After a strange mist hits Shibuya in Tokyo and makes people disappear, it’s up to the protagonist Akito in the company of KK a strange spirit that saved his life to discover the origin of this evil and understand the cause of the disappearance of the population.
The Bethesda-distributed first-person action game and the newest intellectual property from Tango Gameworks, which has been behind titles like The Evil Within 1 and 2arrives with mixed reviews for the gaming market, but is it affordable?
I would like to point out that accessibility applies in a unique way to each person and these are my personal impressions of the game as a person with low vision, my goal is to highlight the options that are present in the game and that make it more inclusive.
The game’s screenshots were taken on a PC copy.
Subtitles have a huge range of functionalities within the area of accessibility, as they make it possible to understand the dialogues for people who have some kind of intellectual or hearing disability.
In the case of the game in question, the subtitles in their standard size are ridiculously small and very difficult to read. The game even has an option to change the font of the subtitle texts, but the game’s larger subtitle size matches the full-scale subtitles of other games.
Image description: Example of large size captionsSource: Catch
Another option that I missed in this aspect in Ghostwire: Tokyo was the possibility of turning on a black bar to highlight the subtitles of the game’s colorful world, this would make it easier to read especially the dialogues with entities that have orange subtitles.
A positive point that I noticed are the names of the characters highlighted in the subtitles in alternating colors, this greatly improves the understanding of who is speaking in the dialogue within the narrative.
Another positive point translates into the attempt to convey feelings in the subtitles, for example, is the use of capital letters to show that a character is screaming, this brings much more immersion to those who only use this feature to follow the story.
Finally, other options that I really liked are the possibility of turning off the timer in missions that have to be done with a countdown and the coherent difficulty modes that can be changed at any time in the campaign.
The interface comes down to icons, maps, menus and other aspects of location within the game. Having a good variety of alternatives to configure these aspects of the game mainly helps people with dyslexia and low vision to understand and find their way in the adventure.
In case of Ghostwire: Tokyo the options are very good, for example: the possibility to increase the size of the minimap, compass and objective markers to a very good size.
Image Description: Example game interface with map and life objective markersSource: Catch
The information for your health bar, ammo and consumables are very well placed in the lower right corner of the screen and are very clear and easy to see because of their colors.
Another point to highlight in the game is the ability called Spectral Vision that highlights interactive items and enemies through walls in addition to marking with a line on the character’s feet the direction of the main objective. It’s just a shame she doesn’t mark the different enemy types by highlighting which enemy is being seen.
the fight of Ghostwire: Tokyo It’s extremely fluid and dynamic to learn, so I thought it was great. Being a first-person game, I imagined that the combat would be presented strictly from a distance and, in fact, it is, even though it doesn’t have an auto-aim option, I had the impression that the spiritual projects that are used to attack enemies it has a slight assistance to hit targets, just shoot close to the enemy and the attack is directed towards him.
We also have an indicator that marks enemies and their states, yellow for alert and red for hostile. This tool appears during all combat, both stealth and melee, and the presence of this information on the screen helps to locate the enemy’s direction and not be flanked. This type of assistance is very good for those who don’t have auditory feedback to have some idea if there’s an enemy behind their back.
Image description: Example of first-person combat, you can see the protagonist’s hands with a kind of friendSource: Catch
Button remapping applies mainly to people who have some kind of motor disability, as they may have alternative commands for actions in the game, allowing those who need this type of function to enter the adventure.
In Ghostwire: Tokyo we have the basics of the basics, bringing the remapping of the controls and the option of not having to hold the analog to run.
The big problem is that the act of holding down buttons is something that is done a lot in this game, for example: to finish enemies with the spectral rope, rescue lost spirits, jump and float, unlock the gates among many other things. In short, this type of mechanic becomes common in the game and not having alternatives to perform these actions makes it impossible for people who need it to progress in the campaign.
Image description: In-game accessibility menus button resurfacingSource: Catch
For me the weakest point of the game in terms of accessibility.
Ghostwire: Tokyo brings good accessibility options within your game design knowing very well how to show where to go and what to do. In addition to offering several size possibilities for objective indicators, we have fluid and dynamic combat in which I never felt lost without knowing what I was doing.
For me, however, the subtitles and game control options left a lot to be desired, in addition to missing a screen narrator that would read the game’s menus.
But, overall, the game has good accessibility options and it surprised me with very well organized and readable menus with good font fonts, a good game for fans of Japanese action and culture.