uneasiness
The uneasiness of 'easy modes' prompts creative approaches from game developers
Some developers have opted to put control over accessibility or difficulty into the hands of players. Mega blockbuster "The Last of Us Part II," for example, provides granular but flexible difficulty options like reducing accuracy of enemy fire and removing the ability for foe's to flank you. A disabled gamer may not be able to complete a complicated combination of button mashing in a fighting game, or execute the carefully timed parries needed to defeat a boss in an action game, without the ability to tweak the difficulty to match their needs. Malleable settings allow players to tailor their experience, along with a suite of accessibility options for the hearing impaired, better visibility for players with impaired vision, and more.
Nintendo Switch VR Mode: Exec Expresses Concern Over Virtual Reality
It's already been more than two years since Nintendo's Shigeru Miyamoto expressed his uneasiness when thinking of virtual reality as the next trend in the gaming community. Today, nothing much has changed for the "Legend of Zelda" creator. He still thinks of this virtual technology as something that goes against the established setup of enjoying video games with fellow gamers. In a recent interview with Time that mostly focused on the upcoming Nintendo Switch console, Miyamoto has once again voiced out his concern with virtual reality. "When I see people play virtual reality, it makes me worry, just as for example if a parent were to see their kid playing virtual reality, it would probably make them worry," he said.