December is an enormous month for me. It’s a time to have a good time the vacations with family and friends, shock family members with distinctive presents, and try and reconnect with the ever-growing monstrosity that’s my backlog. December can also be a time for me to replicate on video games that launched all year long – particularly those who continued to show the rise in accessibility acceptance, in addition to push the revolutionary boundary for future titles.
2024 was rife with accessible video games, spanning throughout quite a few genres and developed by varied sized studios. As the business’s understanding and implementation of options and designs continues to evolve, video games are way more accessible than earlier than. And with this year-end subject of Access Designed, IGN want to acknowledge a number of video games for his or her accessibility excellence.
Runner-up: Dragon Age: The Veilguard

Bioware’s newest installment in its fantasy RPG sequence, Dragon Age: The Veilguard, is the purest definition of normalizing and standardizing accessibility. Not solely does it show the studio’s elevated dedication to disabled gamers since Dragon Age: Inquisition’s launch in 2014, however Veilguard’s accessibility choices additionally impressively cater towards an array of disabilities.
Visual options like subtitle changes, colorblind filters, and each melee and ranged risk indicators permit deaf and arduous of listening to customers to course of gameplay data with out audio. For blind and low imaginative and prescient gamers, Veilguard’s choices supply audio indicators for incoming assaults, dialogue choices, and interactive objects – all of that are essential for fight, storytelling, and overworld traversal. Physically disabled gamers can remap controls, toggle choices for mechanics like blocking, aiming, and holding inputs, and even take away QTEs and combos with speedy button presses.
Veilguard’s biggest accessibility achievement, although, comes within the type of dynamic issue. Difficulty will not be unanimous. Not solely do the foundations, strategies and understanding of problem range between studios, particular person video games, and participant experiences – nearly all of issue settings solely sort out enemy aggression, participant injury output, and participant well being. But in Veilguard, disabled gamers can alter settings like enemy resistances, enemy vulnerability, timing home windows for dodging and parrying, enemy well being and aggression. You may even toggle participant loss of life, permitting you to stay alive regardless of how a lot injury you are taking. Combine that with settings that permit gamers to repeatedly entry beforehand discovered data, have constant waypoints for targets and overworld gadgets, and the aptitude to pause everytime you like, and disabled gamers are given the possibility they should course of every encounter or get well stamina.
Veilguard isn’t good. Some options like single stick motion and strong steerage programs are lacking. Yet it nonetheless acts because the quintessential fashionable accessible expertise. The business continues to rightfully reward video games like The Last of Us Part 2, however Veilguard demonstrates it’s time to maneuver past the notion {that a} single recreation deserves all of the accessibility reward. Instead, accessibility is evolving throughout the business, and Veilguard is one among this 12 months’s prime examples.
Runner-up: Botany Manor

It’s a standard false impression that accessibility can solely be achieved by corporations owned by rich megacorporations like Microsoft or Sony. This perception that accessibility requires dozens of builders and untold quantities of cash continues to plague innovation. But Botany Manor, a low-budget puzzle recreation, is proof that such a perception is a fallacy.
Developed by Balloon Studios and printed by Whitethorn Games, Botany Manor is a soothing puzzle fixing recreation set in a stately house in nineteenth century England. This style is, admittedly, not my favourite – I favor motion and turn-based RPGs. But the accessibility options and design of Botany Manor made this recreation an unexpectedly nice shock. For starters, it affords full assist for mouse and keyboard or controller, relying in your most popular setup. It additionally affords single stick gameplay, with an choice to toggle the aptitude to go searching. Finally, a toggle to dash can also be supplied.
That’s an admittedly small choice of choices, however they’re augmented by Botany Manor’s spectacular use of inclusive design. There aren’t any cut-off dates for fixing puzzles; as an alternative gamers are allowed to take as a lot time as wanted to determine methods to develop particular crops. Furthermore, puzzles are relegated to a choose variety of rooms per chapter. Rather than opening everything of the manor to gamers, which may really feel overwhelming, these with bodily and cognitive disabilities can protect power realizing puzzles are inside sections.
Botany Manor is on no account good, as blind and low imaginative and prescient gamers will undoubtedly battle with out particular audio-based choices. But an indie studio that creates a recreation with such accessibility-focused consideration to inclusive design needs to be rewarded for its efforts. Botany Manor is proof you don’t want an intensive price range nor dozens of choices to make puzzle video games accessible.
Winner: Prince of Persia: The Lost Crown

The winner of this 12 months’s accessibility award is bittersweet. Prince of Persia: The Lost Crown proved really revolutionary for the Metroidvania style. However, writer Ubisoft not too long ago disbanded the Montpellier-based improvement group and assigned them throughout a number of new tasks, which means {that a} sequel or future improvements from the studio has little or no likelihood of occurring. But I’m not awarding builders due to pity. Rather, I’m awarding the group as a result of they created probably the most innovatively accessible expertise of 2024.
The Lost Crown affords customizable controls, subtitles, audio indicators for various assaults, and a toggle that robotically unfreezes your character when frozen by a frost standing impact. But these choices finally pale compared to the revolutionary Memory Shards and Guided Mode options.
The Metroidvania style depends on intensive memorization and backtracking. Areas are supposed to be explored quite a few instances all through a playthrough, with every section opening new layers on repeat visits as gamers purchase new instruments or powers. Memory Shards permit gamers to put a screenshot of a location on the overworld map, reminding them of hidden gadgets or boundaries to new routes that may solely be accessed with yet-to-be-acquired abilities or tools. Spotted an influence up originally of a zone that’s inaccessible? Just place a Memory Shard on the map to remind you to return once you’ve progressed. This function has been praised as a gameplay instrument typically, however it’s an extremely useful instrument for gamers of all cognitive skills.
To coincide with Memory Shards, Guided Mode reveals gamers exactly the place their subsequent goal is, in addition to highlights any upcoming boundaries alongside the trail. Combined, these two options dramatically scale back the possibility of cognitive overload whereas nonetheless respecting the core function of a Metroidvania – exploration. While guides and placeable hints usually are not new to gaming, Metroidvania video games have all the time been dense and obscure and, consequently, cognitively inaccessible. That is till the discharge of The Lost Crown. This 12 months’s Prince of Persia actually is a recreation (and style) changer.
2024 continued the pattern of bettering accessible experiences for disabled gamers. No longer are we anticipated to comply with particular studios for accessible video games. From AAA to indie, disabled gamers are now not confined to particular genres due to accessibility choices. And whereas boundaries nonetheless exist, 2024 is indicative of accelerating assist from studios that repeatedly undertake the most effective accessibility practices. Some shortcomings apart, 2024 was as accessible as ever, and one other improbable 12 months for disabled gamers.
Grant Stoner is a disabled journalist overlaying accessibility and the disabled perspective in video video games. When not writing, he’s often screaming about Pokémon or his cat, Goomba on Twitter.