Where the Water Tastes Like Wine Accessibility Report
We've documented 25 accessibility features for Where the Water Tastes Like Wine in the Controls, Getting Started, Reading, Navigation, Visual and Audio 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.Where the Water Tastes Like Wine is a narrative adventure game about sharing stories. You travel across the Depression-era United States discovering and collecting the stories of the people and places you encounter on your journey. You use this ever-expanding collection to entertain, impress, and eventually befriend a diverse cast of fellow travellers. Once you’ve earned their trust, they reveal something important about themselves and tell you the most powerful thing, their own true story.
The text in the story boxes is very small and can not be adjusted. Only some of these boxes are narrated.
Most of the main characters are voice acted. Notable people like Sting the wolf, and many of the stories you encounter wandering around are narrated. But some of them do not have voice acting, especially when a story is being retold/changing or is really short
It is possible to die in the game, and the consequence of doing so is that you will resume your journey in a random location.
You can move faster across the map by whistling while you walk. This requires both holding down a button continuously and reaction-time, however it has a marginal effect on your speed and is not required.
We've documented 5 accessibility features for Controls in Where the Water Tastes Like Wine which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.
Multiple Buttons & Two Sticks: Can play with multiple buttons and two sticks.
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.
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If you want to play Where the Water Tastes Like Wine, 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 Where the Water Tastes Like Wine 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 Where the Water Tastes Like Wine, and offer accessibility features for Difficulty:
We've documented 5 accessibility features for Getting Started in Where the Water Tastes Like Wine 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.
View Control Mapping: You can view a map of controls during play. This clearly displays the mappings of actions to buttons/keys/mouse/keyboard without having to leave the game.
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.
No Jump Scares: No sudden loud noises or popping-up scary visuals that unexpectedly appear without warning, or the option to disable them.
Assistance For Progressing
These features aid your progress through the game offering different ways of maintaining your progression.
Bank Progress With Frequent Checkpoints: If you fail you can retry that level or aspect of the game without losing a lot of progress. This is often provided via Frequent Checkpoints combined with restarting without losing time, equipment or score.
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If you want to play Where the Water Tastes Like Wine, but it doesn't offer the Getting Started accessibility features you require, these similar games extend the Getting Started accessibility:
We've documented 5 accessibility features for Reading in Where the Water Tastes Like Wine 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 and how complex the language is. This doesn't include subtitles as required reading if they are fully voiced.
Moderate Reading: Moderate reading required. The quantity and complexity of reading are at a level that a high school student (14-year-old) would appreciate.
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.
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: Textual captions indicate who is speaking. This can also be indicated visually in the game with character icons or placing text in speech bubbles next to the person speaking.
Some Dialogue is Voice Acted: Some of the game dialogue and narrative is voice acted. This reduces the pressure on reading all the dialogue text, although not everything is provided audibly.
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If you want to play Where the Water Tastes Like Wine, but it doesn't offer the Reading accessibility features you require, these similar games extend the Reading accessibility:
We've documented 4 accessibility features for Navigation in Where the Water Tastes Like Wine 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.
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.
Game Map: View a map of the game world during play, with the landscape, points of interest and missions highlighted throughout the entire game. This enables the orientation of the player and the world, confirming a direction of movement and the location of destinations or points of exploration.
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.
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If you want to play Where the Water Tastes Like Wine, but it doesn't offer the Navigation accessibility features you require, these similar games extend the Navigation accessibility:
We've documented 5 accessibility features for Visual in Where the Water Tastes Like Wine which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.
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.
Audio Cues for Visual Events
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
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.
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If you want to play Where the Water Tastes Like Wine, but it doesn't offer the Visual accessibility features you require, these similar games extend the Visual accessibility:
We've documented 2 accessibility features for Audio in Where the Water Tastes Like Wine 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
Play Without Hearing: No audio cues are necessary to play the game well.
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If you want to play Where the Water Tastes Like Wine, but it doesn't offer the Audio accessibility features you require, these similar games extend the Audio accessibility:
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.