When The Past Was Around Accessibility Report
We've documented 9 accessibility features for When The Past Was Around in the Getting Started, Reading, Navigation and Controls areas to aid enjoyment of the game for different players. 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.When The Past Was Around is a short adventure puzzle game, where you point and click on items to gather clues, unlock doors and unraveling the secrets of its silent narrative. Without any words it tells the tale of a young woman, Eda, and her love, the mysterious Owl man, in a surreal world consisting of disjointed rooms from memories and times past. The music from Eda's violin accompanies the story.
We haven’t documented any accessibility features for Difficulty in When The Past Was Around which deal with how you can adjust the challenge of play, and assistance the game offers when you fail or get stuck.
We've documented 3 accessibility features for Getting Started in When The Past Was Around 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.
Assistance Getting Starting
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.
Assistance For Progressing
These features aid your progress through the game offering different ways of maintaining your progression.
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.
Similar Games With More Accessibility Features for Getting Started
If you want to play When The Past Was Around, but it doesn't offer the Getting Started accessibility features you require, this similar game extends the Getting Started accessibility:
We've documented 1 accessibility feature for Reading in When The Past Was Around which deals 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 and how complex the language is. This doesn't include subtitles as required reading if they are fully voiced.
Simple Minimal Reading: Minimal reading is required. The quantity and complexity of reading are at a level that a primary/elementary student (9-year-old) could understand.
Similar Games With More Accessibility Features for Reading
If you want to play When The Past Was Around, but it doesn't offer the Reading accessibility features you require, these similar games extend the Reading accessibility:
We've documented 1 accessibility feature for Navigation in When The Past Was Around which deals 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.
Large Clear Navigation: The in-game navigation and maps are clear to read. They offer large text and offer markers that are large and of high contrast. Where text or information is small, there are settings to zoom-in and increase visibility.
We've documented 4 accessibility features for Controls in When The Past Was Around which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.
1 Button & Single Stick: Can play with button and stick.
Mouse And Keyboard
Mouse Alone: Can play with just the mouse/mouse-button/mouse wheel.
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.
Similar Games With More Accessibility Features for Controls
If you want to play When The Past Was Around, but it doesn't offer the Controls accessibility features you require, this similar game extends the Controls accessibility:
We haven’t documented any accessibility features for Visual in When The Past Was Around which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game. The following games are similar to When The Past Was Around, and offer accessibility features for Visual:
We haven’t documented any accessibility features for Audio in When The Past Was Around 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. The following games are similar to When The Past Was Around, and offer accessibility features for Audio:
System Accessibility Settings
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.