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Ratchet & Clank: Rift Apart’s Awesome Accessibility Options Let You Slow The Action Right Down

For all the players

As we inch closer to the June 11 release of Ratchet & Clank: Rift Apart and PlayStation’s marketing machine ramps up, both the game’s recently-aired dedicated State of Play presentation and a behind-closed-doors preview event attended by WellPlayed have shed some light on some of the new options available in the important push toward accessibility for all gamers.

We’ve spoken about this plenty on the site and on our WellPlayed DLC podcast, but accessibility and inclusivity are crucial to ensuring video games are a welcoming and enjoyable entertainment medium for everyone, and it’s encouraging to see some of PlayStation’s biggest hitters at the forefront of this. The Last of Us Part II had some terrific options for tweaking the experience to be comfortable no matter players’ skill levels, abilities or obstacles that went above and beyond even if it meant doing what many might consider ‘breaking’ the game, and Rift Apart looks to be continuing this trend. If you’re yet to watch the below State of Play footage, definitely check out the full thing, but we’ve pulled some shots of the very quick glimpse at the game’s options to highlight what’s available:

There looks to be some neat stuff in the mix, from simple things like being able to change the size and colour of on-screen UI elements to control simplifications to a host of visibility and comfort settings.

Not seen in the above shots but explained to us by the game’s Lead Designer, Mike Daly, is a global time slow toggle. The option, which can be optionally assigned to a button press and used at any point in the game, slows the entire thing right down to allow players that might struggle with particular sections a way to move past any potential roadblocks. The example we saw during the presentation had Rivet navigating a platforming sequence involving wall running, swinging and rift tethering at what looked like half speed, and it was easy to see how much more approachable something like that could be with something as simple as a slow-motion switch.

Like Naughty Dog’s efforts, it’s not the kind of option you’d traditionally see in a space where many studios would be less-than-keen to allow players to disrupt their finished product so drastically, so it’s encouraging to see the gates a little more open to all in another high-profile title such as this.

For more of our Ratchet & Clank: Rift Apart preview coverage courtesy of PlayStation and Insomniac Games, have a read of the below stories:

Ratchet & Clank: Rift Apart Preview – A Riveting New Entry

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Ratchet & Clank: Rift Apart Is Shaping Up To Be A True Showcase Of The PlayStation 5’s Potential

Mark Mothersbaugh Dusted Off The Actual Synths From Devo For Ratchet & Clank: Rift Apart’s Soundtrack

Written By Kieron Verbrugge

Kieron's been gaming ever since he could first speak the words "Blast Processing" and hasn't lost his love for platformers and JRPGs since. A connoisseur of avant-garde indie experiences and underground cult classics, Kieron is a devout worshipper at the churches of Double Fine and Annapurna Interactive, to drop just a couple of names.

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