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My GOTY contender, Clair Obscur, wouldn't have been playable without its accessibility features. Its potential to snatch the Game of the Year title is undeniable.

Switch between joy and calamity in an instant.

Switching moments from joy to catastrophe.
Switching moments from joy to catastrophe.

My GOTY contender, Clair Obscur, wouldn't have been playable without its accessibility features. Its potential to snatch the Game of the Year title is undeniable.

I was hooked on Sandfall's enchanting, Belle Époque-esque RPG, Clair Obscur, from the get-go. It was a close call, though - I almost decided against playing it altogether.

The moment I booted up Clair Obscur, its stunning world and naturalistic acting had me captivated, inspiring me to dedicate endless hours to this engrossing game. Sadly, my jubilant mood took a nosedive when a fundamental issue emerged.

You see, Clair Obscur blends traditional turn-based RPG combat with an invigorating real-time dodge/parry system. In theory, I can dodge anything. Anything. A boss swings a ridiculously oversized sword in my team's direction? A doddle! I can even rack up a bonus if I manage to dodge all attacks, reminding me of a bit of Devil May Cry in my favorite pastime, Dernière Fantaisie.

However, in reality, I found the combat almost unbearable. Unyielding, the camera seemed to trip me up every time. It's like a hyperactive little beast, dynamically zooming all over the place and shifting about haphazardly as weapons clash and spells fly. Various pieces of information assault me from every direction, each popping up at breakneck speed, making it a chaotic mess of visual input that nearly overwhelmed me.

I tried to ignore it, telling myself I wasn't going to let a few fancy whirls, split-second alerts, an abundance of tells, and sudden cuts stand in the way of a compelling story. But after forcing myself to press on for a few minutes, it became evident I couldn't continue. Disappointment washed over me as I begrudgingly switched off the game. I was considering reaching for a Steam refund.

The barrage of ever-evolving visual stimuli was simply too much for me to process. To an external observer, this reaction might seem extreme, but as an autistic individual, I know better. My sensory sensitivities often leave me overwhelmed, causing me to experience sensory overload. In this case, the presentation was more than just "busy" or irritating, it was physically painful to fathom - a distressing sensation that made my eyes ache.

It was only after venting my frustration online that a few kind souls elucidated a hidden gem in the game's accessibility menu. Low and behold, there was an option to tone down much of the wild camera movement. I'm embarrassed to admit, I hadn't even thought to look for such a setting. When I assumed accessibility menus were limited to subtitles, color blind options, arachnophobia toggles, and perhaps a "story" or "god mode" feature on a generous day, I could never have imagined these menus would contain options for autistic players struggling with camera movement obviously.

While the option is primarily intended for those suffering from motion sickness, I can assure you that it makes a world of difference for autistic players like myself. Some attacks really are harder to read, bosses vanishing into the sky while the camera stays grounded, forcing me to rely on the vaguest hints of special effects and audio cues to time my counters. Nevertheless, I enjoy it immensely.

Because the choice between "easier to read" and "harder to read" was not the only one before me - it was between "blindly plunging headfirst into a visual maelstrom" and being able to navigate the game with a modicum of comfort. Imagine if the developers had neglected to provide such an option? Suddenly, the beautiful story, enchanting music, and thrilling battles would have been denied to me and countless other players like me. It would have been a tragedy for both us and Sandfall, wasting their time, funds, and talents.

Thanks to this toggle, I have a choice. I can decide what I'm willing to put up with. That's the heart of accessibility, after all - Providing a diverse set of accommodations to enable as many people as possible to participate and enjoy the fun. With a tiny click of a button, I've clocked in over 17 hours of gameplay and collected more than 2000 screenshots that would make lovely wallpapers. If they weren't coming out with a new game at the moment, I'd still be lost in the world of Clair Obscur, engrossed by every pixel and scenery.

This could very well be my Game of the Year. Sandfall has certainly earned my admiration, and possibly even my savings - they've earned not just my money, but a new supporter. Whenever they release their next project, you can bet I'll be among the first in line, eagerly awaiting updates and trailers.

Kerry Brunskill has had a lifelong passion for gaming, thanks to her parents placing her hand on the space bar of the family's Atari 400 after bringing her home from the hospital. As PC Gamer's word game expert, she takes on the daily Wordle puzzle, providing readers with a hint each day. With a streak to be proud of, Kerry has managed to twist her career into the dream job her school careers advisor said she couldn't have.

Somehow, Kerry has also managed to write regular features on old Japanese PC games, educating today's PC gamers about the fascinating and influential games of the '80s and '90s.

  1. Kerry Brunskill, a lifelong gaming enthusiast, found the combat in Clair Obscur, an enchanting RPG, nearly unbearable due to overwhelming visual stimuli, causing sensory overload as an autistic individual.
  2. Despite the challenging combat, Kerry was intrigued by the game's hidden accessibility options that could tone down the wild camera movement, providing a modicum of comfort.
  3. With this toggle enabled, Kerry was able to immerse herself in Clair Obscur, enjoying the beautiful story, enchanting music, and thrilling battles withoutbeing overwhelmed.
  4. Sandfall's commitment to accessibility by offering diverse accommodations to enable as many players as possible to participate and enjoy their games has earned Kerry's admiration and potential future support.
  5. Kerry appreciates the tiny click of a button that transformed her gaming experience, allowing her to get lost in the world of Clair Obscur for over 17 hours, collecting more than 2000 screenshots.
  6. Given the possibility that Clair Obscur could very well be Kerry's Game of the Year, she eagerly awaits updates and trailers for Sandfall's next project.

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