We've documented 29 accessibility features for Coffee Talk. Strongest in Visual and Controls but also has features in Getting Started, Reading, Navigation and Audio to reduce unintended barriers. This report is created with input from accessibility experts and the player community to help people find games that have the accessibility features they require. Once you have found potential games on the database, there are excellent specialist accessibility sites that offer in-depth reviews to guide your purchasing decisions.Coffee Talk is an interactive story about a barista working in a coffee shop in Seattle. You listen to customers' concerns about life and love, in a retro-pixilated world backed with lo-fi chilled hip-hop music.
Release Date: 29/01/2020
Out Now: Mac, PC, PS4, Switch and Xbox One
Content Rating: PEGI 12
Skill Rating: 11+ year-olds
Genres: Communication, Narrative (Adventure, Creative, Puzzle and Role-Play)
Accessibility: 29 features
Components: 2D Side-On and Pixels
Developer: Toge Productions (@TogeProductions)
Costs: Purchase cost
We've documented 6 accessibility features for Controls in Coffee Talk which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.
Can play with the following:
Mouse Alone: Can play with just the mouse/mouse-button/mouse wheel.
Can play with the following. Additional gestures may be required for games played with a screenreader like VoiceOver.
One Tap Targeted: Can play with touchscreen, tap in specific locations.
Specific button operation required to play
Holding Down Buttons Optional: Holding down buttons for prolonged periods (a second or more) is not required or can be switched to toggling the action on and off. This is in addition to the movement stick/button which is not considered a hold for this purpose.
Rapid Repeated Pressing Optional: Quick, repeated button pressing (more than 2 times a second) is not required, can be skipped or switched to holding a button to trigger a repeated action.
No Simultaneous Buttons: Only one button or key required at a time, in addition to direction stick(s).
Vibration Optional: Controller vibration not used in the game or you can disable it.
If you want to play Coffee Talk, but it doesn't offer the Controls accessibility features you require, these similar games extend the Controls accessibility:
We haven’t documented any accessibility features for Difficulty in Coffee Talk which deal with how you can adjust the challenge of play, and whether this is locked once chosen or can be adjusted as you play. The following games are similar to Coffee Talk, and offer accessibility features for Difficulty:
We've documented 6 accessibility features for Getting Started in Coffee Talk which deal with what support is offered to get started with the game. This includes customising the experience when you first open the game via any onboarding processes it provides as well as tutorials and other assistance when you first start playing.
These features aid your play of the game in terms of cognitive load on learning controls, dealing with pressure and coping with the environment and challenges.
Reaction-Time Not Critical: Individual game actions don’t need quick reactions, or there are settings to lower the requirement for quick reactions. This means you don't need to quickly press a button in response to an on-screen prompt, target a fast-moving target or skillfully complete a scenario against the clock.
Low Pressure: Game tasks aren't time-limited or there's a low-pressure mode. This avoids the pressure of being put on the clock for overarching missions, or failing tasks because you didn't reach a destination in time.
Adjust Speed: Adjust the speed of the game at critical moments or throughout, or rewind play for a second attempt, to ease reaction times. By slowing the game, you have more time to interpret what is happening and then execute your actions. It also reduces the pressure on getting things right quickly or the first time you attempt them.
No Jump Scares: No sudden loud noises or popping-up scary visuals that unexpectedly appear without warning, or the option to disable them.
These features aid your progress through the game offering different ways of maintaining your progression.
Guaranteed Progress With God Mode: There is no fail state for any game level, where you lose progress or have to start again. Or there are options to make failing impossible: infinite health or lives, unlimited time. Sometimes called God Mode or Unfailable.
Save Progress Anytime: The game automatically saves progress or you can save any time. This doesn’t mean you never lose progress, but it does mean you can stop whenever you want (without having to get to a save point) without losing progress.
If you want to play Coffee Talk, but it doesn't offer the Getting Started accessibility features you require, these similar games extend the Getting Started accessibility:
We've documented 6 accessibility features for Reading in Coffee Talk which deal with how much reading or listening comprehension is required, how well the game provides visual and audible access to the text and whether subtitles and captions are a good fit for purpose.
How much reading is required to play the game's main path or story and how complex the language is. This doesn't include subtitles as required reading if they are fully voiced.
Extensive Complex Reading: Extensive reading required. The quantity and complexity of reading is suitable for someone who loves long books and enjoys extended dialogue or narrative descriptions.
Large Clear Text: All essential text is large and clear or can be adjusted to be. The general text used throughout the game in menus, instructions and other key information (excluding subtitles that are assessed separately) is at least 1/20 (46 pixels on 1080 screen) the height on landscape screens and at least 1/40 height on portrait screens.
High Contrast Text: Text colour contrasts to the background or can be adjusted to be. The text in menus, instructions and other information is presented in high contrast with a solid background.
Large Clear Subtitles: Subtitles are large, clear and of good contrast. They are at least 1/20 (46 pixels on 1080 screen) the height of a landscape screen and at least 1/40 height on portrait screens, or can be adjusted to be. Considered separately from the general text of the game, the subtitles are large, clear and of good contrast.
All Speech Subtitled (Or No Speech In Game): All spoken content has subtitles, or there is no speech in the game. This means there is no requirement to hear spoken dialogue or narrative to play the game.
Speaker Indicator and their Tone: Textual captions indicate who is speaking and their tone (or there is only ever one person speaking). This can also be indicated visually in the game with character icons or character expressions with text in speech bubbles next to the person speaking.
If you want to play Coffee Talk, but it doesn't offer the Reading accessibility features you require, this similar game extends the Reading accessibility:
We've documented 2 accessibility features for Navigation in Coffee Talk which deal with how the game provides guidance and assistance to navigate its worlds. These are only for games that have traversal and exploration in 2D and 3D spaces.
Menu Audio Cues: Navigating menus provide an audio cue for each selection.
Menus Don't Wrap: Menus don't wrap and stop the cursor at the bottom of the list if you press down. Or menus do wrap but make it clear that you are back at the top of the list with sound or narration.
If you want to play Coffee Talk, but it doesn't offer the Navigation accessibility features you require, these similar games extend the Navigation accessibility:
We've documented 8 accessibility features for Visual in Coffee Talk which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.
Medium Contrast: Game uses generally well contrasting and bright visuals, or has a slider to make this the case.
No Flashes: No flashing strobe effects or you can disable them. This includes the absence of flashing from dramatic visual effects, explosions or weather effects like lightning.
No Screen Shake: No screen shake effect or it is included but it can be disabled. This includes the absence of screen shake for dramatic effect as well as to indicate hits on a target.
No Busy Backgrounds: No distracting backgrounds or you can make them static or blank. This includes the absence of other movement elements in the background that might distract or confuse the action.
Audio Cues for Visual Events: Audio is provided to indicate visual events. Game events or progress highlighted by visual icons, effects or animations are also accompanied by audio to signify that progress. This is useful for blind players.
Menu Audio Cues: Navigating menus provide an audio cue for each selection.
Motion Sickness Friendly: Doesn't have 3D movement elements that may trigger motion sickness, like motion blur, depth of field and field-of-vision. Or includes the ability to disable motion blur, depth of field and field-of-vision effects.
Colour blind friendly: Game doesn’t rely on colour or can switch to colour blind friendly mode with double coding or similar way to avoid colour dependance.
If you want to play Coffee Talk, but it doesn't offer the Visual accessibility features you require, this similar game extends the Visual accessibility:
We've documented 2 accessibility features for Audio in Coffee Talk which deal with how you can adjust the audio of the game and whether audio cues compensate for aspects of the game that are hard to see.
Balance Audio Levels: Set music and game sound effects separately. This enables you to select your preference as well as ensure critical game sounds aren't obscured by other audio.
Play Without Hearing: No audio cues are necessary to play the game well.
If you want to play Coffee Talk, but it doesn't offer the Audio accessibility features you require, these similar games extend the Audio accessibility:
In addition to the accessibility features provided in the game, you can also use system-wide accessibility settings:
Nintendo Switch has some built-in features, including a lockable zoom, that can be used on all games.
Windows has extensive accessibility features. Some, like colour correction, work with games. Lots of accessibility software can be used with PC games, from voice recognition to input device emulators.
PlayStation 4 has a range of accessibility settings. Some are system only, some work in games (invert colours and button mapping).
Xbox One has a system features, the excellent co-pilot share controls mode and adaptive controller support for all games.
Read more about system accessibility settings.
Accessibility Report supported by VSC Rating Board, PlayabilityInitiative and accessibility contributors @growingupgamers, Andy Robertson and Ben Kendall
|Written by parents for parents, the database complements the in-depth discussion about video game addiction, violence, spending and online safety in the Taming Gaming book. We are an editorially independent, free resource without adverts that is supported by partnerships.|