
The same report goes on to say that Bend Studios was subsequently. According to a new report from Bloomberg, the pitch was turned down as (Days Gone’s) development had been lengthy and critical reception was mixed, so a Days Gone 2 wasn’t seen as a viable option. Days Gone is a 2019 action-adventure survival horror video game developed.Sadly for fans of Days Gone, however, this sequel does not seem likely. JoAccessibility is a relatively recent topic of discussion in the games industry, but one that's become more and more prominent.Which is a shamer a Days Gone 2 is almost certainly never going to happen now. Some players out there just love a challenge, pushing themselves to the limit, while others just want to experience the story and have a great time in post-apocalyptic Oregon as Deacon St. As an open-world survival-horror title, Days Gone might be a bit challenging to the average player even on normal difficulty, especially if you run into a Freaker horde.
However, they point out that Returnal was clearly marketed as being a game where the difficulty was the whole point, unlike Deathloop."If you don't go into the game expecting to die over and over and over again, you're going to feel defeated," they say. "Mainly in regards to basically the trappings of a first-person shooter, where you have to be very precise with your aiming and be able to see enemies really quickly in order to either stealthily move around them or take them out."Craven recalls a similar controversy around Returnal's accessibility earlier this year. This includes issues with the text size, with the way you mark enemies, low contrast, limited lives, audio issues, no option to remap the controls on PS5, and more, making it very difficult for disabled players to play and enjoy, let alone finish, Arkane's game."There's a lot that's built into the design of the game that does make it difficult for accessibility," Saylor tells GamesIndustry.biz. While Deathloop offers two types of aim assist, which you can combine, neither of them work the way you'd expect and therefore do little for accessibility.The issues highlighted were often the same across reviews, whether from Can I Play That's founder and director of operations, Courtney Craven, or accessibility consultant, content creator and producer Steve Saylor. While being critically praised in the mainstream games press, every review focusing on accessibility led to the same conclusion: Deathloop doesn't include the bare minimum that would make it accessible to disabled players."To feel that over and over and over again, you start to get the feeling: why do I even try? Is anyone listening to my needs?"In her review, content creator Kennedie 'Dynamic Reactions' Griggs highlighted issues with the auto-aim features, among others. The efforts of a handful of pioneers such as Xbox and Naughty Dog have paved the way for more studios to make their games more accessible to more players.Whether it's Team17 making a point in showing its accessibility options in a dedicated Overcooked trailer, Ubisoft's increasingly inclusive approach in its latest Assassin's Creed entries, or Insomniac Games making accessibility an integral part of its recent releases, the industry has come a long way.But every so often, a game dominates the headlines for exactly the opposite reasons, whether that's CD Projekt Red's Cyberpunk 2077, Bend Studio's Days Gone - which patched in some options three months after release - or the Spyro Reignited Trilogy, which didn't have subtitles at launch.The latest game to be in the spotlight for its lack of accessibility is Arkane Lyon's Deathloop.
This was a huge anticipated game. Then the deeper issue with a big game launching like that, that proves to be so inaccessible with so many people, is that it leaves you feeling down about the whole industry, not being able to take part in the hype of the game. And it just doesn't feel like that's part of the core gameplay as it is with Returnal."Deathloop was recently pinned down for its lack of accessibilityThis lack of accessibility could hypothetically keep billions of people from being able to play, Craven continues."Just in the US, it's millions of people who can't play the game because the subtitles don't quite work or because there's no controller remapping on console.

You can tag enemies, you can search an area for various things, and again that wasn't designed as an accessibility option that was marketed just for disabled people. And then in Assassin's Creed Odyssey, the eagle was very helpful. They did a lot of stuff right."Watch Dogs Legion's GPS navigation was really good the ability to ping and see enemies and just have that extra help guiding your way around a level or to get to your quest. "It was an amazing game and it was definitely a benchmark for the industry in terms of allowing disabled people to play, but I would say the best thing to do would be to strive to be like games that are inclusive without all of the robust accessibility options, like Ghost of Tsushima, Assassin's Creed Odyssey, or even Watch Dogs Legion. It's not knocking Arkane for ignoring accessibility, it's just that right now developers are not thinking accessibility in that particular way."Accessibility has to be a consideration throughout the development journey and be built alongside the game, rather than be about "slapping a bunch of options in there, which essentially are Band-Aids into the experience itself," Saylor continues.Both Saylor and Craven agree that Naughty Dog's The Last of Us Part 2 did exceptionally well in giving players the ability to customise their experience, but the message they want to convey in view of the Deathloop controversy is that this type of work has to be done in conjunction with accessible design."I would say don't strive to be like The Last of Us Part 2," Craven says, acknowledging that this might be a controversial opinion. When that idea comes up, you start to think: how can we make this available, or at least accessible, to as many players as possible regardless of their ability? That's when you can start to be a little bit creative so that hopefully that idea can still make it through that design phase, and still be accessible."It's not knocking Arkane for ignoring accessibility, it's just that right now developers are not thinking accessibility in that way""And unfortunately Deathloop didn't do that.
Then people say: developers shouldn't have to change their vision for accessibility. If you completed the game and then all of a sudden they add in that you can have five lives instead of three, that just can frustrate players."That fundamentally changes the vision of the game. But he argues that you can't fix what's a core part of the game's design."I don't want Arkane to be adding that into the game because that would fundamentally change the way the game is playing for everyone.

