Geoffrey Bunting | The Verge The Verge is about technology and how it makes us feel. Founded in 2011, we offer our audience everything from breaking news to reviews to award-winning features and investigations, on our site, in video, and in podcasts. 2025-06-26T14:05:43+00:00 https://www.theverge.com/authors/geoffrey-bunting/rss https://platform.theverge.com/wp-content/uploads/sites/2/2025/01/verge-rss-large_80b47e.png?w=150&h=150&crop=1 Geoffrey Bunting <![CDATA[What happens when AI comes for our fonts?]]> https://www.theverge.com/?p=688637 2025-06-26T10:05:43-04:00 2025-06-22T09:00:00-04:00

Monotype is keen for you to know what AI might do in typography. As one of the largest type design companies in the world, Monotype owns Helvetica and distributes Futura and Gill Sans — among 250,000 other fonts. In the typography giant’s 2025 Re:Vision trends report, published in February, Monotype devotes an entire chapter to how AI will result in a reactive typography that will “leverage emotional and psychological data” to tailor itself to the reader. It might bring text into focus when you look at it and soften when your gaze drifts. It could shift typefaces depending on the time of day and light level. It could even adapt to reading speeds and emphasize the important portions of online text for greater engagement. AI, the report suggests, will make type accessible through “intelligent agents and chatbots” and let anyone generate typography regardless of training or design proficiency. How that will be deployed isn’t certain, possibly as part of proprietarily trained apps. Indeed, how any of this will work remains nebulous.

Monotype isn’t alone in this kind of speculation. Typographers are keeping a close eye on AI as designers start to adopt tools like Midjourney for ideation and Replit for coding, and explore the potential of GPTs in their workflow. All over the art and design space, creatives are joining the ongoing gold rush to find the use case of AI in type design. This search continues both speculatively and, in some places, adversarially as creatives push back against the idea that creativity itself is the bottleneck that we need to optimize out of the process.

That idea of optimization echoes where we were a hundred years ago. In the early 20th century, creatives came together to debate the implications of rapid industrialization in Europe on art and typography at the Deutscher Werkbund (German alliance of craftspeople). Some of those artists rejected the idea of mass production and what it offered artists, while others went all in, leading to the founding of the Bauhaus. 

“It’s almost as if we are being gaslighted into believing our lives, or our professions, or our creative skills are ephemeral.”

The latter posed multiple vague questions on what the industrialization of typography might mean, with few real ideas of how those questions might be answered. Will typography remain on the page or will it take advantage of advances in radio to be both text and sound? Could we develop a universal typeface that is applicable to any and all contexts? In the end, those experiments amounted to little and the questions were closed, and the real advances were in the efficiency of both manufacturing and the design process. Monotype might be reopening those old questions, but it is still realistic about AI in the near future.

“Our chief focus is connecting people to the type that they need — everywhere,” says Charles Nix, senior executive creative director at Monotype, and one of Re:Vision’s authors. This is nothing new for Monotype, which has been training its similarity engine to recognize typefaces since 2015. 

But the broader possibilities, Nix says, are endless, and that’s what makes being a typographer now so exciting. “I think that at either end of the parentheses of AI are human beings who are looking for novel solutions to problems to use their skills as designers,” he says. “You don’t get these opportunities many times in the course of one’s life, to see a radical shift in the way technology plays within not only your industry, but a lot of industries.”

Not everyone is sold. For Zeynep Akay, creative director at typeface design studio Dalton Maag, the results simply aren’t there to justify getting too excited. That’s not to say Dalton Maag rejects AI; the assistive potential of AI is significant. Dalton Maag is exploring using AI to mitigate the repetitive tasks of type design that slow down creativity, like building kern tables, writing OpenType features, and diagnosing font issues. But many designers remain tempered about the prospect of relinquishing creative control to generative AI.

“It’s almost as if we are being gaslighted into believing our lives, or our professions, or our creative skills are ephemeral,” Akay says. She is yet to see how its generative applications promise a better creative future. “It’s a future in which, arguably, all human intellectual undertaking is shed over time, and handed over to AI — and what we gain in return isn’t altogether clear,” she adds.

For his part, Nix agrees: the more realistic and realizable use of AI is the streamlining of what he calls the “really pedantic” work of typography. AI might flatten the barrier to entry in design and typography, he says, but “creative thinking, that state of being a creative being, that’s still there regardless of what we do with the mechanism.”

“Thirty-five years ago there was a similar sort of thought that introducing computing to design would end up replacing designers,” he continues. “But for all of us who have spent the last 35 years creating design using computers, it has not diminished our creativity at all.”

“For all of us who have spent the last 35 years creating design using computers, it has not diminished our creativity at all.”

That shift to digital type was the result of a clear and discernible need to improve  typographic workflow from setting type by hand to something more immediate, Akay says. In the current space, however, we’ve arrived at the paintbrush before knowing how the canvas appears. As powerful as AI could be, where in our workflow it should be deployed is yet to be understood — if it should be deployed at all, given the less-than-stellar results we’re seeing in the broader spectrum of generative AI. That lack of direction makes her wonder whether a better analog isn’t the dot-com bubble of the late 1990s.

In many ways, it mirrors our current situation with AI. As public access to the internet increased, a wave of dot-com startups emerged and with them increased venture capital, even though the internet at the time “never connected to a practical consumer need,” Akay says. Overvalued and without a problem to solve or a meaningful connection to consumers, many of those startups crashed in 2000. “But [the internet] came back at a time when there were actual problems to solve,” she adds. 

Similarly, few consumers exploring AI are professional designers trying to optimize workflow; rather, AI is increasingly the playground — and product — of executives overvaluing AI as they attempt to automate jobs and try to push creativity out of creative professions.

Both Nix and Akay agree a similar crash around AI might actually be beneficial in pushing some of those venture capitalist interests out of AI. For Nix, however, just because its practical need isn’t immediately obvious doesn’t mean it’s not there or, at least, won’t become apparent soon. Nix suggests that it may well be beyond the bounds of our current field of vision.

Nix adds that in our Western-focused view of AI, we might not see the difference in our expansive selection of typefaces and how limited those choices might be for non-Latin scripts, for instance. That, and similar areas outside the Western mainstream of design, may be where the need for change is more apparent. “The periphery may end up driving the need-state [for AI].”

For all that, it remains unlikely that current models of selling typography will change, however. We’d still be licensing fonts from companies like Monotype and Dalton Maag. But in this AI-driven process, these generative apps may well be folded into existing typography subscriptions and licensing costs passed on to us through payment of those subscription fees. 

Though, that remains more speculation. We are simply so early on this that the only AI tools we can actually demonstrate are font identification tools like WhatTheFont and related ideas like TypeMixer.xyz. It’s not possible to accurately comprehend what such nascent technology will do based solely on what it does now — it’s like trying to understand a four-dimensional shape. “What was defined as type in 1965 is radically different from what we define as type in 2025,” Nix adds. “We’re primed to know that those things are possible to change, and that they will change. But it’s hard at this stage to sort of see how much of our current workflows we preserve, how much of our current understanding and definition of typography we preserve.”But as we explore, it’s important not to get caught up with the spectacle of what it looks like AI can do. It may seem romantic to those who have already committed to AI at all costs, but Akay suggests this isn’t just about mechanics, that creativity is valuable “because it isn’t easy or fast, but rather because it is traditionally the result of work, consideration, and risk.” We cannot put the toothpaste back in the tube, but, she adds, in an uncertain future and workflow, “that doesn’t mean that it’s built on firm, impartial foundations, nor does it mean we have to be reckless in the present.”

Correction, June 26th: An earlier version of this article misstated which fonts Monotype owns. It owns Helvetica font software and distributes fonts like Futura and Gill Sans; it doesn’t own Futura and Gill Sans.

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Geoffrey Bunting <![CDATA[Answering the Nintendo Switch 2’s lingering accessibility questions]]> https://www.theverge.com/?p=686591 2025-06-13T19:20:24-04:00 2025-06-14T10:00:00-04:00

One of the biggest surprises of the Nintendo Switch 2’s reveal was its proposed accessibility. For years, Nintendo has been known for accidentally stumbling on accessibility solutions while stubbornly refusing to engage with the broader subject. Yet, in the Switch 2, there appeared a more holistic approach to accessibility for which disabled players have been crying out. This was supported by a webpage dedicated to the Switch 2’s hardware accessibility

However, specifics were thin and no further information emerged ahead of the Switch 2’s debut. Now, having spent the last week with the Switch 2, I’ve found that this limited information hid, aside from a few missteps, an impressive suite of system-level accessibility considerations and advances that somewhat offset the otherwise gradual update the Switch 2 represents. But as we finally answer lingering accessibility questions over the Switch 2, there’s a nagging sense that this information should have been readily available ahead of launch.

How intuitive is the setup? Very, but blind players may need assistance

I tend to find setup procedures dense and unapproachable thanks to cognitive disability. Yet I was pleasantly surprised at how breezy the Switch 2’s setup was. Aside from a few hiccups trying to decipher Virtual Game Cards (a feature I ended up opting out of), the whole process was intuitive and fast.

Accessibility features, however, are not available during setup. The console’s text-to-speech is not enabled by default, nor can you access text sizing and zoom options. This will represent a significant barrier to entry for some, and blind players may require sighted assistance during setup.

Are Switch controllers and Joy-Cons compatible with the Switch 2? Yes, including the Hori Flex

The increased size of the Joy-Con 2 feels better this time around, as does the Joy-Con 2 grip. But the controller size and the grip’s unergonomic square shape still don’t take long to incite my hand pain. Fortunately, Switch controllers and Joy-Cons are usable on the Switch 2, and the ability to default to the original Pro Controller is welcome.

It’s encouraging that you can pair other controllers with the Switch 2 using peripherals like the Magic-S Pro 2. Though, given recent trends in third-party peripheral support, I’d be reluctant to suggest that support is here to stay. We’re already seeing some connectivity issues around third-party controllers, especially 8BitDo gamepads, with 8BitDo working on updates to get those working with the Switch 2.

What is supported, however, is Nintendo’s licensed adaptive controller: the Hori Flex. This works docked and in tabletop mode for games that don’t require mouse controls (some other features, like motion controls, may also cause issues). Keep in mind, you will need a USB-A to USB-C adapter to connect in tabletop mode.

Can you connect a USB keyboard? Yes

Not everyone finds onscreen keyboards intuitive or accessible. The good news is you can connect a USB keyboard through the console’s USB-C ports and use that instead, including during setup.

What is the text-to-speech speed? It’s inconsistent, but US English is 120–130 words per minute on average

We have no official number on the speed at which the Switch 2’s text-to-speech reads, but we can estimate. Using the information the system reads when you enable text-to-speech, we’ve found that both voice options averaged around 120–130 words per minute in US English. For UK English, it was 130–140 words per minute. Different languages will see different rates. There was some inconsistency in repeated tests that could not be accounted for simply by considering when timers were started and stopped.

That’s not the only quirk in the system. Players should be aware there is a noticeable delay between landing on a menu option and the text-to-speech kicking in. Similarly, during testing, toggling text-to-speech off led to a notification with the word “disabled.” Reenabling the function without moving out of the accessibility menu, however, did not lead to anything suggesting text-to-speech was back on.

All told, however, it’s a good system, controlled by a discrete speed slider that ranges from 50 percent to 300 percent. The slowest rate for US English users reads at around 60–70 words per minute and the max speed, where many blind players operate, is in the region of 400–420 words per minute.

What screens don’t support text-to-speech? The eShop

When enabling text-to-speech, you’re told the function may not be supported on all screens. As things stand, it looks like text-to-speech works across all system-level menus, but not on the Nintendo eShop. Given this is the first place most players visit after setup, that’s an oversight that needs rectifying soon. Most games also don’t  support system-level text-to-speech, including Mario Kart World.

Can you adjust the Switch 2’s audio balance? No

Outside the ability to toggle mono audio — an important feature for hard-of-hearing players — greater audio customization is not available on the Switch 2 at a system level.

Does GameChat’s speech-to-text transcribe swearing? You bet it fucking does!

You may already know that GameChat’s speech-to-text will transcribe swear words. While this was reported widely as a bit of fun, it’s also an important accessibility feature that allows users — especially deaf players — to engage fully with in-game communication without having to decipher improper transcription and censored text.

It’s not perfect. You may find speech-to-text swaps in odd words at times, but this is an error rather than censorship of specific terms.

Can you remap controls? At a system level, yes

Within the Switch 2’s settings, players can remap all inputs on connected controllers, and do so for each Joy-Con independently. You can also toggle the ability to access this menu at any time from the Switch 2’s quick menu, accessed by holding Home.

Unfortunately, current evidence suggests this option will not be present in Nintendo’s first-party games. Mario Kart World does not include any remapping options. Some might ask why this is a problem if system-level input rebinding exists, but in-game options for remapping are more instructive and convenient, and they limit rebindings to specific actions in-game rather than having to continuously rebind on a system level for every game. Being able to remap on the fly through the quick menu only mitigates this so much.

This is something Nintendo appears to understand, allowing remapping in the new GameCube games available to Switch Online subscribers. 

A quiet win overall

It all adds up to an impressive suite of accessibility features and customization that will, hopefully, grow in time. The strange part is that Nintendo is being so quiet about it. The Verge reached out multiple times for clarification on the Switch 2’s accessibility and for more information relating to the questions above, but Nintendo didn’t respond.

One might expect that points to an internal awareness that features aren’t as robust as they should be. Outside a few missteps, however, this is a significant accessibility win and one would think Nintendo would want it out there. More importantly, and this is a lesson to anyone releasing a device or game: players need clear accessibility information ahead of release to make informed buying decisions and secure any help that might be needed. 

Nintendo’s shift to greater accessibility is welcome. But in restricting the flow of information before release, the win is tempered somewhat by Nintendo’s willingness to keep its players in the dark.

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Geoffrey Bunting <![CDATA[The Access-Ability Summer Showcase returns with the latest in accessible games]]> https://www.theverge.com/?p=679542 2025-06-04T16:23:21-04:00 2025-06-06T11:50:00-04:00
Spray Paint Simulator.

Now in its third year, the Access-Ability Summer Showcase is back to redress the lack of meaningful accessibility information across the ongoing video game showcase season. As we see progress broadly slow down, it’s also a timely reminder of the good work that’s still happening in pursuit of greater accessibility in gaming.

“At a time where we are seeing a slowdown in accessibility adoption in the AAA games space,” organizer Laura Kate Dale says, “we’re showing that there are interesting accessible games being made, games with unique and interesting features, and that being accessible is something that can bring an additional audience to purchase and play your games.”

The showcase is growing, too. In 2025, it’s longer, more packed with games, and streamed concurrently on Twitch, Youtube (where it’s also available on-demand), and on Steam’s front page. That growth comes with its own challenges — mitigated this year by Many Cats Studio stepping in as sponsor — but the AA Summer Showcase provides an accessible platform in response to the eye-watering costs of showcasing elsewhere (it has previously been reported that presenting trailers across Summer Game Fest starts at $250,000), while providing disabled viewers with the information they need to know if they can actually get excited about new and upcoming releases.

It’s lesson Dale hopes other platforms might take on board. “I grow the show in the hopes that other showcases copy what we’re doing and make this the norm,” she says. “If I could quit hosting the AA Summer Showcase next year because every other show in June committed to talking about accessibility as part of their announcements, that would be wonderful news.”

To help that along (sorry, Laura, don’t quit just yet), The Verge has collated the games featured in this year’s Access-Ability Summer Showcase below.

Visual accessibility in focus

A major theme that emerged from this year’s showcase is color blind considerations. The showcase kicked off with ChromaGun2: Dye Hard by Pixel Maniacs, a first-person color-based puzzler. In its color blind mode, colors are paired with symbols for better parsing and those symbols combine when colors are mixed.

A similar spirit is echoed in Sword and Quill’s Soulblaze, a creature-collecting roguelike that’s a bit of Pokémon mixed with tabletop RPGs (dice included). It also pairs colors and icons, adding a high level of customization to color indicators, difficulty, and an extensive text-to-speech function that supports native text-to-speech systems and NVDA.

Later, Gales of Nayeli from Blindcoco Studios, a grid-based strategy RPG, showcased its own color blind considerations and an impressive array of visual customization options.

Room to breathe

A welcome trend carried over from last year, games continue to eschew time pressure and fail states. Dire Kittens Games’ Heartspell: Horizon Academy is a puzzle dating simulator that feels like Bejeweled meets Hatoful Boyfriend. Perhaps its most welcome feature is the ability to skip puzzles altogether, though it also features customization for puzzle difficulty. Sunlight from Krillbite Studio is a chill hiking adventure that tasks the player with picking flowers while walking through a serene forest. It does away with navigation as you’ll always be heading the right way, while sound cues direct you to nearby flowers.

This year’s showcase featured two titles from DarZal Games. Quest Giver is a low-stakes management visual novel which casts the player as an NPC handing quests out to RPG heroes, while 6-Sided Stories is a puzzle game involving flipping tiles to reveal an image. The games were presented by Darzington, a developer with chronic hand pain who develops with those needs in mind and, interestingly, with their voice (thanks to Talon Voice). Both games feature no time pressure, no input holds or combos, and allow for one-handed play.

Single-handed controls are also a highlight of Crayonix Games’ Rollick N’ Roll, a puzzle game in which you control the level itself to get toy cars to their goal without the burden of a ticking clock.

Highlighting highlights

Speaking of highlights, this was another interesting trend to emerge from this year’s showcase. Spray Paint Simulator by Whitethorn Games is, in essence, PowerWash Simulator in reverse. Among a suite of accessibility features that help players chill out and paint everything from walls and bridges to what looks like Iron Man’s foot, the game allows you to highlight painting tasks and grants a significant level of control over how those highlights appear and how long they last. Whitethorn Games provides accessibility information for all its games here.

Cairn, by contrast, is a challenging climbing game from The Game Bakers which looks like transplanting Octodad onto El Capitan. As it encourages players to find new routes up its mountains, the game allows players to highlight their character’s limbs, as well as skip quick reaction minigames and rewind falls completely.

Highlights are also important to Half Sunk Games’ Blow-up: Avenge Humanity, in which players can desaturate the background and customize the size and tone of enemy outlines to make its chaotic gunplay more visible. Something Qudical’s Coming Home, which debuted during the showcase, also offers in its tense horror gameplay as you evade a group of murderers. You can switch on a high-contrast mode that highlights objects to distinguish them from the environment (including said killers).

Unsighted

If this year’s been challenging for accessibility, it’s been even more disappointing for blind players when it comes to games that are playable independently. The AA Summer Showcase, however, included an interlude showing off the best titles from the recent Games for Blind Gamers 4, a game jam in which all games are designed with unsighted play in mind and judged by blind players. Four games were featured: Lacus Opportunitas by one of last year’s standouts shiftBacktick, The Unseen Awakening, Barista, and Necromancer Nonsense. This was chased by a look at Tempo Labs Games’ Bits & Bops, a collection of rhythm games with simple controls and designed to be playable in its entirety without sighted assistance.

A difficult subject

Accessible indie games often favor the cozy, but this year’s AA Summer Showcase brought a standout game that bucked that trend. Wednesdays by ARTE France is a game that deals with the aftermath of childhood abuse. That’s certainly in keeping with the host of trauma-driven indie games out there. Wednesdays, however, positions itself as a more hopeful examination of that trauma, both through its visual novel style memories and theme park manager gameplay.

Like so many of the showcase’s games this year, Wednesdays includes mitigations for color blindness — though no essential information is tied to color in-game — as well as a comprehensive text log for cognitive support, manual and automated text scrolling, and customization options for cursor speed, animations, fonts, inputs, and more. Better yet, all those options are displayed at launch and the game always opens in a windowed mode to allow for easier setup of external accessibility tools.

It’s a curious title, for its wealth of accessibility features, naturally, but also for how it handles its subject matter — because maybe we all need a little more hope this year, yeah?

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Geoffrey Bunting <![CDATA[As the game industry cuts back, accessibility is feeling the impact]]> https://www.theverge.com/?p=669419 2025-05-22T09:01:26-04:00 2025-05-22T09:00:00-04:00

Video game consultants like Laura Kate Dale came into 2023 with a lot of hope. Since 2020, accessibility in games had become a mainstream discussion, bolstered by high-profile releases like The Last of Us Part II, and it appeared things could only get better. Yet, as the year drew on, she says, “there started to be signs that, behind the scenes, accessibility advancement was slowing down.”

Now, that momentum has come to a relative standstill. Consultants speaking to The Verge paint a picture of repetitive conversations, fighting to maintain basics that should already be established, and a sense that the broader industry has taken its foot off the gas after the early months of the incipient covid-19 pandemic provided a real sense of hope that accessibility was here to stay.

“The gaming culture of that time is a reflection of catering to the disabled experience, because accessibility was sorely needed by everyone,” says Kaemsi, an online broadcaster. “The rise of accessibility back in 2020 was almost a promise that, when we started recovering from the lockdowns, the world would start considering everyone in all facets of living, and all we needed to do was give people a chance to recover from having to deal with such an unprecedented time.”

But as that recovery set in, the world instead brute-forced a return to 2019 norms. Following lockdown successes such as Animal Crossing: New Horizons, the bubble burst. As industry-wide downscaling started partway through 2023, dedicated accessibility roles were among the first culled to save cash, according to Dale. “Gigs started to be cancelled without clear explanation,” she adds, while those accessibility champions that remained were told “their budgets were shrinking, or they were expected to fight harder to justify any new or more experimental investment in accessibility.”

Things are yet to improve. Layoffs and studio closures continue, while consultants who led the charge in 2020 are still fighting the same battles years later to maintain basics. “It can feel a little defeating to focus energy on fighting for standardizing things already proven to work and proven to win positive headlines from the games media,” Dale says.

Despite the media’s value as a way to start, and maintain, accessibility conversations, those positive headlines are also disappearing in a media landscape reckoning with its own calamity (most recently evidenced by Polygon’s sale to Valnet). As consultant and content creator Steve Saylor suggests, outside tired cyclical discourse such as difficulty in Souls-likes and yellow paint, accessibility topics have mostly fallen out of public consciousness. “There’s no nuance to that conversation,” he says. “People understand accessibility is important, but they’re not willing to learn more beyond that.” 

“We’re still trying our best, but it’s rough.”

But that coverage is also critical for moving accessibility forward, providing publishers with a marketing incentive for accessibility features. “The less publishers are imagining their big stab at getting similar press coverage, the less they seem willing to take a chance on a feature nobody’s tried to offer before,” Dale says. She points to the extensive coverage The Last of Us Part II received for its accessibility prior to release as a major motivator for others to follow suit in the immediate aftermath.

Now, she adds, accessibility consultants are increasingly employed in scaling back accessibility, with the least backlash, to help mitigate the industry’s lockdown-era overspend. This creates an environment that isn’t conducive to change and improvement, and saps energy from an already frequently exhausted community. Professional opportunities have dried up to the point that many advocates are looking elsewhere for work, where only a few years before there was hope accessibility could become a full-time pursuit.

“We’re still trying our best, but it’s rough,” says Saylor, before adding that he’s barely had consultancy work over the past year. “I don’t know when it’s going to pick back up again. It’s been getting worse since 2023.”

Even when the call does come, often those offers will end up being rescinded. “I’ve had at least three major AAA studios offer me accessibility consulting work in the past 18 months,” Dale says, “only for them to cancel the planned consulting work because the budget for that work was withdrawn by management.”

“People in the accessibility community are tired,” Kaemsi says, summing up how many speaking to The Verge feel. Nor does it look to be improving in 2025. As relations fray between Donald Trump’s government and other nations, with many countries issuing travel advisories to the US, “it’s getting harder and harder to even potentially cross the border,” Saylor, who lives in Canada, says. “90 percent of my work was in the US and if that’s gone, I don’t know what that means for me going forward.”

Similarly, with so much of the gaming industry tied to the US, federal-level attacks on anything resembling inclusion in the name of pushing back against Diversity, Equity, and Inclusion policies (DEI) are making it dangerous for many advocates to continue fighting for inclusivity.

There is still some cause for hope

A side effect of so many consultants leaving the industry is that they’re also taking much of their knowledge with them. While many studios are maintaining features implemented in previous games, Dale says “knowledge of why those features are implemented, and why they’re handled in a specific way, is being lost.” 

Per multiple sources, this has only worsened as the industry embraces contractors instead of full-time work, in which consultants are employed for a single project and then let go, often without leaving a record of their knowledge and practices behind, making communication even harder. 

Dale cites multiple occasions where she was brought in to consult on separate projects for a studio only to find information wasn’t being disseminated across teams. “The end result is me being brought in to teach the same lesson more than once, a sign that somewhere along the line that knowledge isn’t making it from one project to the next,” she says.

Yet there is still some cause for hope. Games like South of Midnight, which includes among its impressive accessibility suite the ability to skip boss fights, prove that accessibility remains a concern for many studios. In announcing the Switch 2, Nintendo has signaled its first stuttering steps toward a more holistic approach to accessibility after years of stubborn resistance. Elsewhere, major publishers, including Nintendo of America, have agreed to share clearer and consistent information about accessibility on storefronts.

These are small wins in spite of a broader industry slowdown around accessibility. If repetition is one signal of how profound that rut has become, it’s also perhaps an important tool for arresting this decline.

“Being repetitive, asking for features nobody is delivering, and asking for teams to try features until it’s embarrassing not to offer them,” Dale says. “That’s the only way things are going to change.”

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Geoffrey Bunting <![CDATA[Ghosts in the Kinect]]> https://www.theverge.com/?p=638490 2025-03-28T16:11:07-04:00 2025-03-30T09:00:00-04:00

Billy Tolley swings a Microsoft Kinect around an abandoned room in sudden, jittery movements. “Whoa!” he says. “Dude, it was so creepy.” On the display, we see an anomaly of arrows, spheres, and red lines that disappears almost as soon as it arrives. For Tolley and Zak Bagans, two members of the Ghost Adventures YouTube channel, this is enough to suggest they should leave the building. Because for this team and other similar enthusiasts, that seemingly innocuous blotter of white arrows means something more terrifying: a glimpse at specters and phantoms invisible to the human eye. 

Fifteen years after its release, just about the only people still buying the Microsoft Kinect are ghost hunters like Tolley and Bagans. Though the body-tracking camera, which was discontinued in 2017, started as a gaming peripheral, it also enjoyed a spirited afterlife outside of video games. But in 2025, its most notable application is helping paranormal investigators, like the Ghost Adventures team, in their attempts at documenting the afterlife.

The Kinect’s ability to convert the data from its body-tracking sensors into an on-screen skeletal dummy delights these investigators, who allege the figures it shows in empty space are, in fact, skeletons of the spooky, scary variety. Looking at it in use — the Kinect is particularly popular with ghost-hunting YouTubers — it’s certainly producing results, showing human-like figures where there are none. The question is: why?

With the help of ghost hunters and those familiar with how the Kinect actually works, The Verge set out to understand why the perhaps most misbegotten gaming peripheral has gained such a strong foothold in the search for the paranormal.

Part of the reason is purely technical. “The Kinect’s popularity as a depth camera for ghost hunting stems from its ability to detect depth and create stick-figure representations of humanoid shapes, making it easier to identify potential human-like forms, even if faint or translucent,” says Sam Ashford, founder of ghost-hunting equipment store SpiritShack.

This is made possible by the first-generation Kinect’s structured light system. By projecting a grid of infrared dots into an environment — even a dark one — and reading the resulting pattern, the Kinect can detect deformations in the projection and, through a machine-learning algorithm, discern human limbs within those deformations. The Kinect then converts that data into a visual representation of a stick figure, which, in its previous life, was pumped back into games like Dance Central and Kinect Sports.

The Kinect isn’t always seeing what it thinks it is

When it was released in 2010, the first-gen Kinect was cutting-edge technology: a high-powered, robust, and lightweight depth camera that condensed what would usually retail upward of $6,000 into a $150 peripheral. Today, you can find a Kinect on eBay for around $20. Ghost hunters, however, typically mount it to a carry handle and a tablet and upsell it for around $400-600, rebranded as a “structured light sensor” (SLS) camera. “The user will direct the camera to a certain point of the room where they believe activity to be present,” says Andy Bailey, founder of a gear shop for ghost hunters called Infraready. “The subject area will be absent of human beings. However, the camera will often calculate and display the presence of a skeletal image.”

Though this is often touted as proof we’re all bound for an eternity haunting aging hotels and abandoned prisons, Bailey urges caution, telling would-be ghost hunters that the cameras are best paired with other equipment to “provide an additional layer of supporting evidence.” For this, Ghost Hunters Equipment, the retail arm of haunted tour operator Ghost Augustine recommends that “EMF readings, temperature, baseline readings, and all of that are essential when considering authentication of paranormal activity.”

That’s because the Kinect isn’t always seeing what it thinks it is. But what is it actually seeing? Did Microsoft, while trying to break into a motion-control market monopolized by the Nintendo Wii, accidentally create a conduit through which we might glimpse the afterlife? Sadly, no.

MIAMI BEACH – NOVEMBER 04: Microsoft’s new Kinect controller for the Xbox 360 is seen on a shelf at the Best Buy store on November 4, 2010 in Miami Beach, Florida. The Kinect went on sale today and uses sensors to read the players body language so controllers are not necessary to play Xbox games with the Kinect.

The Kinect is actually a straightforward piece of hardware. It is trained to recognize the human body, and assumes that it’s always looking at one — because that’s what it’s designed to do. Whatever you show it, whether human or humanoid or something entirely different, it will try and discern human anatomy. If the Kinect is not 100 percent sure of its position, it might even look like the figure it displays is moving. “We may recognise the face of Jesus in a piece of toast or an elephant in a rock formation,” says Jon Wood, a science performer who has a show devoted to examining ghost hunting equipment. “Our brains are trying to make sense of the randomness.” The Kinect does much the same, except it cannot overrule its hunches. 

That suits ghost hunters just fine, of course: the Kinect’s habit of finding human shapes where there are none is a crowd-pleaser. The Kinect, deployed in dark rooms bathed in infrared light from cameras and torches, wobbling in the hands of excitable ghost hunters as it tries to read a precise grid of infrared points, is almost guaranteed to show them what they want to see.

Much of ghost hunting depends on ambiguity. If you’re searching for proof of something, be it the afterlife or not, logic suggests you’d want tools that can provide the clearest results, the better to cement the veracity of that proof. Ghost hunters, however, prefer technology that will produce results of any kind: murky recordings on 2000s voice recorders that might be mistaken for voices, low-resolution videos haunted by shadowy artifacts, and any cheap equipment that can call into question the existence of dust (sorry, spirit orbs) — bonus points if battery life is temperamental.

“I’ve watched ghost hunters use two different devices for measuring electromagnetic fields (EMF),” Wood says. “One would be an accurate and expensive Trifled TF2, that never moves unless it actually encounters an electrical field. The other would be a £15 [$18], no-brand, ‘KII’ device with five lights that go berserk when someone so much as sneezes. Which one was more popular, do you think?”

Glitches aren’t tolerated — they’re encouraged

Given the notoriously unreliable skeletal tracking of the Kinect — most non-gaming applications bypass the Kinect’s default SDKs, preferring to process its raw data by other, less error-prone, means — it would be stranger if it didn’t see figures every time it’s deployed. But that’s the point. Like so much technology ghost hunters use, the Kinect’s flaws aren’t bugs or glitches. They’re not tolerated — they’re encouraged.

“If a person pays good money to enjoy a ghost hunt, what are they after?” Wood asks. “They prime themselves for a ‘spooky encounter’ and open up to the suggestion of anything being ‘evidence of a ghost’ — they want to find a ghost, so they make sure they do.”

If it were just the skeletal tracking that ghost hunters were after, better options are now possible with a simple color image. But improved methodology wouldn’t return the false-positives that maintain belief, and so skeletal tracking from 2010 is preferred. None of this is likely to move the needle for those who believe towards something more skeptical. But we do know why the Kinect (or SLS) returns the results it does, and we know it’s not ghosts.

That said, even if its results are erroneous, maybe the Kinect’s new lease on afterlife isn’t a bad thing. Much as ghosts supposedly patrol the same paths over and over until interrupted by ghost hunters, perhaps it’s fitting that the Kinect will continue forevermore to track human bodies — even if the bodies aren’t really there.

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Geoffrey Bunting <![CDATA[Periphery Synthetic is a chill, accessible audio dream]]> https://www.theverge.com/24225210/periphery-synthetic-accessible-audio-game-steam 2024-08-22T08:30:00-04:00 2024-08-22T08:30:00-04:00

Space is a soundless vacuum home to countless wonders. Aphotic black holes and the dazzling plasma they stir, starling nebulae, and the pulsars that infuse our physics books with color — the universe is full of sights. Periphery Synthetic asks, what if, rather than a visual cacophony, ours were a universe of sublime noise? Or rather, what if, in this silent universe, sound was all we had by which to navigate?

Periphery Synthetic tasks the player with exploring the stellar system Alpha Periphery. You do this by traversing and scanning planets to assess their viability for colonization. The minerals you find along the way can be used to upgrade your gear to more efficiently carry out your task, and, as you go, you’ll slowly unravel the mysteries of Alpha Periphery in a chill, undemanding, and meditative sound-driven experience.

“There are over 100 unique synths covering the user interface, music, and environmental sounds for each world and other sound effects like footsteps and collisions,” the game’s solo developer, who goes by the handle shiftBacktick, tells The Verge. “Dozens of them are playing at once to make the overall soundscape.”

These sounds are your primary method of navigation. Warbling tones surround collectibles, the crunching roll of synths shifts on different surfaces, and the terrain pulses. All can be momentarily silenced by your scanner, which audibly pings nearby objects and recenters the player in the search for more materials. It’s not a smorgasbord of disparate noise, however. Periphery Synthetic employs two chords — along with harmonics and inversions of those chords — to create a persistent, almost naturalized soundboard by which to communicate everything in its environment.

“Cozy low-stimulus environments that are perfect for your mind’s eye to wander”

The immediate comparison one could make is to Proteus, Ed Key and David Kanaga’s sound-motivated dreamscape. This common ground isn’t entirely accidental. Proteus was the game shiftBacktick played, they said, when first experimenting with acid — an experience they describe as profound. This, however, is as far as the connection goes. “It’s more about packaging that ineffable ephemerality of the psychedelic experience into cozy low-stimulus environments that are perfect for your mind’s eye to wander,” shiftBacktick says.

Wander it will. Playing Periphery Synthetic, whether by sight or sound, is to court a trance-like sensation. What visual world it provides is communicated through a succession of squares of different sizes, concentrations, and orientations. They represent the sun, the stars, collectibles, and the barren landscapes that scroll to the horizon. It brings to mind the synthesized imagery of Windows XP’s Media Player as I listened to David Byrne’s “Like Humans Do” for the umpteenth time because I was too young to understand how to put music on the computer.

The simplicity is beguiling, especially in concert with the reverberating echoes pumping through the speakers. Indeed, though I usually write to a combination of colorful noise, for this feature, I simply booted up the game in the background and let its pulsing tones lull my mind into focus for a similar effect. 

A screenshot from the video game Periphery Synthetic.

For all of this, though, Periphery Synthetic is a game designed to be played without seeing the screen. This manifests in a settings menu where a host of sliders control the highly parameterized soundboard. Elsewhere, control settings include dead zone adjustment and sensitivity — though no rebinding. In another menu, an extensive “how to play” guide offers context to a game that can be experienced, within the loop it lays down, mostly as the player desires.

Whether you engage in a blistering hunt for minerals or a relaxing drive across Periphery Synthetic’s worlds, meandering into progression when you feel like it, it is a game that is at once both inherently welcoming and customizable. For a solo developer, it’s an admirable level of accessibility in a game designed to be played by sound alone (and which I had no problem playing with one hand, on keyboard).

This is, of course, excellent news for blind and visually impaired gamers as Periphery Synthetic joins a short list of video games that should be playable without assistance. Though it does not include a dedicated text-to-speech function, it does fully support screen readers to make sure its text-heavy lore and menus are as navigable as the rest of the game.

“As a sighted game developer, it’s my moral responsibility to help reduce these barriers for as many folks as I can.”

This, according to shiftBacktick — who has a background in web development and the accessibility that is standard there — is owed in large part to the community that has formed around their development process and our long tradition of audio games. “Learning about the history of these sorts of games and shedding my ego were important steps along my accessibility journey,” shiftBacktick says. “As a sighted game developer, it’s my moral responsibility to help reduce these barriers for as many folks as I can.”

Though the gameplay loop of Periphery Synthetic can be achieved through sight, I would argue the best way to experience it as a sighted player is to turn off its graphics (another menu option), even if only temporarily. The game doesn’t demand much, but even so, I found myself defaulting to the visual as I started. It was only after I switched them off and embraced the avenues its warbling pulses and harmonics led me down that I truly appreciated the meditative, almost hyperfocused quality Periphery Synthetic inspires. 

A screenshot from the video game Periphery Synthetic.

That feeling carries over to whenever you revisit the game’s graphics, but I would urge sighted players to spend at least a little time in the depths of a black screen being guided by the game’s remarkably broad soundscape. There’s no danger in it — no fail states — but there’s a lot to be discovered by doing so, both about other gamers’ experiences but also about one’s self.

Periphery Synthetic doesn’t hold your hand or demand much to reach the end,” shiftBacktick says. “I hope it recaptures your childhood sense of exploration and discovery and brings you joy along the way.”

Though gaming has a reputation as a visual medium, Periphery Synthetic proves there is more potential in video games beyond visual acuity. The result is a sympathetic, almost equitable experience in which the features that make it so approachable to so many are less an additive than an invisible vehicle to common ground between varying abilities. It’s blissful to hop across its sprawling worlds, to slide down its mountains, and to let go in its pulsing soundscape.

Periphery Synthetic is a rare game that grants players permission to exist within its loose bounds as they like and unites them in gameplay that is powerfully similar from one player to another, regardless of how they are able to approach the experience.

Periphery Synthetic is out today on PC.

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Geoffrey Bunting <![CDATA[The Access-Ability Summer Showcase featured the latest in accessible games]]> https://www.theverge.com/24172897/access-ability-showcase-best-games-trailers-2024 2024-06-07T12:00:00-04:00 2024-06-07T12:00:00-04:00
Videoverse. | Image: Kinmoku

Running concurrently with Summer Game Fest, the Access-Ability Summer Showcase redresses what gaming events leave out. Organized by accessibility consultant and critic Laura Kate Dale, it’s a reaction to events designed to build hype and how disabled gamers too often have to temper excitement with caution over whether revealed games will be accessible. A frustration, Dale told The Verge, driven by “the industry’s unwillingness to be open and transparent about gaming accessibility.” 

Now in its second year, the showcase continues to push back against a lack of inclusive gaming events as it grows — it includes a dedicated Steam page this year. Already, developers are not only viewing it as an opportunity to show off their games, Dale said, but also as encouragement to implement accessibility earlier in development to be ready for the event. “The idea that a place to proudly promote their accessibility would help push developers to have more features ready at earlier milestones makes me feel like the show is having a tangible impact,” Dale added.

The showcase aired on Twitch and YouTube (with the latter including ASL, BSL, and audio description) on June 7th, which is available to watch right here if you missed it live. A rundown of everything we saw can be found below.

Roguelikes continue to embrace accessibility

The showcase began with a look at Elsie, a “retro-inspired, bullet hell, action-platforming roguelike shooter” from Knight Shift Games. Despite its many categories, it will release in a crowded genre, where Elsie carries on the good work of Dead Cells in creating a roguelike that’s approachable for as many players as possible. Elsie includes a range of features to help parse fast-paced combat, like the ability to customize how the player character is highlighted, as well as ways to make combat more user-friendly.

Increased accessibility for blind and visually impaired gamers

At least half of the games highlighted at the showcase also demonstrated significant considerations for blind and visually impaired players.

The most unique of these was Periphery Synthetic, a nonviolent, first-person Metroidvania from shiftBacktick that’s designed to be played entirely through audio cues. A startlingly robust soundscape supports this, and though it can be played completely unsighted, it includes curiously beguiling voxel visuals and is one of the most interesting blind-friendly games I’ve encountered. Periphery Synthetic is one to watch leading up to its release this summer. 

Text-to-speech and narration are two features vital to blind and visually impaired accessibility, and two citybuilders were among the most prominent to include them at this year’s showcase. Dawnfolk, from Darenn Keller, is envisioned as an entry point to the genre and driven by simplicity in both gameplay and visuals. Cellular City, introduced by Callum Deery, is a similarly interesting take on the genre that challenges the player to think about the relationship between certain structures and which can and cannot coexist. Both feature robust text-to-speech and narration systems.

Accessibility that extends to narrative games

As part of a wider showcase of Fiction Factory Games’ accessibility considerations, we had a brief look at The Shadow over Cyberspace, in which the Cthulhu mythos meets Y2K. As a text-driven game, it’s made playable by blind and visually impaired players through audio description, closed captions, and text-to-speech, while visual considerations make complex, moving imagery customizable for players who need it.

A love letter to the old internet, Videoverse builds on similar ideas with its varied soundscape but also includes clear, high-contrast, and readable interfaces, which, as Alex Leone’s Upheaval demonstrated, is vital to text-based gameplay. Upheaval is a “text-based open-world” adventure and, along with Videoverse, eschews the current trend of absurdly small UI text with clear, customizable interfaces and large text. Something that stuck out in Upheaval’s showcase was its inclusion of text-to-speech functions and the ability to integrate existing, and preferred, external text-to-speech software.

It’s not all 2D

Whitethorn Games is a publisher that has established itself as an industry leader in accessibility. Its upcoming Slime Heroes, developed by Pancake Games, is another soulslike embracing making this genre more user-friendly. More akin to Another Crab’s Treasure than Dark Souls, Slime Heroes offers welcome mitigations for movement — including a toggleable double-jump — and its soulslike combat. This is great for players who struggle with reaction times (like me) and mobility. But one of the most interesting features on display was the ability to toggle on visual representations of hitboxes, making it easier to avoid those soulslike whiffs.

Two other 3D third-person adventures followed. Siro Games’ Wéko the Mask Gatherer bears a resemblance to The Legend of Zelda, and its major features appear to revolve around navigation, both in-world and in its menus. Rainbow Billy: The Curse of the Leviathan is an action-platformer about recoloring the world, which makes its focus on visual accessibility apt. It particularly focuses on colorblind accessibility, using multiple visual cues to clarify interactable elements, including colors, icons, and animation. It also deploys navigational features, including automatically focusing on objectives when returning to Billy’s ship, a major boon for those with cognitive disabilities. 

Mobility in focus

Magical Delicacy is another Whitethorn joint: a 2D adventure that feels like a mix of Treasures of the Aegean and Howl’s Moving Castle. For players with reduced mobility or who need to use one hand, Magical Delicacy can be played with no buttons at all. That’s a focus for detective narrative game Space Boat, too, which has been designed from the ground up to be entirely playable with one hand.

The Darkest Files, from Paintbucket Games, is another investigative game, this time based on true crime. Its first-person narrative loop can be controlled with a mouse alone — though it also allows for switching between input devices on the fly, which is great for adaptive controller users — and includes surprisingly discreet difficulty customizations outside of the usual presets to aid its detective gameplay.

Taking your time is the most welcome trend of the year

The most appreciated theme of the showcase was just how many games removed time constraints and fail states to better accommodate players’ ability to move at their own pace. Trash Goblin is a medieval American Pickers. You take trash, chip away the dirt, and upsell it as treasure. It’s another game with no fail states or time limits, and this works in concert with ways to mitigate the game’s repeated inputs — a bane for players with chronic pain — to the point you can even make them automated.

One of the standouts of the entire showcase for me was Fishbowl. Rhea Gupte walked us through this cozy slice-of-life sim from a two-person development team from India. While its non-stressful puzzles and chill story are emblematic of the value of designing an experience that’s accessible at its core, Gupte also highlighted Fishbowl’s accessibility options. There wasn’t a wide range on show, but it was heartening to see a host of features planned for the immediate future and the duo’s dedication to adding more. With how often well-resourced studios erroneously claim adding accessibility is impossible, it’s great to see a studio doing everything it can to make its game approachable.

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Geoffrey Bunting <![CDATA[Another Crab’s Treasure is a cheery, accessible take on Dark Souls]]> https://www.theverge.com/24139208/another-crabs-treasure-review-xbox-switch-ps5 2024-04-24T13:00:00-04:00 2024-04-24T13:00:00-04:00

Another Crab’s Treasure isn’t shy about its inspirations. If an area titled “The Sands Between” isn’t clue enough, this colorful soulslike about a crab questing to retrieve his shell serves up constant reminders of FromSoftware’s oeuvre, especially Sekiro: Shadows Die Twice. That doesn’t make Another Crab’s Treasure just another FromSoftware clone in an increasingly crowded field. Another Crab’s Treasure is a different beast: a rare soulslike with a sense of humor, plenty of undersea pizzazz, and a surprisingly accessible take on the formula.

The difference is immediately apparent as our crustacean hero, Kril, is dropped into a vibrant world of undersea hijinks, murderous sealife, and oil slicks, all presented in primary colors. Even the mountains of junk that litter the seafloor are colorful. That junk becomes your friend, both as currency (in the form of microplastics) and as, in lieu of his shell, Kril dons shot glasses, soggy tennis balls, and even a gun for protection.

Another Crab’s Treasure’s SpongeBob-esque color palette isn’t just an inviting alternative to the gloomy worlds of typical soulslikes, however. For the first time in years of playing these games, I could reliably see what was going on throughout my playthrough. Kril pops from the background, and enemies are easily distinguishable. Combined with a simplified combat loop consisting of only four stats, Another Crab’s Treasure boasts an impressive baseline accessibility compared to its predecessors.

To bolster this strong foundation, Another Crab’s Treasure also includes a raft of assist features that rebalance the game’s combat. Players can reduce incoming damage, lower enemy health, improve the durability of your improvised shell, increase dodge invincibility frames and parry windows — though, the game never actually tells you how to parry — and even slow the game down. Fall damage, which is only taken when falling into the abyss, can be reduced or removed, as can the risk of losing your microplastics on death. Dying at a boss will also see you respawn nearby, with items in tow, rather than at the last checkpoint. Of course, as developer Aggro Crab’s marketing has spotlighted, you can also replace Kril’s shell with a gun that one-shots everything.

Even with these settings, Another Crab’s Treasure is tough

In other menus, players can also remap buttons, switch sprinting from a hold input to a toggle, customize sound balance, and reduce motion blur and camera shake. Perhaps most notable outside of its assist options: you can pause Another Crab’s Treasure. This may seem like a strange thing to highlight, especially as pausing shouldn’t be rare in the genre. Last year, however, Lies of P demonstrated that being a single-player, offline soulslike doesn’t guarantee a pause function.

It all adds up to a host of options — gun, perhaps, excluded — that many players have been begging soulslikes to implement for years. That Another Crab’s Treasure takes the plunge is a clear demonstration that the formula can be made more accessible without compromising its challenge. Because even with these settings, Another Crab’s Treasure is tough. Accessibility doesn’t dilute the game’s difficulty. Rather, it creates a positive interplay between the game’s inherent difficulty and the player, in which the player is granted control over their own experience. This shifts Another Crab’s Treasure from a grind in places to something more enjoyable. 

A screenshot from the video game Another Crab’s Treasure.

Take the game’s first boss: Nephro, Captain of the Guard. He’s an undersea facsimile of Sekiro’s Gyoubu Oniwa and a relatively simple enemy with only a few attacks. Despite quickly learning his dodge timings, I found it difficult to capitalize as his attacks invariably carried him away from my dodges. It lengthened the fight, and mistakes started to creep in with the fatigue — and so did frustration. Yet, through being able to mitigate incoming damage and improve my shield, I was able to remove the grind, give myself room to make new strategies, and start having fun.

This happened multiple times throughout my playthrough, and whether the accessibility was mitigating my errors or the developers’ or both is perhaps moot. The important thing is it allowed me to enjoy what otherwise might have been frustrating — and painful — sticking points. It’s a strange, almost emotional, feeling to play a soulslike that surrenders control over your experience back to you after years of the exact opposite.

I was able to remove the grind, give myself room to make new strategies, and start having fun

That said, much of the accessibility in Another Crab’s Treasure is combat-focused. This means, in other areas, the game still falls short. Though players are generally pointed in the right direction and the game encourages you to get a “little lost,” there are plenty of times when it wasn’t clear where I was supposed to go next — from missing a waypoint character or just confusion. This wasn’t helped by a static map that appears designed solely as a reference to Elden Ring. In other areas of cognitive accessibility, there’s a welcome directory of past tutorials, accessible at any time, but there’s information missing (including, as previously mentioned, how to parry).

This and more will be a particular issue for blind and visually impaired players, as none of this is voiced, with no audio description or built-in text-to-speech functions. But for a few short, voiced cutscenes, Another Crab’s Treasure is a fairly silent game outside a varied collection of sound effects. Slippery platforming and levels full of pitfalls mean, even with assistance, this game also isn’t fully accessible to visually impaired players, especially when it comes to a certain area bathed in darkness that is difficult even for seeing players to get around.

A screenshot from the video game Another Crab’s Treasure.

Other smaller elements also creep in, like the uncharacteristically subdued indicators for unblockable attacks and the frequent slowdowns in loading zones — which include a visually uncomfortable blurring effect on-screen. Mileage may vary on how annoying they are, but even these small moments work against the relative accessibility of Another Crab’s Treasure.

Though it references them often, perhaps it’s unfair to compare Another Crab’s Treasure too often to its predecessors. But it is noticeable that when it is at its weakest — in general and in terms of accessibility — Another Crab’s Treasure bears a striking resemblance to its influences. Another Crab’s Treasure thrives when it’s as removed from its FromSoftware roots as possible, when it becomes a tight distillation of those fundamentals but washes them in a colorful presentation, an irreverent attitude, and accessible play.

Perhaps the most striking thing about Another Crab’s Treasure is how plainly — how readily — Aggro Crab understands it has no authority over its players’ experiences. Instead of chafing against that like so many soulslikes, Another Crab’s Treasure leans in and grants us an unprecedented level of control over how we play. In doing so, it lays down a marker for all that comes after, opening the genre to a wider spectrum of players.

More than anything, Another Crab’s Treasure, is a timely reminder that, for all of their challenge, soulslikes can still be fun.

Another Crab’s Treasure launches on April 25th on Xbox, Nintendo Switch, PC, and PS5.

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