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2025-04-05 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >
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Shulou(Shulou.com)11/24 Report--
▲ more and more domestic and foreign games are paying attention to barrier-free design, and the exploration of naughty dogs is obviously in the forefront.
In everyone's memory, "the Last Survivor" itself is the benchmark of that year, after another PS4 version of the HD reproduction, no matter how you think it is still a first-class level, there seems to be little room for improvement. So when we started to try out the latest PS5 remake "the Last Survivor I", the expectations were not particularly high at first.
Facts have proved that memory can be beautified.
After running PS4's "Last Survivor Remake" with PS5 and comparing it with this "Last Survivor I", the gap in the picture is very obvious. The modeling and mapping of "Last Survivor one" is completely reproduced according to the standards of the next generation. combined with more advanced light and shadow effects, the "realism" of the picture is much higher than that of the original, and the details of the character's face and hair are also more exquisite.
In addition, some scene destruction elements have been added to the PS5 version to make the visual impact of some powerful guns and explosives more powerful, like the screenshot below:
Compared with the evolution of conscience in the picture, the more important change of "Last Survivor 1" is that it still provides a series of barrier-free assistive functions, including screen reading, color weakness optimization, and so on. so that players who have difficulty playing large-scale 3D games due to physical or other objective reasons can also enjoy the fun of the game.
Although these functions have been well received in the second generation, it seems difficult for players with relatively able-bodied bodies to understand their effects. so this time we asked the editor, A Qiang, who has 700 degrees of myopia (and 100 degrees astigmatism), to take off his glasses and sit in a position of about two meters to simulate amblyopic players.
According to Ah Qiang's description, at this degree, he could not see his facial features clearly when he looked at the face one meter away, and the TV screen two meters away was pasted into one piece.
What ▲ A Qiang saw was something like this.
After opening all the aids, Ah Qiang will start the game from scratch and test the actual effect of these assistive functions. And these effects are really beyond our expectation.
The screen reading function of "the Last Survivor part 1" is so powerful that all the text on the screen except the dialogue subtitles can be read out by an AI-synthesized mezzo-soprano in steady Mandarin.
For example, "options", "continue the game", "○ key, cancel, x key, confirm", and even hear a "Please press any key" when you just open the game.
It doesn't matter if you can't see HUD's blood and bullet, as long as you go to the touch pad, you can hear the little sister AI crouching behind a low bunker in standard Mandarin: "you are crouching behind a low bunker with a 9mm pistol, four rounds of ammunition in the magazine and eight rounds of spare bullets," so much so that passing colleagues mistakenly think we are watching the news on PS5.
Not only are there voice cues, but there is also a special tone when the character is close to an object that can interact. The tone varies according to the interaction options. After playing for a period of time, Mr. A Qiang introduced to us: "this sound is a triangle key. If you hear it elongate and bring an echo, it is to press the triangle button for a long time. As for the sound that sounds a little negative, I should be standing on the edge of the table, and the system reminds me not to fall."
If ▲ forgets the corresponding function of sound effect, there is also a special "dictionary" function in the game to play back all kinds of cue tones.
But teacher Ah Qiang soon got caught up in the classic philosophical question of 3D video games: "who am I", "where am I" and "who is hitting me".
As an adventure game with scary elements and realistic style, there are many low-visibility scenes in "the Last Survivor". What's more, some dark details need to be carefully observed and distinguished by players. For Ah Qiang, who looks at the flowers in the fog, not to mention the details in the dark, the backlight of the scene is as unfathomable as a black hole, so that he can't even see the door two meters away in some scenes.
Fortunately, you can turn on the high contrast mode in the accessibility function by gently swiping the left side of the trackpad with your finger. In this mode, all non-interactive background elements are displayed in black, while objects that are meaningful to the player are displayed in blue, red or yellow according to their positioning.
Whether it is the old six followers squatting in the corner, or the supplies hidden in the depths of the shelf, there is nothing to hide in this mode.
▲ is a bit like the effect of turning on thermal imaging or night vision in some games
In addition, press the left joystick at any time in the game, and the camera will automatically turn to the direction of the next plot and mark a white arrow on the screen. When you don't know what to do, just keep pressing the left joystick and pushing it forward, and the character will go in the right direction.
In conjunction with the auxiliary functions such as automatic running of specific plot characters and automatic crossing of obstacles, some of the forced chase and escape plots, which were originally thought to be difficult, also passed without danger.
Ordinary ▲ players can also use this to prevent getting lost.
As for the scene puzzle, solving the riddle in the Last Survivor is not difficult, even so, we have heard the intimate hint of AI female voice many times that "this puzzle may not be suitable for all players, you can use the 'skip puzzle' function in the option."
There are so many combat links in "the Last Survivor" that A Qiang, who takes off his glasses, can only vaguely see a mass of white in the right place.
In combat, the game provides two "plug-in" auxiliary functions: aiming and locking and opening slow lens. Press the aiming button and the target will automatically stick to the nearest enemy, and the game will also enable slow motion to give players more time to fine-tune. According to teacher A Qiang's description, even if you can only see a red fog of myopia, you can still hit a lot of people in the head depending on whether your muscle memory is big or not. If you just want to hit the body, you can hit a hundred shots.
▲, in a sense, this is also a kind of blind.
When I thought that this was enough exaggeration, teacher A Qiang showed me another sneak walk.
Stealth aids include not only enhanced listening mode, but also an extremely exaggerated stealth function, under which Joel enters a powerful stealth mode in which no one can see me by pressing the circle button. It can even be used in battle to make the enemy, who is still furious one second, look around with doubt on his face the next, completely ignoring Joel, who squatted comically 1 meter in front of him.
"this function is a bit like a life guarantee," Mr. A Qiang described it. "sometimes the scene is so chaotic that I can't see anything clearly. As long as I enter this almost invincible stealth mode, I can calm down and think slowly."
▲ 's swaggering face-to-face "assassination" is like the unnatural experience of "submerged bow" in Lao Gun 5.
3 all kinds of fragmented information in the game is also an important part of the plot. All kinds of documents in the game often add some important dark lines, and the regional dialogue with Ellie in the scene also provides a large number of characterization details, which are taken into account by the auxiliary function.
High-contrast mode and interactive tone ensure that players will not miss the file collection on the road, while the screen reading function can fully present the content if the player cannot see the text clearly. On the PS5 platform, you can also turn on the function of "vibration analog voice", simulate the tone of the character through the slight vibration gap of the DualSense handle, and increase the sense of substitution through the sense of touch.
Navigation assistance will give priority to guide the player to the branch plot trigger point, do not have to worry about no brain to follow the guide to miss the dialogue and the plot, very sweet.
The accessibility options in ▲ games are very detailed.
There are also some game assistive features that we can't easily test. For example, 3D vertigo players can reduce the feeling of vertigo by turning on specific functions in the game and placing a star in the center of the screen as the reference point of the player's line of sight.
These features are not just for show, each has been carefully polished, and a wealth of customizations have been prepared according to the needs of different players. The production team sincerely hopes that through these auxiliary functions, as many players as possible can have the opportunity to experience the fun of the game.
Perhaps for the average player, the assistive features in the game seem to be a little too much, and sometimes even make people feel stupid. For example, the function of the narrative of the scene animation, in the scene animation, the narrator will describe in a very insipid tone, "Joel looked at Ellie and shook his head helplessly", "the soldier raised his gun at Joel" and so on. it often destroys the tension painstakingly created by the game.
But for many disabled people with a lack of five senses, it's the only way they can connect with the world. When describing the game experience, A Qiang said with a wry smile: "what you have to say, it does feel like being flown by the system, what stealth route planning, what meticulous resource management has become empty talk." but if you don't give me my glasses back, this may be the only big game I can play. "
We have interviewed some disabled players and learned that many people may not even be able to expect such a game experience.
We are also glad to see that in recent years, more and more domestic and foreign games are paying attention to barrier-free design, providing a wealth of auxiliary options so that more people can experience the fun of the game, while the exploration of naughty dogs is obviously in the forefront. Unfortunately, "the Last Survivor first" does not have Chinese dubbing. In addition to the functional screen reading, the narration and dialogue are still in English, which still has a big threshold for domestic disabled players. I also hope that in the future, there will be more game development teams that can take care of the needs of Chinese disabled players.
This article is from the official account of Wechat: game Research Society (ID:yysaag), author: Johnson Ge
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