significant back and forth between Microsoft and Sony amid the latter company’s looming $68.7 billion USD (about $85.96 billion CAD) acquisition of gaming giant Activision Blizzard.

For example, there are government documents backing up reports that Sony is paying “blocking rights” to keep specific titles off Xbox’s Game Pass. Further, PlayStation CEO Jim Ryan recently stated that Microsoft’s recent offer to ensure Call of Duty remains multiplatform is “inadequate on many levels.

Since Call of Duty: Modern Warfare’s II‘s (MWII) release, the game has been criticized for its fast time-to-kill (TTK), the inability to turn crossplay off on some platforms and the lack of returning features like a ranked ‘Hardcore’ mode (MWII’s Tier 1 Hardcore mode will arrive in November).

It should be noted that Activision Blizzard is facing ongoing legal action related to reported work culture issues. Specifically, the gaming giant was accused in a July 2021 lawsuit of fostering a toxic “frat boy” culture at its U.S. studios in which many employees, particularly women, dealt with harassment, gender discrimination, unequal pay and other forms of mistreatment. Bobby Kotick, the company’s CEO, has specifically come under fire for allegedly working to cover up these reports and has faced calls to resign, yet he still leads the company. Earlier this month, the company was hit with a new lawsuit alleging more sexual harassment. 

Image credit: Activision

Source: Same Brain (YouTube) Via: The Verge

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9 spooky games to play this Halloween

The days are getting shorter, the leaves are changing colour, and Halloween is just around the corner. It’s the perfect time to introduce more scares into your gaming catalogue to help usher in the spooky season.

I have put myself through some truly harrowing virtual experiences to bring you my favourite horror video game picks for the Fall. From brand-new titles to classics, let’s explore some hair-raising experiences from family-friendly Hallows’ Eve titles to more mature games.

Family-friendly Halloween Gaming Recommendations

Let’s ease into the video game terror fest by starting with a couple of kid-friendly games that won’t leave you screaming in fear. My 8-year-old loves playing these with me — they’re fun, slightly spooky and relatively harmless when it comes to scares. If you’re looking to turn your Halloween gaming experience into a family affair, or just want to slowly wade into bone-chilling games, check out these titles.

Ghostbusters: Spirits Unleashed

Ghost Busters Spirits Unleashed

Image credit: IllFonic

The recent release of Ghostbusters: Spirits Unleashed did not disappoint. It’s not without its flaws, but it’s a perfect game for Halloween and uses a lot of the movie series’ source material in creative ways. The characters are fun and quirky, with tons of great voice-acting talent to liven up the experience.

In the first few moments of the title, Canada’s own Dan Aykroyd reprises his role as Ray Stantz. If you are a fan of Ghostbusters, this game offers waves of fun nostalgia. You create your own Ghostbuster trap ghosts or play as one in this isometric multiplayer experience. Teaming up online and bagging or becoming a ghost lets you upgrade your character’s gear and abilities.

Ghostbusters: Spirits Unleashed is available on PC, PlayStation and Xbox. The game costs $51.99.

Luigi’s Mansion 3

Luigi’s Mansion 3 is a slightly older title, but it’s still an absolute classic. In the game, Luigi ends up entering a haunted hotel and trying to find his missing brother Mario. The graphics are cartoony and the controls aren’t too demanding, making it suitable for younger players. At the same time, the title offers some great scares along with unique gameplay mechanics. Players use Luigi’s vacuum cleaner (the Poltergust 3000) to suck up ghosts to capture them and progress.

Luigi’s Mansion 3 is available on the Switch for $79.

New Mature Horror Experiences for 2022

If you’re looking for something truly terrifying, then these mature horror titles should do the trick. They range from psychological thrillers and classic survival horror games to more abstract experiences that will make your skin crawl. Brace yourself, from gore to jump scapes, this list isn’t for the faint of heart:

The Last of Us Part I

The Last of Us Part 1 Ellie upset

Image credit: PlayStation

Originally released in 2013, this masterful survival horror experience has recently been remastered for the PlayStation 5. If you’re looking forward to the upcoming HBO series based on the game, this is an excellent jumping-off point. The plot centres around Joel and his young companion, Ellie, as they navigate through post-apocalyptic America. They face off against hordes of infected zombie-like baddies that have been infected with the Cordyceps fungus. Not only will you have to navigate through claustrophobic environments, but you’ll also need to engage in resourceful planning and combat skills to survive.

The Last of Us Part 1 is available for PlayStation 5. The game costs $89.99.

The Quarry

The Quarry

Image credit: 2K

If you are a fan of summer slasher films, then The Quarry is worth checking out. The game follows a group of teenage camp counsellors trapped in the woods as they fight to survive the night. As each counsellor is picked off by a mysterious creature, you’ll need to stay on your toes and use your wits to solve puzzles and find clues to survive the wilderness. Your choices will affect the outcome of the story and who lives to see the sunrise. Developer Supermassive recently added a creative take on couch co-op and online multiplayer mode, so you can share the scares with your friends.

The Quarry is available on PC, Xbox and PlayStation. The game costs $89.99.

Resident Evil Village: Gold Edition

If you’re a Resident Evil fan, Capcom has a treat dropping right before Halloween on October 28th with Resident Evil Village Gold Edition. This latest edition will include some key features that build on the original game with the “Winters Expansion.” This content offers an entirely new chapter that takes place 16 years after the events of Resident Evil Village, a new third-person mode and new stages and playable characters like Lady Dimitrescu for The Mercenaries mode.

Resident Evil Village Gold Edition is available on PC, Xbox and PlayStation. The game costs $59.99.

Scorn

Image credit: Ebb Software

If you’re looking for a truly unique horror experience, then Scorn is an excellent option. Created by the Hungarian studio Ebb Software, this game offers a truly creepy atmosphere and a surreal storyline. Players must navigate through detailed organic environments that look like something out of an H.R. Giger painting as they search for clues about their mysterious surroundings and origins. The creatures in this game are particularly disturbing, making it perfect for those who want some nightmare fuel on Halloween night.

Scorn is available on PC, Xbox and PlayStation. The game costs $51.99 and is part of Xbox Game Pass.

Gotham Knights

Red Hood aims a gun in Gotham Knights.

 Image credit: Warner Bros.

Red Hood’s gun-focused combat is delightfully brutal. There’s just something for me that makes the Batman universe synonymous with Halloween. Its dark, foreboding setting of Gotham City, combined with villains like Clayface, Man-Bat, and Scarecrow that are ripped straight from my nightmares, really set the stage for some creepy showdowns. Gotham Knights is a new action game releasing right before Halloween.

In Gotham, players take on the role of either Nightwing, Batgirl, Robin, or Red Hood and fight criminals and corruption in the city. Crime is on the rise in the city after tragedy strikes and Batman is no more, so it’s up to the new group of vigilantes to step up and keep the city safe during Batman’s absence.

Gotham Knights is available on PC, Xbox and PlayStation. The game costs $89.99.

Keep the scares coming

Outside of Halloween, there are some terrifying-looking games launching later this year, and in January. The Callisto Protocol, a space-based survival horror game directed by Glen Schofield, is currently slated for early December. Schofield co-created the Dead Space franchise, so you know this game is going to be scary and very gory. The initial teaser trailer and early previews have many gaming horror fans excited, myself included.

On the subject of Dead Space, a remake is also on the way for the end of January. Both a new and a seasoned generation of gamers will get to experience the terrifying journey of Isaac Clarke. Dead Space was originally released in 2008, and follows an engineer as he explores a deserted mining ship infested by creepy aliens known as Necromorphs. The atmosphere is unsettling, the enemies are gruesome and there’s plenty of gore to keep even the most hardened horror fan entertained. If you love scares and gore, I recommend keeping an eye on these two titles — they both look very promising.

Whether you’re looking for a truly terrifying survival horror experience or just want to get into the Halloween spirit with some creepy games, there’s plenty of options to choose from this fall and winter. So keep the scares coming, and Happy Halloween!

Image credit: Nintendo

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Call of Duty: Modern Warfare II’s physical disc is a 72MB coaster

If you’re the type of person who still purchases physical video games, you’ll likely be disappointed to learn that Call of Duty Modern Warfare II‘s (MWII) disc only features 72.23MB of data.

No, that’s not a typo — even when you purchase the disc version of the latest Call of Duty, you still need to download over 100GB. Making matters worse, according to Eurogamer, Modern Warfare II takes up 150GB of space on the PlayStation 5, filling a significant portion of its 825GB of available storage. To be clear, this file size doesn’t even include Warzone 2.0.

What Activision has done with Modern Warfare II is ship what is nearly a blank disc designed to validate and prompt a download for the game solely. This relatively new form of DRM is some of the most frustrating yet and is awful for video game preservation. Imagine living in an area with slow or limited internet access, driving to your local Walmart to buy MWII, only to discover that you need to leave your console or PC on for several days to download the game you just purchased on a physical disc?

It’s unclear if this method of delivering physical titles will become more common, but it doesn’t bode well for the future of physical video games, especially regarding big-name titles.

While Call of Duty: Modern Warfare 2‘s campaign has been available for the past week to those who pre-ordered, the game’s anticipated multiplayer mode doesn’t drop until tomorrow.

It should be noted that Activision Blizzard is facing ongoing legal action related to reported work culture issues. Specifically, the gaming giant was accused in a July 2021 lawsuit of fostering a toxic “frat boy” culture at its U.S. studios in which many employees, particularly women, dealt with harassment, gender discrimination, unequal pay and other forms of mistreatment. Bobby Kotick, the company’s CEO, has specifically come under fire for allegedly working to cover up these reports and has faced calls to resign, yet he still leads the company. Earlier this month, the company was hit with a new lawsuit alleging more sexual harassment. 

Image credit: Activision

Source: Eurogamer

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Xbox will likely raise the price of Xbox Game Pass and consoles in the future

Along with revealing that Xbox Game Pass accounts for 15 percent of Microsoft’s gaming revenue, Xbox head Phil Spencer said that it will likely raise the price of its Xbox consoles and services in the future.

“We’ve held price on our console; we’ve held price on games and our subscription,” said Spencer during the Wall Street Journal’s Tech Live conference. “I don’t think we’ll be able to do that forever. I do think at some point we’ll have to raise some prices on certain things, but going into this holiday we thought it was really important that we maintain the prices we have.”

Sony recently increased the cost of the PlayStation 5 in Canada to $649.99 from $629.99 for the Disc version and $519.99 from $499.99 for the Digital Edition, so Microsoft considering increasing the cost of the Xbox Series X/Xbox Series S isn’t surprising.

On the other hand, the price of Xbox Game Pass going up also isn’t shocking, especially with the release of Bethesda’s Starfield looming and Microsoft’s acquisition of Activision Blizzard set to likely go through. Several years after the game subscription platform’s launch, it remains one of the best deals in gaming.

Xbox Game Pass is available on Xbox One, Xbox Series X/S, PC and Android and iOSGame 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 Xbox Cloud Gaming to mobile devices and browsers.

Source: The Wall Street Journal Via: The Verge

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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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Xbox shelved streaming stick to partner with Samsung on cloud gaming

Contrary to popular belief, Xbox has no plans to release a streaming stick anytime soon.

Speaking during The Wall Street Journal‘s Tech Live 2022 conference, Microsoft Gaming CEO Phil Spencer revealed that the company had been incubating the long-rumoured device, but opted earlier this year to partner with Samsung on cloud gaming instead.

This resulted in the Xbox Cloud Gaming app coming to 2022 Samsung TVs and monitors in June, with the potential for “other TV partnerships” down the line.

It’s a notable move from the company, as Spencer has been publicly tossing around the idea of a streaming stick going back at least two years. This past May, Windows Central reported on the latest iteration of this dongle, codenamed Keystone, which Microsoft corroborated in a statement. We even seemingly saw a prototype of Keystone when Spencer tweeted about Fallout‘s 25th anniversary earlier this month.

At Tech Live 2022, Spencer acknowledged that the device in question was indeed Keystone, adding that the idea behind it is to give consumers more choice about where they play games. To that point, Spencer didn’t shut down the possibility of eventually releasing something like Keystone, although he noted it’s likely a ways off.

“Will we do a streaming device at some point? I suspect we will, but I think it’s years away,” said Spencer.

Via: Tom Warren

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Over 20 million people have used Xbox Cloud Gaming: Microsoft

Microsoft says more than 20 million people have used its Xbox Cloud Gaming service.

Satya Nadella, the company’s CEO, revealed the figure during an October 25th earnings call. For context, Xbox Cloud Gaming is available on a variety of devices, including Xbox consoles, PC and mobile.

In late April, Microsoft said over 10 million people had streamed games through the service. Since then, the company has teamed up with Epic to bring Fortnite to Xbox Cloud Gaming — a particularly notable move since it’s the only game in the catalogue that can be streamed for free. Everything else offered through Xbox Cloud Gaming requires a $16.99/month Game Pass Ultimate subscription.

That said, it’s unclear exactly how much Fortnite has contributed to the service’s growth. Moreover, Microsoft simply saying 20 million people have used the service doesn’t tell us how many are actively streaming. We don’t even know how many people are subscribed to Game Pass, as Microsoft last revealed such data (25 million members) in January.

On the whole, gaming companies have been mum about their cloud offerings. Google never disclosed how many people have been using its Stadia service, though it clearly wasn’t that many since it’s being shuttered in January. Likewise, we don’t know how well Nvidia’s GeForce Now or Amazon’s U.S.-only Luna have been performing.

Nonetheless, there’s clearly an interest in continuing to invest in cloud gaming. Earlier this month, reputable analytics firm Newzoo published a report outlining how the games industry is set to generate approximately $2.4 billion USD (about $3.25 billion CAD) in cloud revenue this year. That’s a 74 percent increase year-over-year and works out to roughly 31.7 million consumers paying for cloud gaming.

Microsoft, in particular, has big plans in this regard, as it looks to bring Xbox Cloud Gaming to more TVs, a dedicated streaming stick and even VR. Meanwhile, PlayStation provides streaming alternatives for a variety of games, especially PS3 titles, while the Nintendo offers cloud versions of games on Switch that would otherwise be too technically demanding. Most recently, Netflix also floated the possibility of expanding its nascent Games platform into the cloud.

Via: The Verge

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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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Here’s the first full gameplay demo for Resident Evil 4 remake

Capcom has revealed a full gameplay demo for its highly anticipated remake of Resident Evil 4.

While the game was first unveiled in June, this is the first time we’re seeing more than a few seconds of gameplay from the remake, simply titled Resident Evil 4.

In the footage, protagonist Leon S. Kennedy quietly works his way through some catacombs, and we see him crouching, which wasn’t a move in the original game. Once Leon gets to the surface, we see one of Resident Evil 4‘s most iconic sections — the early village level. Here, Leon faces off against a slew of returning Ganados enemies, including the fearsome Chainsaw Man.

Leon has other new moves besides a crouch, including the ability to parry the chainsaw with his gun. We also get a look at the fan-favourite Merchant. All in all, the game looks outstanding, taking the photorealistic visual style of the recent Resident Evil 2 and remakes while adding a few new mechanics.

Additionally, Capcom showed a story trailer for Resident Evil 4, which offered our first full look at Ashley Graham, the president’s daughter whom Leon must save. A few new story moments were also teased, including an expanded role for Ada, Leon’s on-again, off-again ally, and a scene where Ashley appears to be infected with the Las Plagas virus.

The original Resident Evil 4 debuted on the Game Cube in 2005, revolutionizing the survival horror and third-person genres with its over-the-shoulder gunplay. Hopefully, the remake is able to balance remaining faithful to that legacy while making some meaningful changes along the way. For instance, original RE4 director Shinji Mikami previously said he hopes the remake will improve the story, which he says he only had three weeks to write.

We’ll find out for sure when the new Resident Evil 4 launches on March 23rd, 2023 on PS4, PS5, Xbox Series X/S and Steam.

Elsewhere in the Resident Evil Showcase, we got a new trailer for Shadows of Rose, a new piece of story DLC that follows Rose Winters, protagonist of Ethan Winters, after the events of last year’s Resident Evil VillageShadows of Rose is included in the Winters’ Expansion, which also adds a new third-person mode and fan-favourite Lady Dimitrescu and two other new characters for Mercenaries Mode. A 60-minute demo for the new third-person mode will also be available starting October 20th.

RE: Verse, a multiplayer experience that’s free to all owners of Resident Evil Village, also got a new trailer ahead of its October 28th launch.

Resident Evil isn’t the only horror series that got a big showcase this week. Yesterday, Konami officially unveiled the long-rumoured Silent Hill 2 remake for PS5 and PC, developed by Bloober Team (The Medium), as well as several other entries in the long-running horror series.