One Person Story Review
Posted: 9 months ago, last updated 3 months ago.
Sometimes there is pain, like when our little hero crushes on spikes. But friends always help and open the doors that stop us – so we can keep moving on. Thinking hard always offers solutions to our problems.
The metaphor is a little forced at times, but for younger players this is actually a novel way to raise questions about civility, challenge and perseverance. The game itself is enough fun (and frustration) to be played to the end of the 100 levels.
How you can adjust the challenge of play, and assistance the game offers when you fail or get stuck.
Assistance When Stuck: The game notices if you get stuck and provides assistance, such as skipping levels, hints or tutorials.
Tutorials: There are helpful tutorials, instructions and tips.
How much reading or listening comprehension is required, and how accessible this is.
Simple Minimal Reading: Minimal reading is required.
Large Clear Text: Text is large and clear, or can be adjusted to be.
Any spoken content has subtitles: All spoken content has subtitles, or there is no speech in the game.
How you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.
1 Button: Can play with single button.
Mouse And Keyboard
Keyboard Alone: Can play with just the 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 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.
Bright Colourful Palette: Game uses bright colours and is generally high contrast.
Large Game Elements: Game characters and other elements are large and distinguishable.
High Contrast Mode: You can adjust the contrast of the game to be high-contrast, or the game already has high contrast visuals.
Outline Interactive Elements: Characters, platforms and enemies can be outlined for visibility.
No Busy Backgrounds: No distracting backgrounds or you can make them static or blank.
Audio Cues for Visual Events: Audio is provided to indicate visual events.
Clear Interface: The game navigation, maps and information are clear to read, large or adjustable.
How you can adjust the audio of the game and whether audio cues compensate for aspects of the game that are hard to see.
Play Without Hearing: No audio cues are necessary to play the game well
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... read more about system accessibility settings.
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