Lifeline (Series) Review
Posted: 9 months ago, last updated 9 weeks ago.
The main interactions are through choosing responses to Taylor's questions, that sometimes require you to search the internet for the answer. When Taylor has a job to do he will do it in real time meaning you can only talk to him when he is done, which can be a number of hours without hearing from him. This makes it feel like he is a real person and creates a unique way of playing as you may not have that much to do one day compared than another.
Making a wrong decision can cause Taylor to die, when this happens you can rewind the story back and make a better decision. Once you've completed the story you unlock Fast Mode which means there are no breaks to wait for Taylor. When replaying the game the end outcome and story narrative will be different, with various different out comes.
Lifeline is apart of a series with 7 prequels with some extending Taylor's story and some with new adventures :
- Lifeline (2015)
- Lifeline 2: Bloodline (2015)
- Lifeline: Silent Night (2015)
- Lifeline: Whiteout (2016)
- Lifeline: Crisis Line (2016)
- Lifeline: Flatline (2016)
- Lifeline: Halfway To Infinity (2016)
- Lifeline: Whiteout 2 (2017, partial release)
How you can adjust the challenge of play, and assistance the game offers when you fail or get stuck.
Reaction-time Not Critical: Individual game actions don’t need quick reactions.
Low Pressure: Game tasks aren’t time-limited or with a high emphasis on performance. Or there is a low pressure play-mode available.
Adjust Speed: Adjust the overall speed of the game, or rewind play for a second attempt, to ease reaction times.
Save Anytime: The game automatically saves progress or you can save any time, and not lose progress.
How much reading or listening comprehension is required, and how accessible this is.
Moderate Reading: Moderate reading required.
Any spoken content has subtitles: All spoken content has subtitles, or there is no speech in the game.
Speaker Indicator, their Tone and Environment Sounds: Captions indicate who is speaking and their tone, game sound and music.
How the game provides guidance and assistance to navigate its worlds and spaces.
Large Clear Navigation: The game navigation and maps are clear to read, large and with high contrast or with settings to zoom or increase visibility.
How you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.
Mouse Alone: Can play with just the mouse/mouse button/mouse wheel.
One Tap Targeted: Play with touchscreen, tap in specific locations.
Specific button operation required to play
Holding Down Buttons Optional: Holding down buttons not required or can be turned off or switched to toggling the action on and off.
Rapid Pressing Optional: Quick, repeated button pressing not required or can be skipped or disabled.
How you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.
Audio Cues for Visual Events: Audio is provided to indicate visual events.
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.
Play Without Hearing: No audio cues are necessary to play the game well
Android has accessibility settings including ways to navigate and interact, although not all games support this. 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. iOS has a very extensive suite of accessibility settings including ways to navigate with voice and comprehensive screen reading, though most of the features don't work with games... read more about system accessibility settings.
Supported by PlayabilityInitiative
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