Indiana Jones and the Great Circle – Blind Accessibility Impressions

Hello, dear readers! My name is Victor, and I am a totally blind gaming, technology, and entertainment journalist. I am also an ambassador for universal design, an accessibility consultant, advocate, tester, and public speaker.
As a lifelong Indiana Jones fan, I was thrilled at the announcement of Indiana Jones and the Great Circle. The promise of stepping into Indy’s shoes, cracking whips, solving ancient puzzles, and embarking on a globe-trotting adventure was irresistible. However, my excitement quickly turned to disappointment upon discovering that the game is not accessible for blind players.
In my YouTube video, I document my experience attempting to play the game independently. Spoiler alert: I didn’t get far. The video also delves into potential solutions that could have made the game accessible for players like me, those who are totally blind but eager to engage with immersive, narrative-rich adventures.
To its credit, the game offers several accessibility options, including button toggles instead of holds, aim assist, and larger fonts. These features are commendable but insufficient for blind players. The absence of menu narration, audio navigation cues, and interaction prompts renders the game unplayable for us.
There is a glimmer of hope as the developers have announced plans to integrate text-to-speech functionality in a future update. This is a positive step, and I hope it signifies a broader commitment to inclusive game design.
Although I couldn’t experience the adventure firsthand, Alina played the game, and together we explored its rich narrative. We were captivated by the game’s cinematic quality: the compelling story, diverse locations, and exceptional voice acting. It’s obvious that the development team invested significant effort into crafting an engaging experience.
Set in 1937, between the events of Raiders of the Lost Ark and The Last Crusade, the game follows Indiana Jones as he uncovers a mystery involving ancient sites forming a perfect circle around the globe. Players journey from Marshall College to the Vatican, Egypt, Thailand, and beyond, encountering intriguing characters and formidable adversaries along the way.
Indiana’s trademark whip remains at the heart of his gear and can be used to distract, disarm, and attack enemies as we venture through a dynamic mix of linear, narrative-driven gameplay and open-area maps. Despite these compelling elements, the lack of accessibility features for blind players is disheartening. As a blind gamer and advocate for accessibility, it’s frustrating to be excluded from such a richly crafted experience. I remain hopeful that future updates will address these shortcomings and that with time more players will get to embark on this thrilling adventure.
For a more in-depth look at my experience and suggestions for improvement, please watch my YouTube video. Let’s continue the conversation on making gaming more inclusive for everyone, because as the Xbox tagline goes, when everybody plays, we all win.
Victor Dima
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