![]() ![]() This means you don't need to quickly press a button in response to an on-screen prompt, target a fast-moving target or skillfully complete a scenario against the clock. Reaction-Time Not Critical: Individual game actions don’t need quick reactions, or there are settings to lower the requirement for quick reactions. This includes games that always display buttons to press during play. ![]() This clearly displays the mappings of actions to buttons/keys/mouse/keyboard without having to leave the game. View Control Mapping: You can view a map of controls during play. These features aid your play of the game in terms of cognitive load on learning controls, dealing with pressure and coping with the environment and challenges. This includes customising the experience when you first open the game via any onboarding processes it provides as well as tutorials and other assistance when you first start playing. We've documented 4 accessibility features for Getting Started in Disco Elysium which deal with what support is offered to get started with the game. If you want to play Disco Elysium, but it doesn't offer the Controls accessibility features you require, these similar games extend the Controls accessibility: ![]() Similar Games With More Accessibility Features for Controls This can provide additional information about progress, approaching enemies or hitting a target. Informative Vibration: Controller vibration indicates events or interactions in the game, echoing visual and audio cues. Vibration Optional: Controller vibration not used in the game or you can disable it. No Simultaneous Buttons: Only one button or key required at a time, in addition to direction stick(s). Rapid Repeated Pressing Optional: Quick, repeated button pressing (more than 2 times a second) is not required, can be skipped or switched to holding a button to trigger a repeated action. This is in addition to the movement stick/button which is not considered a hold for this purpose. Holding Down Buttons Optional: Holding down buttons for prolonged periods (a second or more) is not required or can be switched to toggling the action on and off. Specific button operation required to play We've documented 5 accessibility features for Controls in Disco Elysium which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs. There are also a small number of non-critical missions that are time sensitive in relation to the in-game clock (must be completed on a specific day or time), these are noted in the journal with a clock symbol. There is a pressure applied from the beginning in regards to outstanding debt and coming up with money every day to continue paying for lodging, which may feel really stressful. Fast travel is available for some regions of the game via the map, and fast travel locations are identified when you locate a new area, but there is no tutorial or guidance on how to use this feature in game, which increases the confusing layout and use of the map. This list of skill checks is not sortable in any way, so the map isn't really useful for navigating spatially, and can be confusing as an organizational tool. When it becomes available the information it provides is a rough sketch of the town and a list of skill checks that are available (whether or not they are locked for you) which shows who the name and portrait of who you go to see them, as well as the general area they are found in. ![]() There are a few instances of screen flash, which are forewarned by talking about "taking a photo" or "shooting a gun" in the preceding dialogue, but there is no way to disable or avoid them. There is not a difficulty setting to make the game easier, but there is a "hardcore mode" that can be selected to make the game more challenging. You will quickly begin to acquire missions that give you direction, and eventually a map. Here isn't a tutorial or an immediate opening goal, so getting started and learning controls can be difficult. The "detective mode" option highlights all of the interactive objects in green and allows you to cycle between them for ease of access and exploration and to ensure you don't miss anything. You can zoom in at any point to get a clear view of the scene and make the characters and objects large and easier to differentiate. You can adjust the text size, although this doesn't make it especially large. The details in this report are for the Final Cut version of the game, which has fully-voiced dialog. ![]()
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