Been dealing with some wrist issues this year that make traditional controller layouts genuinely painful for extended sessions, and it's made me way more attentive to which games actually let you fully customize control schemes versus which ones give you like three preset options and call it a day.
Full remapping support, adjustable hold-vs-toggle for basically every action, and separate sensitivity curves for different inputs should honestly just be baseline expectations at this point, but the amount of variance between studios is still pretty wild. Some games clearly built accessibility in from the ground up and it shows in how granular the options are, others clearly bolted it on at the end and you can feel the seams.
Been really impressed by a few recent releases that included full colorblind filter suites, text-to-speech options, and combat pacing sliders without it feeling like an afterthought tacked onto a menu nobody expected anyone to actually open. It's a genuinely different experience being able to tune a game to what your body can actually handle instead of just pushing through discomfort because "that's just how the game is."
Not naming and shaming specific studios that do this poorly because I don't think it's usually malicious, I think it's more that accessibility often isn't prioritized until way too late in development to do it properly. But I do think as players we should be more vocal about this stuff because it genuinely does get noticed and acted on when enough people ask.
Curious what accessibility features other people here have found genuinely game-changing, in the literal sense, not just nice-to-haves.
This is something Ubi and Naughty Dog been great at over the recent years. Respect..
Thumb issues here so I do the "Bumber Jumper" scheme for FPS games such as COD or Halo back in the day. I don't play many FPS anymore tho.
What is the meaning of consciousness?
