It Looks Like Starfield Has Major Accessibility Problems

Reviews have started pouring in for Starfield, the highly anticipated and allegedly gargantuan space RPG from Bethesda, which comes out worldwide on September 6. And though the reviews are mostly positive, and reports suggest that this may be the least buggy Bethesda launch yet, one content creator has pointed out a major problem with the Xbox and PC exclusive: accessibility.

Steve Saylor, a content creator and accessibility consultant who has worked with studios like Naughty Dog, Ubisoft, and Raven Software, posted a Starfield accessibility review on YouTube, calling it “extremely disappointing.” “I didn’t know when Todd Howard said on @KindaFunnyVids that they would have big font mode that was all they would have,” Saylor tweeted.

Steve Saylor

Starfield’s accessibility problems

“If folks were hoping space would be accessible, it is not,” he says in the 13-and-a-half-minute long video. “I wish I could say that this was going to be the first accessible hit from Bethesda–it is not. Sadly, not even close.” Saylor’s video then shows the accessibility tab in Starfield’s settings menu, and the four options available: general subtitles, dialogue subtitles, toggle iron sights, and large menu fonts, all of which can simply be toggled on or off.

Read More: New Microsoft Program Could Help Devs Make Games More Accessible
Pre-order Starfield: Amazon | Best Buy | GameStop

The big font mode is a crucial feature, since so much of Starfield relies on navigating text-heavy menus. “For the majority of the in-game menus—and there are a lot—the text is not perfect, but manageable,” Saylor, who is legally blind, said before pointing to the enlarged text’s lack of further customization options as another problem.

But the lack of font customization is most egregious when it comes to subtitles. There’s no ability for players to change the font-type, color, or background opacity for the subtitles, and since Starfield uses a stylized, computer-y font throughout, Saylor worries that it may be an issue for folks with dyslexia. “If you’re not happy with the default, you’re out of luck,” he said. The biggest issue is the contrast—there’s so little contrast throughout the menus and the in-game hud, and because the text is white it can often get lost on lighter-colored planets or even in bright parts of space (though Starfield swaps the font to blue when in your spaceship).

The Xbox Series X and S version offers some degree of button remapping that could help players with motor disabilities, but it’s unclear how well that works on PC. Saylor notes that Starfield has a small selection of “okay” accessibility features that don’t require customization, like a center dot that helps with motion sickness and high-contrast visuals when using the in-game scanner. But the overall offering pales in comparison to that of blockbuster games like The Last of Us Part II, which has around 60 different accessibility options including a high-contrast mode, a magnification feature, text-to-speech options, and customizable subtitles.

Read More: New Database Helps Players Find Games With Accessibility Features

Despite all of this, Saylor makes sure to point out that he still loves Starfield (he praises its “gorgeous soundtrack” and “intriguing” companions), and makes it clear that the blame for its lack of accessibility should not be placed on Xbox’s shoulders—Microsoft has made accessibility a cornerstone of its gaming business in recent years—but on Bethesda’s.

“Some folks may think that modding will help with accessibility, and yes, modding Bethesda games has helped in the past. But that is not the best way to get around accessibility,” Saylor told Kotaku over X (formerly Twitter) DM. “Only because if Bethesda releases a patch or an update, that mod could break, and it’s up to the modder to want to go in and fix it. Which can take time and there’s no guarantee it will be done. I wanted to add that to my review, but didn’t have time.”

It’s unclear if future Starfield updates will add more accessibility options, but with Bethesda now under the Xbox umbrella, you’d certainly hope so. Starfield launches for Xbox and PC on September 1 for players who shelled out for the special edition, and September 6 for everyone else.

Forza Motorsport Opens Up Accessibility With Blind Drive Assist

Recent Forza games have been trailblazers for upping the ante when it comes to accessibility. 2021’s Forza Horizon 5 came with in-game sign language for cinematics, and a time-slowing option for those with slower reaction times. Incredible stuff. This October’s Forza Motorsport is aiming to push the boundaries even further, introducing a mode designed for blind players, called Blind Drive Assist.

Steve Saylor, a blind games player, has recently tested it out, and tweeted to describe how the suite of audio cues and customizations work.

The ensemble of aural guidance appears to combine the co-driver spoken guidance more familiar to rally driving games, in which upcoming turns are described, along with what essentially boils down to sophisticated sonar. A collection of bleeps, bloops and tones that tell a player where their car is on a track relative to its sides and turns, and when they need to brake or accelerate.

Pre-order Forza Motorsport: Amazon | Best Buy | GameStop

Steve Saylor

Saylor was able to play a specific track in the unreleased car-tuning racing game, and described his first attempt to use the audio cues as “a cacophony of sound.” Then, after meticulously adjusting the volume meters and tone levels of all the different sounds to suit him, Saylor said his racing considerably improved. In the video above, he explains how fixing these settings, and getting familiar with the cues, eventually saw him winning a race.

There’s often a lot of confusion about what “blind” means, with many assuming it’s a term for seeing nothing whatsoever. This isn’t the case; rather, it describes visual impairment, where sight is affected to a degree that vision is seriously altered. Steve Saylor describes this eloquently, with excellent visual explanations, in this video.

With audible indicators informing a player where they are on a track using stereo sound, alongside sonar-like feedback for how close they are to barriers, accompanied by cues for when to brake or accelerate, Forza Motorsport becomes an aural experience with visuals to support. Which is, to our knowledge, a first for racing gaming.

Other accessibility options include removing car collisions for single-player gaming and turning AI cars into ghosts, along with audio descriptions for cutscenes and extremely specific volume options for every aspect of the game’s sounds.

Forza Motorsport, the eighth game in this branch of the Forza franchise, comes from the same studio that has developed every entry, Turn 10 Studios. The studio worked with accessibility consultant Brandon Cole to develop the Blind Drive Assist mode, along with support from Saylor. It’s due out October 10, with four-day early access for those who pay for the eye-wateringly expensive Premium Edition.

Pre-order Forza Motorsport: Amazon | Best Buy | GameStop

 

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