Showing posts with label disabled gamers. Show all posts
Showing posts with label disabled gamers. Show all posts

Thursday, February 29, 2024

Kenji's Ending: Katawa Shoujo

Kenji's Ending: Katawa Shoujo

There's one ending in Katawa Shoujo where you die. I just want to talk about it. Since this is a visual novel, you have to show interest in one character, and then that character's narrative opens up. But, since Katawa Shoujo also deals with disabled characters, or characters that are negotiating disability, I find that many people often unknowingly get this ending.

So, what happens? Well, Hisao tells off all the girls after having a heart attack, and they express concern. Instead of picking one activity for the school festival, Hisao gets drunk with Kenji on the roof. Kenji rants about feminist brainwashing, how there will be a war between men and women, and you cannot trust anyone. So, he perceives everything as a threat to his masculinity as a blind man.

This is the only possible “ending” with Kenji, who otherwise is a clownish character, down to his theme music. But, it probably reveals the the most about his character. He simply doesn't know how to treat people as normal, because of his own sense of self-worth, or lack of it. Similarly, I think many players who first play Katawa Shoujo, unknowingly get Kenji's ending, where Hisao gets drunk and falls off the roof.

Again, this isn't because people are trying to be mean, or get the worst ending. This is simply storytelling. The game must continue with one girl's narrative taking over at the end of Act 1, the festival. If your answers are all over the place, the game can't continue. I think many players got this ending not through meanness, but through expressing curiosity about each girl.

When I first played, I was naturally drawn to Emi, because of her having no legs, which most mirrored my experience as a quadriplegic. I think most able-bodied players may not have that experience where they see their interests and positions mirrored in Katawa. They simply try to investigate the strange world of disability, and only later discover that they are more than they appear to be.

There's a lot of reasons why one might accidentally fall into Kenji's ending, if as previously stated, players are unfamiliar with the game's structure, just expressing interest in characters, or simply wanting to know more about disabilities. I'll put the ending down here, just to illustrate it. Kenji's ending might be the “worst”, but it is the most revealing of his character, and perhaps of the players' possible mindsets.

Monday, January 29, 2024

Slay The Spire (2019)

Slay The Spire (2019):

"It's a combination of roguelike-like gameplay with a deck-building card game. It requires players to develop a strategy for their deck on the fly based on the cards they can obtain from loot.”

Slay The Spire is basically a Souls-Like game with cards. You begin the game by selecting a class. Your class determines what skills and abilities (Cards) you have. There's The Ironclad. He's your Tank character with heavy attacks. There's The Silent. He's your Rogue (DPS: Damage-per-Second.) guy with quick attacks and good abilities. There's The Defect, your “Mage-Type”, with weak attack but heavy on spells and abilities.

The one class I haven't gotten yet is The Watcher. But, I assume it's a support-type character. The Monsters you face are fierce, and can do lot of damage usually, just like a Souls-Like. You'll need to balance your block and attack cards each turn. If you don't block, you're dead. If you can't attack, you're dead.

Some monsters can attack and exhaust your cards or steal your cards. Some mini-bosses have special abilities like reflecting attacks back at you or just dealing truckloads of damage. But, fear not. each level of the Spire is like a board, and each defeated monster drops loot. Not every space on the board is a monster encounter. You can have mystery encounter spaces, where something happens whether it's meeting a demon who curses you, but gives you abilities, or a gambling game that can get you new cards. (Or something like that.) Each such space is usually random.

You can also buy potions, cards, and abilities from merchant spaces if you land on them. My favorite spaces though, are campfire spaces. Here, you rest and heal, or upgrade your cards, making their effects more powerful. These are usually good before boss fights or mini-bosses. You can either rest, or upgrade. You cannot do both.

Overall, it's a good game. A tough game. You die a lot. But, it makes me want to replay each time to see if I can do better. I always want to get better cards or try a different class. “Git Gud”, as the gamers say. Give it a try. Check it out on Steam.

Wednesday, January 10, 2024

Highschool Possession (2015):

Highschool Possession (2015):

"Hikaru was just a normal young man with a crush on two girls at school, that is until his whole world changed as he literally had to walk in the shoes of his dream girls... Only to find his school idols were not so perfect after all."

Generally, I think bodyswapping is a dumb premise except in Freaky Friday where it teaches teens responsibility and adults to loosen up. But, I actually enjoyed this game. The main character magically swaps bodies with a girl he likes while he's in a coma. Then, he discovers she's being bullied. He tries to help her. How much you help depends on the ending you get. There are a few scenes where you can discover abuse or explore your body more. I just like that the main character helps his crush. I thought that was nice. Check it out on Steam.

Saturday, August 2, 2014

CADILLACS AND DINOSAURS (1993 ARCADE) ACCESSIBILITY REVIEW:





CADILLACS AND DINOSAURS (1993 ARCADE) ACCESSIBILITY REVIEW:


MESS O.: “HEY CREEP! GET AWAY FROM THAT DINO!”

VICE T.: “GET LOST OR LOSE TEETH! YOUR CARCASS WILL FATTEN UP THIS 
ROCK HOPPER BEFORE I SKIN IT!”

- Stage 1 Boss “Vice T.” Dialogue 

    Today, I played the most 90s thing I have ever seen. Why haven’t I ever seen this before!? Listen to this:  It’s a Final Fight ripoff based on a comic that became a Saturday morning cartoon. That is gnarly, dude! It’s about guys from an apocalyptic 2153 fighting dinosaur hunters the best way possible. By beating them up! And sometimes even their dinosaurs, because those are obviously bad dinos. The ones you are saving are good. Since 90s nostalgia is cool, and it’s the most recent thing I’ve played, I thought I’d share some of my experiences with this radical game.

Apparently, the game supports up to four players: Jack, (Your Cody Clone!) Hannah, (Obligatory female in orange suit.) Mustapha,( Tough Black Guy!) and Mess O., (Your Haggar Clone!) Now, it’s pretty much your standard beat-‘em-up sidescroller with scifi tough guys, fat guys, and people with whips (And dinos, of course!) to beat up as you find food and power-ups in conveniently-placed oil drums and containers. But, it’s main gimmick seems to be that this game has more guns than The Punisher arcade game. There are a lot. All over the place.

Unlike most beat-em-ups, you see, it uses an ammo system. Most beat-em-ups have you throw away your gun after a few uses, like a ranged weapon with 3 uses. (The Punisher, Final Fight, Streets of Rage, etc.) Not in this game! You can pick up ammo, and blast punks with your shotguns, or triceratopses with your uzis, ‘til you can’t reload. This is the first beat-em-up I’ve seen with such a reload system, and it is awesome.

By the way, on the flipside of awesome cheese, all 90s arcade beat-em-ups had frighteningly cheesy and potentially traumatic game over screens to get you to fork over another quarter. In this one, Vice T. shoots you in the face when the counter reaches 0, and says “ EAT LEAD -- BABY!” Terrifying cheesiness. But, in this emulation, simply pressing a button inserts a coin, thank goodness. So we can be spared the potential trauma of hearing: “EAT LEAD -- BABY!” in our nightmares!

I love the cheesiness. I love that the mission doesn’t make sense. Save good dinos, kill bad ones. Sure! And I love that everything is solved with a one-liner and a punch. I even love the bad dialogue. (Jack’s victory phrase is “You can’t touch this!”) Anyway, I did have a couple accessibility issues. Since this was an emulation, I couldn’t figure out how to do special attacks. I pressed all the buttons. But, since there was no instructions on how the emulation translates arcade buttons, I still haven’t figured it all out, but have done most the guesswork myself. Thankfully, beat-em-ups  are pretty straightforward and accessible. Just punch and move forward.

Before anyone asks…I haven’t read the comics, or seen the cartoon (Yet!) But, I thought the game was mind-blowingly RADICAL. If you want to revisit the 90s, or just have fun beating up bad guys with the power of one-liners and 90s catchphrases, this game is for you. Guns and dinosaurs! What more do you want? Check it out!




FINAL GRADE: A

ACCESSIBILITY GRADE: A-  (Straight-forward beat-em-up with minimal tricky controls. Punch and move forward if all else fails.)

FORGIVENESS FACTOR: A+ (Unlimited continues if you‘re playing an emulation!)

CONTROLS: A (Pretty straightforward for a beat-em-up. But, some guesswork. Figure out how to punch, and you‘re good to beat up punks and evil dinos! Rock on!)

Monday, February 17, 2014

iPad Game Accessibility Review: Punch Quest (2012)






iPad Game Accessibility Review: Punch Quest 

Hi there, gamers! Do you want a fun game on the iPad that isn’t a huge, ad-ridden money trap? Try Punch Quest. Punch Quest is a fun combination of endless runner/beat-em-up. So, it’s all about how far you can get punching through zombies, skeletons, monsters, and demons! Tapping the right side of the screen keeps your player punching and running. But, also, tapping the left side of the screen does a little flying uppercut move. Another tap pounds the ground in a sort of combo.

Those aren’t the only moves in your arsenal! Along the way in your punching frenzy, you’ll get power-ups like grillin’ fists,(They shoot fireballs!) and iron fists that protect you from harm for a bit, and make you stronger! And finally, there’s a raptor that shoots lasers out of it’s mouth. You read that right. If that doesn’t make you excited to play this game, you must be dead inside. A laser-shooting dinosaur!

Yes, Punch Quest sounds like something a hyperactive five-year-old dreamed up. But, that’s fine by me. It’s fast-paced, fun, and unapologetically wacky. As far as I know, the only thing that would make this game inaccessible is the speed. But, the speed is also good for racking up points. If you punch out two or more guys, it leads to a combo. Combos multiply your points.

Points can unlock new techniques and armor. Luckily, this uses app in-game points only to buy things. Not real money! So, if you’re looking for a quick bit of fun, download it. And enjoy! There are boss fights, but since it’s an endless runner, the only thing that really counts is how long you hold out, and the points you score. It’s very replayable. Radical! With its simplicity, speed, breezy controls, and fun, it’s certainly worth a download.

And it’s cheap! There are so few good accessible games that Punch Quest certainly punches its way to the top of my list. Oh, and I haven’t even unlocked new techniques yet. But, I have beaten one boss…a flying skull! How cool is that? Go download it for all of $0.99! (When I got it, it was free. But, the price seems to have gone up!) Punch your way to greater and greater glory! All in all, this is one gnarly iPad game. 5/5 stars!

FINAL GRADE: A

ACCESSIBILITY GRADE: A+ (You control the entire game just by tapping sides.)

FORGIVENESS FACTOR: A (It‘s very fun, and replayable. See how long you can hold out!)

TOUCHSCREEN CONTROL: A- (Kind of fast, but still incredibly easy to play, and fun!)





Saturday, February 15, 2014

Stranded II (PC+Mac 2007): Game Accessibility Review:



Stranded II (PC+Mac 2007): Game Accessibility Review:

Stranded II is a bit like Minecraft. Except Minecraft lets you build whatever world you want piece by piece. Stranded II appears to be the opposite philosophy. Namely, you have to build what it tells you you can build, and you have no idea what you’re getting as you randomly hit trees or the ground. Every tree you hit, you could get leaves, vines, or branches. There’s no telling what you’ll get whenever you hit a resource…it’s all chance!

    Also, the inventory is ridiculously small. I’ve played this game many times over to see if I could get the hang of it. I eventually did, but I don’t think it made it any more fun to play. The key strategy is to set up structures bit by bit. First, make a hammer by combining 1 branch + 1 stone. Then, click on the hammer and put it in your hand. Right click to build an available structure. Putting the hammer in your hand and clicking repeatedly? You have to do it EVERY time you build something.

Okay, let’s build a shelter: 20 branches, 30 leaves. Since the inventory is ridiculously small, you’re going to hear your character complain: “It’s too heavy!” a lot. So, basically, build the structure piece by piece, meaning once you have the materials, click 50 times (20+30) on the structure, and then, you’ll have it. And that’s the easiest structure to get in the game. Food, water, and fatigue are all measured separately too, rather than Minecraft’s unified hunger meter, so you always have to keep an eye on that.

I respect that the game is based on survival, but does: “Click on this graphically pre-determined structure, while clicking wildly on this tree to see if you can get materials to build the graphically pre-determined structure” sound fun? No, not to me; it’s tedious, and just reminds me I could be playing Minecraft. Minecraft at least let’s me take pride in what I build, because the buildings’ designs are up to me.

And before any Stranded II fans chime in, yes, I built the wood and stone storage. But, I found that, again, the inventory is so small, that I kept having to sacrifice food to carry back logs for the all purpose storage hut. Otherwise, “It’s too heavy!” And I would find that my dropped food would perish after a while, or else I’d just lose track of where I put it.

Now, to make matters worse for non-German speakers, I kept finding bits of the game that were untranslated even in the English version. These were mostly ok. “Alle” means “all” for taking all the materials in front of you. “Eingeborener” means native, as you will sometimes encounter natives. But, there was one German message where, if I didn’t speak German, I’d be toast: “Feuer! Feuer! Ein Gebäude brennt!” In English: “Fire! Fire! A building is burning!” I’d built my shelter too close to my campfire (10 branches+50 stones) and it burnt down.

 Overall, I had some fun with this game. Hunting animals, seeing how long I could survive. But, there are too many random elements in Stranded II, and the building process is way too tedious for my taste when gathering is so difficult to measure and at the same time I have to maintain supplies, and even sometimes avoid lions. Yes, lions. Now, click faster, before they kill you!

I’m posting this to prove a point about disability in gaming. Previously, I lambasted Minecraft for having nearly impossible controls. But, it was still kind of fun to build with, truth be told. But, Stranded II is proof that a game can be perfectly accessible control-wise, and still be bad. Even though most of Stranded II is controlled by simple point-and-click, other problems make the game pointlessly tedious, and the fun dies quickly. Sometimes fun transcends disability issues: If a game’s bad, a game’s bad.

FINAL GRADE: C

ACCESSIBILITY GRADE: B+ (Point-and-click for nearly all actions; some untranslated words, clicking to build gets tiresome.)

FORGIVENESS FACTOR: E (Resource management is incredibly critical; limited inventory space makes survival difficult.)

 CONTROL A-:  (Nearly all interactions are point-and-click; controls can be changed in the main menu.)



Saturday, September 7, 2013

Game Review: Heroclix

Game Review: Heroclix




   Yesterday, I played my first game of Heroclix. I used the Marvel starter set. If you’ve played D&D or Warhammer, it’s pretty much that with superheroes/pop culture miniatures. The one gimmick is that each miniature has a dial that you click to indicate when they take damage. Now, I love the premise of the game. Superhero fights are always (usually) on my mind, like any kid who grew up with fighting games/comics. But, it’s not particularly accessible for me…that doesn’t keep me from playing, I just have a friend help me turn the dial.

    We played 2 games with this one 6-figure set. One 3-on-3 (Wolverine, Elektra, and Hobgoblin vs. Spiderman, Sabertooth, and Wasp.) and one 1-on-1 (Sabretooth vs. Wolverine.) Now, for those you who don’t play Warhammer or D&D, I’ll explain the game simply. Each figure has stats (Movement, Defense, Attack, Damage.) on it’s base.

You use these stats to play the game, along with dice, of course. For example, Wolverine in my starter set has  5 Movement 12 Defense and 1 Damage…but if you use his claws, his damage becomes 1d6. Anyway, all the figures have stats and powers like this. If you equal or surpass Wolverine’s Defense stat, you hit him, and deal the indicated damage on the figure’s base and click the dial. Neat stuff, but I never did click the dials. My buddy did.

    He also set up the map and placed object tokens on it. Light objects increase damage by 1, and heavy objects (Only portable by characters with super strength!) increase damage by 2. In our first official game, it was basically a race to pick up the objects. Whereas I thought any team with Wolverine could win…the teams with Wolverine lost both times!

 To be sure, once was due to bad strategy (I was fighting over a boulder with Spiderman and didn’t wanna spend all day playing catch with super strength.) And the second game, I won with Sabertooth because my buddy kept rolling badly! (It happens…but I got lucky.)

     It’s a great game! I can’t wait to start collecting other neat Heroclix figures. I’ve even seen Star Trek and Watchmen Heroclix as well as more specific ones and weird mods like Earthworm Jim Heroclix. Part of me wants to do Marvel vs. DC, but that’s a little cliché. Marvel vs. Street Fighter, that would be something! Or Marvel vs. Watchmen. In sum, it’s nice to have a neat hobby like this game.

    I hope I’ll learn how to click the dials soon. Another friend told me that sometimes they are hard to click, and each base can be different. So, perhaps I just don’t have the dexterity. Nonetheless, it is a game you play with a friend…so, in the event that I really can’t, I can either just have a friend do it, or make a mental note of the clicks in my head, possibly with a notepad. Practice makes perfect though. Just can’t wait to play again! 3/5 for fun, but there can be slight accessibility issues!
   
I like Heroclix because it’s a fun little strategy game to play with friends based on heroes! I would love to get more X-men, or a Professor X figure since he’s my favorite. I admit it’s not for everyone, but it’s still really cool! Though I do like the game so far without those pesky object tokens. Then, it just becomes a race to get them. It should be good physical therapy and great fun! Anyone know any cool sets with Oracle, Professor X, or other disabled heroes? Let me know!


                                             


Tuesday, June 25, 2013

iPad Accessibility Game Review: UNDEAD SLAYER

IPAD ACCESSIBILITY GAME REVIEW: UNDEAD SLAYER



Undead Slayer is an iPad hack n’slash game with an Ancient Chinese/anime style. This means lots of blood, too. After a while the zombies start coming in mobs and you have to take down armies! More than most iPad games, I found that with Undead Slayer I had a really difficult time distinguishing between taps and hold-and-tap techniques. This is super important because hold is to charge up your weapon…I only got a samurai sword, but you can buy more in-game. With the zombies coming in mobs and following your tracks, one little accidental second charging instead of attacking and your brains are zombie breakfast.

    Usually though, the charge attacks and special techniques are good at clear the screen. You’ve just gotta charge with no zombies around. Early on, you can buy a fireball ability with an area effect which is nice. Just make sure it’s charged before you meet a wave of zombies. With the tapping being so rapid, and the movement being so fickle (tap your destination, but if a zombie’s in the way, in turns into attack.) it’s a very intense game. I would say that alone would make it inaccessible to some. But, I love the intensity; what I hate is the tap sensitivity, which often had me charging my sword with a mound of zombies on my heels, so I’d run into a corner turn around and unleash the charge…and it still wouldn’t do the trick by then!
 
If you die, you can come back with all your stuff if you spent jade, which are thankfully collected in-game and not exclusively through in-app purchases. If you don’t have jade, you lose your equipment and skills. Overall, it’s a challenging game. It’s not particularly accessible if you don’t like getting mobbed or having to tap really fast. Like I said, this is a problem in this game specifically because of it’s tendency to mix-up commands. I’m afraid I only like it for the anime art style and action! I’m biased. But, there’s really not much in the ways of accessibility unless you count the screen-clearing charged attacks! And there’s lots of zombies and blood…so there’s that!

I thought it was fun, but it’s definitely got it’s own niche. It can be frustrating. Just remember to charge your attacks really, and you’ll do all right. Take on smaller mobs by regular attacks. If all else fails, run and use a charged attack. It can take time, but it can also be well worth it. The game itself, in terms of physical accessibility, is kind of at war with it’s own control system. But, on a slightly morbid upside, it also means when you die, you die quickly, and can re-enter the game without wasting time, if you have jade. You see, I really want to recommend this game, but if you’re not into over-the-top anime zombie hunting action, then why even download the game, right? Happy zombie hunting!

FINAL GRADE: E

ACCESSIBILITY GRADE: B+ (Visually, it is pretty simple, except for some complex shop and skill menus.)

FORGIVENESS FACTOR: D (No jade? Lose everything.)

TOUCHSCREEN CONTROL: F (Charge, run, and attack easily get mixed up, and you must move quickly before you get eaten by zombie mobs!)


SCREEN GETS CLUTTERED VERY EASILY


                                           HERE'S WHAT IT NORMALLY LOOKS LIKE.
                                                      (EXCEPT I DIDN'T PLAY A GIRL.)
                                     

                                            VARIOUS SHOPS LET YOU IMPROVE STATS!

Sunday, April 14, 2013

DISABILITY IN THE MOVIES: A REVIEW OF OZ THE GREAT AND POWERFUL


OZ THE GREAT AND POWERFUL:

Oz: "I might not actually be a wizard..."

Glinda: "Yes, but they don't know that."



Oscar Diggs is a bombastic carnival magician in 1905 in the midst of a levitation trick. He woos the audience by cutting down visible wires and yet his assistant still “floats”. When suddenly, a little girl in a wheelchair has a request: “Make me walk.” But, the once-proud magician is flummoxed. He’s a fraud. He can’t do it. Close curtain. He then goes back to being a selfish womanizer backstage, despite the fact that he really does want to be a good man. A GREAT MAN.

    His opportunity comes when he is whisked off via tornado while escaping the wrath of a jealous carnival strongman to the Land of Oz, where he’s greeted by a charming witch, told where he is, and to beware the flying monkeys and river faeries. He’s a bit naïve, so he’s promptly attacked by both. And then, he’s betrayed by the witch, who thinks the Good witch is the bad witch. Yes, he does it all for money even though he knows he’s not a real wizard.

The interesting part for me, is the friends he makes along the way.  The rest seems straight out of World of Warcraft. See, he saves a good flying monkey named Flynn. As in The Wizard of Oz, each companion I believe symbolizes a real world companion and Oz is it’s psychological counterpart in the imagination. So, Finley is actually Frank, his stagehand and assistant, who he never respected, but here he becomes good friends with. When their adventure leads them to China Town (Where everything and everyone is made of fragile China.) he encounters the seemingly David Bowie-inspired Little China Girl who lost her legs when the flying primates attacked. She’s the little girl in the wheelchair.

   It’d be easy for me to be offended when Oscar/Oz glues her legs back on, but this is his adventure. He wanted to help the girl in the wheelchair, but he couldn’t so in his mind he made her the Little China Girl. That’s part of his quest to discover he’s a great man. In fact, it’s the China Girl who later asks if there are any real wizards where he comes from, and he responds Thomas Alva Edison; which gives him the idea to become Oz The Great And Powerful. True, there is an element of pity in the depiction of disability, but it is the disabled characters that inspire him to use technology to defeat the witches, overcome his own limits, and become great.

As I said, the rest of the movie seems straight out of World of Warcraft with Oz and munchkins using fireworks and a steam machine to make him appear as The Wizard of Oz. I kept waiting for James Franco to say: “I am Oz! The great and powerful!” but it never happens, so instead we get: “It is I, the great and powerful Wizard of Oz!” and I had to think, “Does MGM have that phrase copyrighted?” I mean, the title is Oz the Great and Powerful, so it would’ve fit perfect in just that way. But, it never comes. For shame!

    There are some great homages to the original 1939 Wizard of Oz, such as the black and white film beginning in Kansas (But, never once do we hear that he’s not in Kansas anymore!) or the Poppy Fields being an important battleground. But overall, it reminds me of Oz-cum-World of Warcraft, with Mila Kunis’s green-skinned witch standing in for an orc, and munchkins for gnomish tinkers.

Entertaining and heavy on the “anything’s possible theme”, but also nice to see some disabled main characters, and side characters as well. (The Powerchair Munchkin Tinker!) Cheesy, yes, but sometimes we need to believe in ourselves to become great! Or just have flying monkey battles! Whichever you prefer…like an old-time carnival attraction, it’s got a little something for everyone!

    "Make me walk."    
                               

"I want to come with you!"

Wednesday, March 27, 2013

GAME ACCESSIBILITY REVIEW: SUPER METROID (SNES):




  As I was growing up, there were often games I’d watch my able-bodied twin play and consider inaccessible for myself. 1994’s Super Metroid was one such game. The game seemed to require quick reflexes for shooting and jumping I just didn’t have. It was a shame because Metroid seemed like it involved a lot of exploring (rare for side-scrollers, back then.) and looked like an amazing world.  The map is huge!

  Because of these 3 things, (rapid button pushing, huge map, dexterity issues.) I sort of avoided playing this game back in its prime. Which is why I was pleasantly surprised at how accessible and fun it is! Full disclosure: I use a walk-thru for some parts, but because I want a semi-1994 experience, I only use it when I’m stuck. I’m frequently grateful that walk-thrus exist; at the same time, it’s fun to explore the planet.

   Most of the advantage of Super Metroid’s accessibility comes from the fact that it is a 2D side-scroller, as were previous Metroid titles. What I mean is you can only move left and right, but by the same token, your enemies have the same limits, and from what I’ve seen, they don’t always move too fast or fill up the screen (like in Castlevania.)

   There are a few relics from the 90s, such as in-game save points. Also, buttons are readily re-mappable in the game’s start-up screen, but not in-game. Despite the ease and pace of the game, it is a massive labyrinth. I would say that’s it’s major setback for accessibility, but that’s easily overcome with modern technology. Also, I just can’t resist the game’s foreboding futuristic atmosphere, which seems inspired by Alien. Only replace Sigourney Weaver with the bounty hunter Samus Aran. Not that it effects accessibility but for a 16-bit game, the soundtrack and graphics are, well, super.

   In the modern gaming world, it’s hard to imagine a game as well balanced for a side-scroller. Since a major emphasis of the game is on exploring, I think, you don’t get mobbed. Or perhaps this is a processor limitation or something about the 16-bit era in general. The flipside to that of course, is probably the only reason it’s inaccessible. If it were ’94 still, I’d undoubtedly be lost and have no idea what to do; but since it’s not much of the frustration is removed.

   Modern side-scrollers tend to fill up the screen with enemies or move at breakneck speeds. So far as I can tell, there’s only one timed part of the game; the lab escape in the beginning of the game, but as the game lets you retry as many times as you like, (and that’s the beginning, so yes, you start at the beginning. Save points come a little later after you learn to use missiles.) it’s easy. Overall, I feel the game gives you time to figure out it’s platform-jumping and other logic puzzles. This is something sorely lacking in modern gaming, and also adds to the feel of isolation in the game.

     I’m glad I picked up this gem from the past again, and was happy to discover it wasn’t as inaccessible as I thought back then! But, it is a game of its time. Without modern walk-thrus, I might have never played it again. But, I do like that it moves the game along at a predictable speed, rather than blasting the player through the story with tons enemies and quick draw reflexes. These are the sins of the modern side-scroller (You can actually trace it back to Metal Slug…even Contra.) So, it’s nice to have a game that lets you take time. However, it’s probably because you’d get lost in pre-walkthru times! Double-edged sword.

    In conclusion, while exploration in Super Metroid can be tiresome, it’s still a good game and is well-paced enough to make it plenty accessible for me. There’s a good balance of logic and action, and it actually avoids most the things I thought would make it inaccessible. My 9-year-old self probably wouldn’t have liked it, but now I’m able to appreciate the game’s maze, especially because I have walk-thrus. More importantly, it’s me playing this time. Some games are worth a second look, especially when it’s through your own “alien” eyes.

FINAL GRADE: B-

ACCESSIBILITY GRADE: B (Well-paced action and logic puzzles. Re-mappable buttons. Screen is almost never cluttered. Enemies have predictable patterns.)

FORGIVENESS FACTOR: C (Fairly old-school; you get save points. That‘s it. A game of its time.)

 CONTROL: B (There‘s pretty much a 1:1 action/response ratio; the rest depends on what you’ve configured. )    








Monday, February 18, 2013

BATMAN: ARKHAM CITY ACCESSIBILITY REVIEW (PS3)

                                                     Batman: Arkham City Accessibility Review (PS3):

                       


Holy complex control schemes, Batman! The first time I was ever in a fight in Batman: Arkham City, I felt like I was struggling to manically press all the “counter” button even as the tutorial was telling me how to do it. Little lightning bolts appear above your enemies’ heads as the counter option appears…usually for a split second. I have no idea if that’s how it was in Arkham Asylum, the game’s predecessor; but it seems extremely time-sensitive; and in that way that I usually just have to press “punch” ([ ]) and “dodge”. (X)

 Though I do try to counter when the opportunity arises, one miss can screw up the flow of combat, and then the screen gets all blurry as you get beat up, which is no fun. What is fun is how many moves you can do just by mashing button combinations. The fast-paced combat is actually what makes it kind of fun, so it’s a double-edged sword. Most of the combat seems to borrow from stealth games like Tenchu, which encourage silent takedowns. Those are always fun to watch. Knocking heads together, chokeholds, DDTs, etc. The game even slows down to show you the takedowns, or just to tell you that you beat up the last guy in a group.
 
But, it’s in using your gadgets that the controls get really complex. To use gadgets, you have to hit and hold L1. Sometimes, it’s not too hard, but I can hardly imagine a situation where a batarang would be more useful in a takedown than a few punches. No! Paradoxically, the gadgets that the game has you repeatedly use in combat, like the stun gun, have incredibly complicated buttons. Hold L1 to get it out, R1 to aim and square to fire. While in combat! So, I had some help with that one, but certainly those of us with less dexterity will struggle. You need the stun gun, because most thugs have guns, and guns take you down quick.  If I were on a keyboard, maybe it wouldn’t have been a problem.

Overall, I think the game divides itself into two sections: Combat and detective work. I’m better at detective work. And actually, since it’s primarily a stealth game, your greatest advantage in combat (A la Tenchu: Stealth Assassins for PS1, but with Batman instead of ninjas!) is not being seen, and sneaking up for a silent takedown. Several missions require you to do this, especially when rescuing hostages. Oddly, I’m 90% sure the only way to regain health is by winning fights; which is okay, because fighting as Batman feels cool, but it means the only way to regain health is to put your health at risk: Batman logic!

The villains you’ll be fighting are essentially dark versions of the 90s animated series characters, with Mark Hamill back as the voice of Joker. But, this is no kids’ game. The puzzles are complicated, and often involve you backtracking several times to the same spot. The missions are never straightforward. Say you need to find Joker. What you actually NEED to do is FIND his radio signal, and then break your way into his hideout in a steel mill because front doors are almost always locked. Then, fight a boss. Then solve a puzzle. THEN, find Joker. Well, it isn’t easy being Batman.
     
The advantage to this though, is it adds to the logic puzzles, as well as keeps you in one area for a longer amount of time. Nobody wants the mystery to be over in 5 minutes. Also, it keeps you from going into areas you’re not beefed up enough to go into; many of which involve big enemies. But, if you do find yourself in such a situation, you can always, beat up random thugs until you level up, and regain health, and get stronger. You can even respond to other side-crimes happening in Arkham City. Because it’s Batman!

In sum, it’s a fun game, though the control scheme is a little complex on the PS3. I assume this could be easily remedied by playing it for the computer. You can remap the Playstation 3 buttons by types , but not individually. I wonder if you can do that on a computer!  Nevertheless, with its engrossing super detective work, combat, and large environment Arkham City is a place where Batman’s super ninja and super detective skills mix quite well!


FINAL GRADE: B+

ACCESSIBILITY GRADE: B (Easy enough to master basics, but gadgets can be difficult.)

FORGIVENESS FACTOR: A (Checkpoints recap missions; infinite continues, side missions build up strength, detective work adds variety and fun challenge.)

CONTROLS: C (Many difficult combinations; time-sensitive moves; some button-mashing/fast tapping.)

                                                                     FIGHTING!
                                                                      GLIDING!
                                                                    (Shhh...sneaking.)
                                                                       DECODING!

Friday, February 15, 2013

TRANSCENDING THE BODY THROUGH ART, DR. WHO, AND VALENTINE’S DAY:


TRANSCENDING THE BODY THROUGH ART, DR. WHO, AND VALENTINE’S DAY:



Happy late Valentine’s Day! For me, it was a day full of Doctor Who, sending out virtual valentines to loved ones, and a medical assessment. After a medical assessment, I always need a serious break from reality. So, I watched the Doctor Who movie from 1996! (Actually made as a US TV movie; a good intro to this UK series!) I’ve actually become somewhat of a Whovian as well as a Trekkie, it seems. Basically, The Doctor is a time-traveling alien, a Time Lord, a formless being who can reincarnate himself in human form. His spaceship is a police box called the TARDIS. Each incarnation has a different personality, quirks, and companions. A great show for Valentine’s Day! I’ve watched only 5 or so different incarnations. I love that the show is completely illogical and can be anything since he can be anywhere, anytime.

   Like I said, after a medical assessment, I needed a serious break from reality. I hate my body being poked at, and the time-traveling mystical alien in his flying police box did the trick. Full confession: when I started watching Dr. Who in November 2011, I was just curious what all the Dr. Who hubbub was about. But, I was hooked quite easily. The 1996 movie is a good intro, and begins with at the end of the 7th Doctor’s body, all through the 8th. Personally, I started with the 9th Doctor (2005-2006) and just watched the 8th today. Since the Doctor nearly always has companions, it’s a good show about friendship with good humor and fantastic adventures. I think my favorite is the 10th Doctor. (2006-2010) He’s very quirky and memorable, but capable of getting real serious real fast.

   In fact, I recently bought/made a 4th Doctor costume (That wild-eyed self-aggrandizing genius played by Tom Baker from 1974-1981.)  that I’m bringing to another convention in Columbus. My friend Aaron is going as the 11th. We’re the self-titled “Dr. Who Crew”. Perhaps others will join us. I just can’t wait to be among fellow geeks, I suppose. What else? I got to play PS3 recently. What an experience for someone who hasn’t bothered with videogames in 7 years! Batman: Arkham City was good. I think I’ll review it later. Even though I’ve only just begun sort of a re-entry into the videogame scene. During the assessment yesterday, I got a little bit of a chance to explain intercultural communication with my coordinator, after explaining my interest in sci-fi, escapism, dislike of medical pokiness, etc.
 
Speaking of artistic communication, the 5th Annual VSA Day of Arts For All is coming! This is our chance to express a disability experience. Last time I went it was very inspiring and I met some brilliant young artists. No medical pokey stuff here! This is the expression of our individual life experiences as people and artists with disabilities! This year it will be at The Westerville Community Center from 9am-2pm EST; March 2nd! Come and celebrate life, art, and overcoming disability through sheer creative will! The event Ohio will be sponsored by my good friends at VSA Ohio! The address is 350 North Cleveland Avenue, Westerville, OH 43082. Hope to see you there!
 
 So, in many ways, I consider Valentine’s Day to be a chance to reflect on my good friends who see me for who I am, and not just my disability. In this regard, it was a pretty successful holiday, full of friends, and flying police boxes and art! I even did some of my own art to commemorate the nearing of the Day of Arts For All! Yesterday, was a great reminder that how I get through every challenge in life is by overcoming whatever others might think I am! Also, I’m sort of a Time Lord now! See below! Until next time!

                                             



Wednesday, December 26, 2012

X-MEN X-MAS PART 2: THE RETURN OF CIVIL RIGHTS


X-MEN X-MAS PART 2: THE RETURN OF CIVIL RIGHTS

Well, I hope everyone had a Merry Christmas (or holiday)! As usual, I was back in Athens. I got many gifts to do with the X-men! Particularly, I had wanted X-men comics/graphic novels that dealt with Civil Rights issues. To my surprise they were all done by the best modern X-men writers! Mark Millar (Ultimate X-men) and Joss Whedon (Gifted). I guess my parents’ overheard me in the bookstore. I didn’t really want any of that stuff to do with civil wars and vampires. Back to the roots for me!
   I’ve been trying to get my reviews up on AbleGamers, starting with my X-men review. Videogames are a whole new venue of advocacy for me. It’s quite fun. Any social changes we affect as advocates, will have to effect all new forms of media. In particular, these new motion controls make things inaccessible for mobility impaired gamers. But, I’ve accepted that this is just a stage that videogames are going through, like memory cards in the late 1990s, early 2000s. I predict motion control will be replaced by touch screens. Though touch screens have their own issues, it’s still better than disenfranchising 33 million disabled gamers who may not have full mobility: Thanks to AbleGamers for that statistic.
   Speaking of accessibility in the media, prepare for more reports from me on OSU’s Cartoon Library. I realize there’s a whole lot of comics and such there, but many are available by appointment only: including all the X-men. So, as fueled by nostalgia and social justice as I am, I grabbed a copy of MAD magazine, spoofing the Twilight Saga (that was pretty funny.) I also sense Twilight is responsible for the X-men’s turn turning vampires and demons, and supernatural romance, when it really should be about Civil Rights. (Yes, I know Joss Whedon did Buffy the Vampire Slayer; but thus far he hasn’t brought it into X-men.) A huge concern for me is what these media are saying that people should pursue.
That’s why in Hollywood right now, it’s sort of epic monsters vs. epic heroes. Are we more interested in self-preservation than justice? Now, I realize the driving force in Hollywood is money; but, it will be interesting to see where these myths go. I can remember watching the 3rd X-men installment with vague disappointment as characters were killed needlessly, and the movie made odd winks to Internet Culture, concluding with a lackluster “showdown” with only a teaser of a sentinel’s head in sight! Hollywood thought it gave people what it wanted, but it backfired. A good sign that the audience still has power.
   Fortunately, for every X-men 3, you have The Avengers movie; good superhero epics. It will be interesting to see if this decade gives us another Lord of The Rings-type trilogy in The Hobbit, for example, or if this will be considered just a re-hash. I’m going to see The Hobbit tonight, so we’ll see what I think of it.  In the meantime, I hope everyone’s holiday was good, and regenerative and a sign of good times to come!


                                         (Enjoy this video of one of the graphic novels I got!)

Monday, December 17, 2012

IPAD ACCESSIBILITY REVIEW: MINECRAFT: POCKET EDITION:


                  IPAD ACCESSIBILITY REVIEW: MINECRAFT: POCKET EDITION:

 
 The app store description of Minecraft: Pocket Edition says, “Imagine it. Build it. Create worlds on the go, with Minecraft: Pocket Edition!” I would add: (If you’re able-bodied.) Let me describe to you my first experience playing Minecraft on this device. Minecraft is like Legos, except you build and “craft” things from the environment around you, usually found underground (Hence, “Mining”+ “crafting” = Minecraft.)  or if you need wood, you chop down a tree, which gives you a block of wood, etc. First rule of Minecraft for me, (In the game’s Survival Mode.) is to build a shelter first, to protect myself from monsters.

   Ordinarily, this means chopping down a tree. Fair enough. But, here you have something worse than a virtual joystick or compass: A virtual keypad. I understand there’s always a learning curve with Minecraft, but the bottom line is the control of the keypad is just too sensitive, and not well-spaced. A jump button is in the middle. As if the keypad wasn’t bad enough, you have to swipe to move around the camera. Holding down the tap for just a second switches from using an item (Like an axe to chop wood.) to examining items. The end result was I was half dancing around this tree while trying to cut it down.

   Which is bad not just because I could barely control it, but because the monsters come out at nightfall. I wasted time dancing around a tree and getting my blocks. I had no shelter. Several zombies emerged, and I hastily dug a ditch in the dirt to protect myself, which meant swiping the camera down to look at the ground and several fast taps to dig, lazily shuffling into my ditch while looking at the ground. Yeah, the zombie knocked me out of the ditch.

   So, you’re thinking: “Well, you have an axe. Just turn around and whack him!” I was thinking the same; except I instead of you. This means I had to tap back to the axe, swipe to the right, swipe to look at the zombie and tap, no! don’t examine the zombie! Tap to attack it. Oh, and it was attacking me all the while, so I was being knocked around. I died. Re-spawned. I died again. Re-spawned. And again! From the same single zombie! So, when I re-spawned the fourth time I just ran far away into a nearby tundra. From there, I built a ruddy little log cabin with naught but two spaces to move around in over the course of two game days. Now, ordinarily, building in-game takes patience, I understand that. Sometimes, you click the wrong places; things get built wrong, whatever. But, the interface between: use item, build, and examine all done with taps really creates a problem. You’ll be destroying things you built, looking at them, and building where you want to destroy.

    Now, once I had my little ramshackle roof over my head (it had a door even!) I wanted to go hunting. As luck would have it, the tundra had plenty of sheep and pigs. Pigs can be hunted for meat, and sheep for wool. Maybe I’d make a bed! (Bed = 3 wood planks + 3 wool.) But, as usual, I found myself examining sheep, and even being pushed (not attacked, though.) around by pigs once I attacked. Only one sheep dropped 2 wool blocks. I ran back to my log cabin. Pushed around by pigs, for crying out loud! Seemed like I’d have to avoid every critter in the game on top of monsters!  

    I like the idea of Minecraft. I just think the iPad, with its tap formats (which you can’t change around at all.) are really ill-suited for those of us with mobility impairments. I have to say I did enjoy building things and crafting tools, when it went right! But, when it came down to I can’t even dig a ditch right (while staring at the ground!), or attack a zombie because my swipes and taps (upward or downward.) don’t register; that’s not a patience issue. That’s an accessibility issue. If I had a mouse and keyboard, I would’ve seen that zombie, and killed it in three clicks. I’d have had a bed from all the wool (maybe.) and I would’ve made those bully pigs into pork instead of dancing around them awkwardly.

    Now, there is a “Creative Mode” aside from “Survival Mode”. Creative Mode gets rid of the monsters, gives you infinite resources, and lets you fly around instead of jump. It basically just lets you build. This mode was slightly more enjoyable. Did it make the controls any less frustrating? No! But, no monsters to worry about. Building is still awkward. In Creative Mode, I just carved a dwelling out of a cave, and put a door on it. I wasn’t even in the mood to imagine! I just wanted the controls to work!
 
      Hunting was still as abysmal. Only this time, I had ducks that kept getting through my door. (Some kind of game glitch?) I will say Creative Mode is better for exploring, but then: Why build shelter? I know, I know. To exercise your imagination. But, with a control system this bad, and half the challenge gone, the only thing I could imagine was playing a better app!

  Creative Mode does offer more accessibility, but at expense of half of the game, and the controls are still the same; that horrible keypad! The terrible tap sensitivity! (And, no re-mapping is available.) It does feel a little less stressful, but the controls just try to do to much with the various taps and motions, and don‘t appear to have had the mobility impaired in mind. A sad thing for such a creativity-based game.

   In conclusion, if you’re mobility impaired, the touchscreen commands may be a bit much. I know Minecraft has a big world to offer, and it’s fun to look at, but I want to build things and hunt and to survive zombie attacks. The swiping for me to turn around then having to use the keypad to move separately means those pigs will just walk on by you, and the zombies will eat you before you have your first plank laid. It’s very confusing, and frustrating that I can’t build what’s in my mind. I would play this game to escape my physical limits, not to be constantly reminded of them. Because of running from monsters at night, I felt like I was playing a weird 3D version of Castlevania 2: WHAT A HORRIBLE NIGHT TO HAVE A CURSE. ;-)


FINAL GRADE: F

ACCESSIBILITY GRADE: C (Creative Mode has no monsters.)

FORGIVENESS FACTOR: D (Can re-spawn; but not often helpful accessibility-wise.)

TOUCHSCREEN CONTROL: F (Virtual keypad; sensitive-command taps, swipe-based camera.)


                        (AHH!!! A ZOMBIE!!! AHH!!! GRAPHIC/INTERFACE OVERLAP!!! RUN!!!)

                                     


                                    
                                                       (MY NEMESIS MR. SHEEP.)

                                   
                                         

Saturday, December 15, 2012

IPAD ACCESSIBILITY REVIEW: SCI-FI HEROES


                             IPAD ACCESSIBILITY REVIEW: SCI-FI HEROES

 
 I got a request to do another accessible iPad game review! Well, I didn’t think I’d be able to find another iPad game as fun as X-men Arcade (which wasn’t designed for iPad in 1992 anyway.) But, I found a “team-up shooter” called Sci-Fi Heroes! Naturally, I like it! But, here’s why: the format is in almost a Secret of Mana-type, role-playing game style that I like; it seems naturally suited to the touchscreen with a minimum of hassle. Though hassle there is!

The characters are pretty limited to RPG stereotypes, or if you‘ve never played Secret of Mana-type RPGs, the intros will familiarize you. (My apologies if you didn’t grow up with any Square Enix RPGs.) You start off with only a space marine named Sarge, and a Healbot, Nightingale. Really my only complaint about this game is that the characters are limited, and don’t appear to me to have much difference other than what you’d expect from a game with limited sci-fi character classes: marines, techno wizard, healers, sneaky types.

    Usually if I’m feeling cheap (Because, why not? Accessibility!), I group the classes (rogue-to-wizard-healer-to-fighter; not so good in boss fights though.) together back to back on the screen so that they can shoot whatever’s coming in whatever direction. So, you just tap for one character to face the back of another character. Though that can be bad for enemies with mind control powers, in which case you’re just asking for one of those guys to turn around and get shot. Or mind controlled, or stabbed, whatever those nasty aliens can cook up.  

   The main controls are fairly common sense, which is why I like it.You control 4 heroes at a time until you either win a battle or lose it. Since this game is an iPad game, you move by dragging a finger (Not swiping, thank goodness!) from the hero to the destination. Response time is a factor, so it might be a little shaky for some, but to me, there is no “Virtual joystick” so that’s the most common sense use of the iPad format, in terms of accessibility. No pause button, I’m afraid though! And no known way to speed the game down. Also, before you land heroes on a planet, there’s a large amount of menus to go through, which can be perplexing. Equipping the crew, spending money on equipment etc. Each character has skills to use in combat, but the skills are in the upper left, which can distract from the flow of combat; particularly for those with impairments like me.

   The game has a sarcastic brand of humor. The character biographies are narrated by Ben “Yahtzee” Croshaw, English/Australian game developer and reviewer of  the “Zero Punctuation” game review series. So, Sarge has never been in a war, but is eager to kill things, the Healbot is a depressed maniac: Sarge will say: “Let’s go kill something!” and the Healbot will respond: “Oh, great. I hate you all.” and the rogue is a self-interested Han Solo or Malcolm Reynolds type: “Why does the Horde want this planet anyway? I mean, don’t get me wrong, it’s nice and all, but couldn’t they just move somewhere else?” The banter between the characters really holds the story together, and is another major reason I play it: Click here for Yahtzee’s merciless reviews, which I must warn you, are graphic and contain adult language, but all in wicked fun! http://www.escapistmagazine.com/videos/view/zero-punctuation

    As with most iPad games it seems, one half is the game, and the other half is unlockable content and things the creators want you to buy with real money. For example, more in-game money, or equipment. Some heroes are unlockable if you have the right amount of in-game money. Spending actual money isn’t really required, but it can speed up the game a little if you’re sick of going through levels again to beef up your heroes, which happens a lot, especially in boss fights where you have to move quickly!
 
Overall, I like the gameplay once you get past all the menus. This finger-drag control mechanism looks to me like how an iPad game should actually play. It is real-time though, so dexterity is once again a minor issue. I have to admit though; were it not for my love of sci-fi, wacky humor, and hero stories, I probably wouldn’t play. I just love blasting away alien Hordes, and the witty banter between the heroes. Any game that lets me shoot aliens seamlessly is a keeper!
 
  Lastly, it’s come to my attention that there accessibility guidelines for videogame developers. I’ll be using these guidelines in the future. The guidelines are quite comprehensive, covering just about every disability from physical  impairments to cognitive. So, it should be quite helpful for all disabled gamers. You can see them here: http://www.gameaccessibilityguidelines.com/ Special thanks to Ian for pointing it out to me! Also, for reviews of games, game systems, control layouts, message boards and disability issues in gaming, check out Ablegamers: http://www.ablegamers.com/forums, thanks again to Ian for the info.

  For my ratings, I’ll still just use my own observation of the games. Next, since I’ve reviewed mainly games I like, I’m going to review a game which I think is totally inaccessible…Minecraft! The sad thing is I love Minecraft. But, not on the iPad. Minecraft on the iPad is about as accessible as a staircase. It really showcases the worst of the touchscreen! To my ratings then, for this wacky alien-blaster RPG!

FINAL GRADE: B+

ACCESSIBILITY GRADE: B+ (Complex menus, character stats screens.)

FORGIVENESS FACTOR: B (Can’t always move heroes quickly; see: real-time. Fixed difficulty.)

TOUCHSCREEN CONTROL: A (Drag or tap, not swipe, yes! For most in-game motions.)

                                                     (Battle screen gets cluttered easily!)
                                             
                               
                                                             (Character screen.)


                                                                  (Team screen.)


                                                              (Playin' "cheap!")