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Onimusha: Way of the Sword: Capcom’s Musashi could have done more for accessibility?
It seems to be Capcom's year, and one of the clearest examples is the work behind the return of the Onimusha series, which brings one of the most legendary figures of feudal Japan back to the screen: Miyamoto Musashi, the famous swordsman from sixteenth-century Kyoto. Miyamoto Musashi between History and Legend This time, the protagonist is the legendary samurai and master swordsman who lived during the Tokugawa shogunate. Information about his life is not always easy to sepa

Daniele Scibetta
Sep 116 min read


The Witcher 3: Wild Hunt: CD Projekt RED shares an accessibility update for the Remaster
CD Projekt RED is not content with simply making The Witcher 3: Wild Hunt look better. With the new Remastered edition, the Polish studio is also revisiting several aspects of the original experience that, more than eleven years later, can feel cumbersome or less accessible, introducing a range of options designed to better adapt the adventure to players’ needs. During several deep-dive presentations held at Gamescom, the developers showcased some of the new accessibility fea

Alberto Rossi
Sep 73 min read


Resonance: A Plague Tale Legacy: more mature, more accessible, more ambitious
Resonance: A Plague Tale Legacy is one of those games that slowly draws you in, only to never let go. After a few hours, you realize that it is not simply trying to expand the series’ narrative universe, but to redefine its tone and maturity by shifting its emotional focus to a new perspective. I played it extensively on Xbox Series X, analyzing every chapter, every mechanical variation, and every accessibility option to find out whether this new piece of the A Plague Tale le

Marco Campanini
Sep 57 min read


QuadStick: The Config Manager makes setup easier
Some innovations don’t need to revolutionize hardware to make a real difference. Sometimes, all it takes is removing an obstacle that has been considered inevitable for years. That’s exactly what Bassam Kamal, a software developer and recent Computer Science graduate from the University of Prince Edward Island, has done by creating an application designed to make configuring QuadStick much easier—the adaptive controller that allows people with severe motor impairments to play

Alberto Rossi
Aug 283 min read


Marvel's Wolverine: Humanity and Ferocity – all the new details revealed at Comic-Con
Marvel’s Wolverine continues to reveal new details following its September 15 release on PlayStation 5. After the Story Trailer shown at San Diego Comic-Con, new behind-the-scenes details have emerged about the work of Liam McIntyre, the actor portraying Logan. To bring out the mutant’s more ferocious side, the actor revealed that he even drew inspiration from animal behavior, pushing himself into an area of performance he had not explored since his days at acting school. In

Alberto Rossi
Jul 243 min read


Echoes of Aincrad: a return that stumbles on accessibility
Trapped once again inside Aincrad's flying castle, players of Sword Art Online: Echoes of Aincrad get to relive the events of Reki Kawahara's famous work from a new perspective. Combining soulslite combat with RPG mechanics, Bandai Namco's title attempts to reinvent the series' formula. But how accessible is it really for players with disabilities? The lore Set in a not-too-distant future, the story revolves around a wearable device called the NerveGear, capable of transporti

Daniele Scibetta
Jul 145 min read


Celsius Strays: a new accessible gem in the world of Brok The Investigator
French developer COWCAT revealed in April, in collaboration with Patch Works Interactive, a demo for Celsius Strays, a lite puzzle visual novel set in the world of Brok The Investigator, which once again promises an impressive level of accessibility. The setting is more dystopian than ever. The rat people, known as the Squealers, have been confined to the slums of Atlasia, a world plagued by social inequality and global warming. Surrounded by robotic death squads, food shorta

Greta Carrara
Jul 82 min read


EA's shop now includes accessibility tags
Electronic Arts has started displaying Accessible Games Initiative labels on its website, following Xbox and Ubisoft in adopting the standard promoted by the initiative. This represents an important step toward greater transparency in the video game industry, as it allows players to find out which accessibility features a particular title offers before purchasing it. The tags made their debut with one of the most popular games in EA's catalog: The Sims 4. The game's store pag

Alberto Rossi
Jul 43 min read


Rhythm Paradise Groove is the first Nintendo title accessible to blind players
Rhythm Heaven Groove is a rhythm videogame developed by Nintendo for the Switch console. Nintendo's music title is made up of tons of rhythm minigames (a bit like WarioWare 's microgames, but all based on music). Each level lasts a few minutes and requires you to chop vegetables to the right beat, jump on the beat, open and close umbrellas to the beat, grab objects at the right time, or compete with other players to test your sense of rhythm. The gameplay doesn't require a hu

Daniele Scibetta
Jun 301 min read


Insomniac Reveals Marvel's Wolverine's Accessibility and Violence Balance
The State of Play presentation, held during the Summer Game Fest week, was kicked off with a long introductory gameplay trailer for Insomniac's new Marvel IP: a single-player experience combining brutality and a linear story. Insomniac continues to focus on accessibility Insomniac Games has detailed the key accessibility features that will be available in Marvel's Wolverine from launch, confirming an even richer level of customization than in the studio's previous games. Amon

Alberto Rossi
Jun 282 min read
![[Immagine di copertina del gioco in cui viene mostrato un omino bianco con occhiali neri ed un bastone camminare per strada]](https://static.wixstatic.com/media/43878a_e082e34603ef4b5591511feabdfbc75d~mv2.png/v1/fill/w_333,h_250,fp_0.50_0.50,q_35,blur_30,enc_avif,quality_auto/43878a_e082e34603ef4b5591511feabdfbc75d~mv2.webp)
![[Immagine di copertina del gioco in cui viene mostrato un omino bianco con occhiali neri ed un bastone camminare per strada]](https://static.wixstatic.com/media/43878a_e082e34603ef4b5591511feabdfbc75d~mv2.png/v1/fill/w_292,h_219,fp_0.50_0.50,q_95,enc_avif,quality_auto/43878a_e082e34603ef4b5591511feabdfbc75d~mv2.webp)
Blind Touch: How well does it represent blindness?
[Game cover image showing a little white man with black glasses and a cane walking down the street] Blind Touch is a game by Flygogo Games that describes itself as a blindness simulator. According to the Steam store , we'll explore a world of darkness with only the aid of our walking stick, recreating the environments we traverse through interaction and imagination, in an immersive sensory journey. The developer stated that they had the support of blind people , but unfortun

Greta Carrara
Jun 258 min read


Death Stranding 2: On the Beach: New graphics technologies and improved accessibility
Death Stranding 2: On the Beach recently landed on PC: let's discover the new graphics technologies and improved accessibility compared to its predecessor. There's no denying that the first chapter of Death Stranding, upon launch, split the community in two: were we playing a masterpiece, or a simple "Bartolini Simulator" ? If we have to define the genre of Kojima's title, then it's best to do so without too many frills. Death Stranding is, to all intents and purposes, a cour

Daniele Scibetta
Jun 225 min read


ByoWave Proteus: The Modular Controller for Accessible Gaming
One-handed and tabletop setups, remapping, and macros: what works and what to consider for accessibility. Pros and limitations of Proteus for disabled players, including customizable layouts and reduced fatigue.

Redazione ForAllWe
May 124 min read


The Last of Us Part 2: Why It's Still a Benchmark for Video Game Accessibility
Years after its original release, The Last of Us Part II is still one of the most cited games when discussing accessibility. From full control remapping to visual, auditory and motor presets, Naughty Dog’s title shows how inclusive game design can reduce barriers and open the experience to more players.

Daniele Scibetta
May 95 min read


REPLACED: Review of the cyberpunk platformer combining pixel art, action, and accessibility.
REPLACED is a 2.5D cyberpunk action platformer that blends modern pixel art, intense combat, synthwave atmosphere and mature storytelling. A memorable indie experience with strong artistic direction, but some limitations in terms of accessibility.

Marco Campanini
May 55 min read


Pragmata: Accessibility, gameplay, and inclusive options in Capcom's new title
Pragmata blends action, hacking and sci-fi storytelling into a surprisingly accessible experience. We look at Capcom’s inclusive design choices, from automatic hacking and customizable controls to HUD options, subtitles and Nintendo Switch 2 system-level accessibility features.

Daniele Scibetta
May 14 min read


Predictive healthcare: the future (already here) for those with severe disabilities
Predictive healthcare is no longer science fiction. Wearables, telemedicine, AI and digital twins are already changing how we monitor health, chronic conditions and severe disabilities. But for this future to truly matter, it must become accessible to everyone.

Marco Meroni
Apr 276 min read


Pill 30: Piedmont is really pushing for job inclusion: grants for hiring and adapting the workplace
It's a very concrete sign of how accessibility can become real employment, not just declarations.

Redazione ForAllWe
Apr 251 min read


Thumb Soldiers: When a thumbstick accessory can make a difference in video game accessibility
Thumb Soldiers develops modular thumbstick accessories that can improve precision, comfort, and accessibility. It is an interesting project for anyone looking for more flexible solutions in inclusive gaming.

Redazione ForAllWe
Apr 235 min read


EASY DIDA 3 port: the "key" to inclusive teaching with free software
Technology is not lacking in today's schools: there is often a lack of concrete, shared tools that are truly useful in daily routine , without forcing teachers and families to perform complex installations or chase a thousand different apps.

Redazione ForAllWe
Apr 204 min read
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