gamingbolt.com
With a new story trailer and a chunk of new details, Ubisoft is continuing to fan the flames of hype forAssassins Creed Shadows.As part of that rollout, the company has also revealed what to expect from the upcoming action RPGs full suite of accessibility features.According to UX director Jonathan Bedard, withShadows,Ubisoft took the opportunity to retool, enhance, and improve its accessibility suite in various ways.Having changed the way we built the game, we had to redo many things, and it allowed us to revisit some elements that werent working as well as wed hoped, he said. Certain features benefited from this by being retooled or by simply changing the interface itself or in some cases, the functionalities to elevate our offer and our experience to higher standards.Assassins Creed Shadowsaccessibility features will range from basic options such as aim assist, subtitles, and HUD customizaiton, to more elaboration options, such as a mode to simplify combat, a mode to simplify exploration, and four separate difficulty options for combat and stealth each.You can also expect plenty of camera options, audio description for cinematics, screen narration, visual assists like colour blindness options, tutorials in the Codex section, and fully remappable controls. You can check out the full list of accessibility features below.Assassins Creed Shadowslaunches on March 20 for PS5, Xbox Series X/S, and PC. Its release will be accompanied by the paunch of the Animus Hub.ACCESSIBILITY FEATURES LISTVisualColorblind options Ability to change colors for certain gameplay elements from a list of presetsScreen Narration Not only most menu items, but also many HUD modules and time-sensitive elements can be narratedHUD Customization Ability to turn all HUD elements on or off either all at once, or individually, either with shortcut or using presets increase opacity, resize text, resize Icons or add background to increase readabilityScreen shake on/off toggleAudioSubtitles Better color modifications, speaker directions and speaker emotionsGameplay Captions Surfacing stimuli and points to their originsAudio Description for Cinematics Cinematic will be audio descriptedAudio Cues/Audio Glossary New signs and feedback allowing navigation and path finding with non-visual cuesSeparate, isolated audio slidersNavigation and GuidanceFTUE First time user experience flow is back, offering first-access critical optionsGuided Mode Offer streamlined systems and remove part of the gameplay to alleviate the requirement for player engagement in exploration and finding contentTutorials Section Tutorials can be found in the Codex section at any timeMenu Tutorials Always alerts when there are new menu functionsConversation Log Every line can be perused from the start to the end of a dialogueControlsControl Remapping Remap gameplay inputs, and their action (hold, press, double-press)Many inputs devices Mouse and keyboard, controllers, combinationsLock-On Camera Lock the camera on an enemyX and Y axis inversion Ability to invert the axis for aiming actionsStick inversion Invert the analog-stick behaviorGameplayStealth and combat each have four separate difficulty settingsGuided Mode Offer streamlined systems and remove part of the gameplay to alleviate the requirement for player engagement in exploration and finding contentCanon Mode Enable automatic selection of narrative decisions for the canon story to unfoldMelee Attack Mode Simplifies the combat by using a single input instead of multiple buttons or complex combinationsQuick Timed Events Type of input required to complete Quick Time Events can be simplified, or skipped entirelyAim Assistance Four levels of aim assistance are offered (off, light, moderate, full)