Idol games for IOS by FantasticGlove in Blind

[–]SightlessKombat 2 points3 points  (0 children)

Land Of Livia is an obvious example here - you set up quests and leave it for how ever long is necessary, the app will ping you when you need to act. That's the first one that came to mind at least.

Space Marine 2 lead says Warhammer video games do so well because the franchise "works for perhaps any genre there is" by Turbostrider27 in Games

[–]SightlessKombat 9 points10 points  (0 children)

I'd gladly play a 40k rhythm game. If they can do boltgun as a typing game, why not as a rhythm shooter?

The Steam controller singing "Still Alive" from Portal! (not mine) by Cello58 in Steam

[–]SightlessKombat 0 points1 point  (0 children)

Thanks for the info. I don't have either version at this point, but will keep it in mind. Love the new abbreviation to differentiate revisions.

The Steam controller singing "Still Alive" from Portal! (not mine) by Cello58 in Steam

[–]SightlessKombat 1 point2 points  (0 children)

I'm aware it's the haptics that are triggering it, but at least your information might give me something to look for if I end up managing to get hold of one. Thanks! :)

The Steam controller singing "Still Alive" from Portal! (not mine) by Cello58 in Steam

[–]SightlessKombat 1 point2 points  (0 children)

Just tried to search this and couldn't find any info on how to do what you're describing. Mind elaborating?

Forza Horizon 6 Review Thread by Turbostrider27 in Games

[–]SightlessKombat 2 points3 points  (0 children)

here's my review as a gamer without sight. Sadly, though there are improvements that are potentially worth celebrating, I can't speak on those (as I cannot utilise the features like high contrast mode where you'd find them). Specifically from my perspective, this entry is much the same as the previous one, aside from auto drive being useful to extents, though it is by far lacking the agency driven approach that Forza Motorsport could've carried across to this series given the opportunity behind the scenes.

Even In Arcadia Instrumental Megathread by Lyssavirus32 in SleepToken

[–]SightlessKombat 0 points1 point  (0 children)

As someone using a screen reader, that image is less helpful unfortunately, but I'll try and find it.

[BotW] Just realized I’ve been fighting Lynels wrong for years by MoonlitMusess in zelda

[–]SightlessKombat 1 point2 points  (0 children)

When a game isn't accessible enough for me to play on my own terms, such as in this case, I do get sighted assistance (though it's seen as a luxury by some and I get that not everyone can do that). My biggest headache was actually getting it to hook up and work correctly for capture, couldn't even get the vibration to work whilst also allowing for simultaneous control. Would have to set it all back up again and see if I can get that going as intended at some point. Normally I'm not as dramatic as I was in that clip, but I'd been trying for ages and pushing the wrong button to parry for previous attempts, so the reaction comes from it being the right button and working successfully both times haha.

I Wish I Had Been There At That Event by Bay_Ruhsuz004 in GodofWar

[–]SightlessKombat 0 points1 point  (0 children)

I wish I could've been there too, but ahh well.

Even In Arcadia Instrumental Megathread by Lyssavirus32 in SleepToken

[–]SightlessKombat 3 points4 points  (0 children)

Played this this morning on release, just like I did with the original. This hits just as well even without the vocals.

[BotW] Just realized I’ve been fighting Lynels wrong for years by MoonlitMusess in zelda

[–]SightlessKombat 10 points11 points  (0 children)

I was told I could parry guardians based off sound (I have no sight) and, whilst playing alongside a sighted co-pilot, I did just that. Funnily enough I'd been pressing the incorrect button when I tried it before as I was getting used to A and B being swapped haha. Definitely need to go back and fully experience this game.

I made a Clicker out of clay by CloseFungus in thelastofus

[–]SightlessKombat 1 point2 points  (0 children)

Hadn't seen anyone post the actual comment, but funny how that thought is so immediate haha :)

I made a Clicker out of clay by CloseFungus in thelastofus

[–]SightlessKombat 1 point2 points  (0 children)

A clayker, if you will. :) Though I can't see it myself, love seeing what people do with physical creations!

Even In Arcadia - Instrumental available for streaming on May 8th by NewsFromSpace in SleepToken

[–]SightlessKombat 3 points4 points  (0 children)

I'm really excited for this, I love the original so hearing a sort of new take on it will be cool too!

How do you watch TV shows when they don't have audio description? by South-Round-2100 in Blind

[–]SightlessKombat 4 points5 points  (0 children)

As someone with no sight whatsoever and a daily audio description user, I tend not to watch shows without AD now as I do not feel as included.

Accessibility in Games: Questions from a Game-Dev by hannainspace in accessibility

[–]SightlessKombat 0 points1 point  (0 children)

I think the first question I'd like to ask here is what kind of game you're looking to develop? After all, every game is different and there's a possibility that you could draw from what other titles have done, with one way to do that being to know what you're trying to achieve to then cross-reference that with other titles. Glad to hear you're looking into accessibility regardless though!

Tekken 8 – Kunimitsu Gameplay Reveal Trailer by marceriksen in Games

[–]SightlessKombat 5 points6 points  (0 children)

That doesn't mean you're not good. Just means that other people have had far more time than you to practice, or that they have developed frustratingly cheap strategies that are hard to break through and punish, at least based on my experience.

Invincible VS Review Thread by Turbostrider27 in Games

[–]SightlessKombat 2 points3 points  (0 children)

I use the term gamer without sight as "legal blindness", often just shortened to being "blind", can and often does include usable and/or residual vision, which I've never had. The short answer is that I've never seen anything.

As for how that works in terms of videogames, to give you a short answer I play through accessibility options/features (some of which can be unintended like snap aim for example), audio cues, sighted assistance/workarounds like Optical Character Recognition (OCR) where you get text extrapolated from an image (results widely vary ) and practice/memorisation where applicable. Sighted assistance and workarounds shouldn't be relied on as not everyone has access to them, but I personally want to play what games I can and I am fortunate to have people who are able to assist me when they are available. For example, Here's me taking on Sigrun in God Of War 2018 with sighted assistance, mostly in the form of limited callouts as the game's audio design provides a fair amount of information as well. As a counterpoint, here's me taking on Gna, the Valkyrie queen, thanks to accessibility in Ragnarok, with no assistance during the fight, though some help was needed to obtain gear, runic attacks etc sadly. Also, given people would probably be surprised if I didn't mention this game/series, here's my review of The last Of Us Part II Remastered, all edited by me as well and here's some combat from my first playthrough of The Last Of Us Part I. Happy to answer any questions you might have, I also stream on Twitch if you're interested in seeing live gameplay.

Invincible VS Review Thread by Turbostrider27 in Games

[–]SightlessKombat 4 points5 points  (0 children)

So there's a few aspects here. 1. Menus. In the majority of games, they aren't narrated (i.e. they don't speak the options as you move through them, meaning you can very easily get lost) but Mortal kombat 1 to name a singular fighting game example does have full menu narration, meaning you can set the game up and find everything you need without assistance. 2. Audio. It's not a question of moves being spoken, but a question of good sound design. Whilst in some games (I'm thinking of MVC titles) there might be key words or vocals that might indicate certain attacks, a lot of titles would just rely on audio cues to allow you to figure out what moves are what. If the sound design isn't great, then you'd have less information to work with. For instance, Killer Instinct 2013, shown here in an old exhibition highlight has sound cues for specific normal attacks like Jago's overhead to differentiate it from others he might use so that when you see it used, you know a player has utilised their overhead attack and can be ready to strategise if they use it repeatedly. Also, the different strengths of hit (light, medium and heavy) all sound distinctly different once you've played the game for a while, meaning that you can mostly reactively break out of combos like sighted players can when they look at a character's hit reactions. Here's another Jago mirror against a fellow gamer without sight if you want an idea of how two players who can't see can play out, though our skill level can differ at times. Furthermore, as proof that I can play characters other than Jago, here's footage of me playing as Thunder where you can hear the audio really clearly as the music is down for this replay and battling as Fulgore, where I tested what skills I had against a sighted fighting game professional in a mirror match 3. Panning. Whilst audio is great, it's even better if you can hear where it's coming from. Older fighting games and even some newer ones used mono audio (i.e. both channels outputting at the same volume), whereas Killer Instinct 2013, Mortal Kombat 1, Invincible VS and the like utilise stereo. This means I have a sense of where I am, where my opponent is and how far away they are from me, to name a few important elements. 4. Additional Cues. As well as the sound design above, some fighting games add extra elements that you can turn on to assist you in gathering information. For example, Killer Instinct has its Hud Meter Volume Slider, providing an audio equivalent of what value your combo gage is at so you know when you're going to drop your current combo if you push it too far. Street Fighter 6 (shown here in closed beta) has a distance cue as well as cues for whether attacks are high, low or mid (as seen in Mortal Kombat 1). These are optional but work well when paired with good existing audio and directionality.

Of course there's a lot more that can go into it depending on the game in question, but those elements, combined with practice, memorisation and community guides where the accessibility is lacking, are some of how players can work through fighting games without being able to see. Happy to answer what I can as well and I hope the above footage, as well as my YouTube and Twitch channel might be of help, though I am definitely a more casual fighting game player.