Ubisoft's open-world tactical shooter.
Ghost Recon Breakpoint got part of accessibility right: it scales the whole interface and adds shadows behind markers for clearer visuals. It missed subtitles for some enemy barks, so players who can't hear them get ambushed. The lesson: subtitle every spoken line, including enemy callouts, because gameplay-critical audio left out becomes a real disadvantage.
Icons grow along with text
From Game accessibility review notes
Breakpoint scales its whole interface, so icons grow along with text. Ghost Recon Breakpoint scales the entire UI rather than only the text, as Planet Zoo and Borderlands 3 also do. Text size is where games most often fail on accessibility.
Scalable UI also helps when the same game is streamed to a big TV or a phone. Games that only offer a text size option, like Disco Elysium and Sunless Skies, leave icons at their original size.
Breakpoint puts shadows behind markers so they stand out from the background. Players can put shadows behind indicators and markers so they contrast with the scene. This helps colourblind players and others with visual disabilities.
Eagle Island takes a similar approach by dimming the background and outlining enemies and objects. FIFA 20 can enlarge player indicators.
Breakpoint leaves some enemy barks without subtitles, which puts deaf players at a disadvantage. Breakpoint doesn't transcribe certain enemy barks, which lets enemies get the drop on players who can't hear them.
Partial subtitles leave gaps that hurt in practice. The lesson is to subtitle every spoken line, including commentary, cutscenes and enemy barks. FIFA 20 skips its commentators and RAGE 2 skips an opening cutscene.
Scales the whole interface and adds shadows behind markers, but doesn't subtitle some enemy barks, letting enemies get the drop on players who can't hear them.
Breakpoint scales its whole interface, so icons grow along with text. Ghost Recon Breakpoint scales the entire UI rather than only the text, as Planet Zoo and Borderlands 3 also do. Text size is where games most often fail on accessibility.
Scalable UI also helps when the same game is streamed to a big TV or a phone. Games that only offer a text size option, like Disco Elysium and Sunless Skies, leave icons at their original size.
Breakpoint puts shadows behind markers so they stand out from the background. Players can put shadows behind indicators and markers so they contrast with the scene. This helps colourblind players and others with visual disabilities.
Eagle Island takes a similar approach by dimming the background and outlining enemies and objects. FIFA 20 can enlarge player indicators.
Breakpoint leaves some enemy barks without subtitles, which puts deaf players at a disadvantage. Breakpoint doesn't transcribe certain enemy barks, which lets enemies get the drop on players who can't hear them.
Partial subtitles leave gaps that hurt in practice. The lesson is to subtitle every spoken line, including commentary, cutscenes and enemy barks. FIFA 20 skips its commentators and RAGE 2 skips an opening cutscene.
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