How Star Wars Jedi: Survivor was built for accessibility

Forward Star Wars Jedi: SurvivorOn the April 28 release date, Respawn Entertainment outlines the intended customization options making the game more accessible. The developer posted the options on the Electronic Arts website on Tuesday, while also sharing what it learned from the 2019 release, Star Wars Jedi: Fallen Order.

Publisher Electronic Arts made a commitment its commitment to making more accessible games, noting that the team hosted its first “in-house playtests” dedicated to accessibility and design for Star Wars Jedi: Survivor.

Respawn has added both difficulty and accessibility controls Survivor – everything from subtitles to something the developer calls “slow mode.” Slow mode is a switch in the options menu that allows “players to slow down the action of the world to ease the challenge of both combat and platforming,” Respawn said in the post. It affects combat, platforming and timing elements.

“The Slow Mode was a particularly exciting feature to work on because of its versatility,” Star Wars Jedi: survivor senior director of development Jonas Lundqvist said in the post. “It started out primarily as a feature that we thought would be useful in combat, but we quickly realized it could be useful for anything with a timing component. It makes some of our platforming more accessible, allows for different response times, and generally helps make the game more accessible to a wider audience.

Here’s the list of options, straight from Respawn:

Manage customization: Players can customize their controls according to their needs.

Subtitles and subtitles:Jedi: Survivor features plenty of toggles for closed captions and closed captions, letting you adjust how much detail there is in both, as well as letting you decide when you want to see them during your game. You can have them on only for cutscenes or also during conversation and combat, with turn signals that can also be toggled.

Images: At launch, a number of options will be available related to visuals, including HUD scaling, color profile settings, stabilizing UI dot, color blindness options, field of view, camera shake adjustment, and more.

Difficulty options: Players have access to four different difficulty levels that allow them to set the level of challenge they want from enemies.

Story mode — For those who want to enjoy the adventure of Cal and his crew with little enemy resistance. The parry times are generous and the damage dealt by enemies is minimal.

Jedi Padawan — More challenging than Story Mode, but softer than Jedi Knight. Parry times are still somewhat generous, though enemies deal quite a bit more damage than in Story Mode

Jedi knight — A challenging adventure. Players will have to sharpen their reflexes to overcome enemies.

Jedi master — Offers an even greater challenge than Jedi Knight, with enemy aggressiveness to keep you on your toes.

Jedi Grand Master — The most difficult option. Parry windows are small and enemies are merciless. This difficulty level will test your mettle.

We encourage players to choose the difficulty level that makes their gameplay experience enjoyable, comfortable in the knowledge that there is no difference in in-game rewards earned, and that they can switch between modes during gameplay as long as they are not in combat. are .

Gameplay Modifications: In addition to difficulty options, the game also includes many gameplay modifiers that can be adjusted at almost any point in the game. These options include:

– Auto-targeting camera options

– Button mash options

– Hold/Pull switches

– Navigation assistance (including audio ping)

Slow Mode: One of the options we’re most excited for our players to discover is our Slow Mode toggle, which allows players to slow down the world’s action to ease the challenge of both combat and platforming.

Beyond what’s available on Star Wars Jedi: SurvivorWith Respawn’s launch date, there’s even more to come, including “a high-contrast mode with menu narration.”

“We’re far from done, but these kinds of design choices Respawn have made are illustrative of how we want to approach making games for all of our players,” said Morgan Baker, Electronic Arts’ head of accessibility.

As more studios pledge to make their games more inclusive, games get better. The past few years have been all about accessibility and moving the needle forward.

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