By Microsoft’s standards, Starfield is a giant leap backwards for accessibility

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By Microsoft’s standards, Starfield is a giant leap backwards for accessibility
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A look at Starfield's accessibility options.

taps into our innate human instinct to advance, to manifest the future and ultimately discover the meaning of our insignificant existence in the infinite wonders of the universe. If you ask me, Bethesda has the track record of creating incredible fantasy or post-apocalyptic worlds, so the final frontier of space is the perfect next step for them. Starfield transports us to a truly different view of the space genre.

I'm enjoying Starfield so far, but when we're talking about having the right tools, the biggest problem a lot of players will face comes down to the limited accessibility settings the game comes with. This was a worry for the accessibility community during the buildup to Starfield's arrival, as gameplay trailers, interviews with Bethesda's Todd Howard and the general trickle of pre-release information failed to explore accessibility.

Elsewhere, combat can be tricky too. The Fallout series featured the innovative VATS targeting mechanic, in which players can pause time and target specific body parts or elements of the world while shooting. VATS enriches the game world whilst making gameplay inclusive. Its time slowing mechanic ensured disabled players did not struggle with the combat, especially when it came to the degree of precision required to manually aim at enemies during stressful real-time fights.

The biggest issue with the controls is the constant use of the D-pad. During fast-paced gunfights, it’s quite challenging to quickly swap weapons without dying, and this stops many players from switching between the vast plethora of laser, ballistic and energy weapons available to use. You’re able to swap weapons through the pause menu, but this isn’t the ideal solution as it breaks immersion.

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eurogamer /  🏆 68. in UK

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