![]() That’s because in addition to instantly pairing to your Xbox, it can also sync up to your phone or PC at the same time to let you take calls or listen to podcasts while you game. Each test pass will also include what Zahand calls “members of the Gaming & Disability Community,” who will both run games’ test cases and provide their feedback.The Xbox Wireless Headset just might be the ultimate gaming headset for a work-from-home world. In addition to the XAGs’ refined presentation, Microsoft has created a game accessibility testing program that’s now available for developers, which will automatically test their games’ compatibility with the XAGs’ recommendations. “I’m Too Young to Die” in the original Doom. Microsoft is treating games’ difficulty settings as an accessibility issue, advising interested developers to steer clear of old-school practices like labeling lower difficulties with vaguely patronizing terms, i.e. One interesting note dovetails with the seemingly-eternal debate over “easy modes” in the gaming community. ![]() In an image from Obsidian’s The Outer Worlds, Microsoft advises developers not to denigrate players for picking an easier gameplay experience. It also now provides multiple images that provide examples of each guideline’s implementation in currently-available games, such as The Outer Worlds, Grounded, and Ori and the Blind Forest. This includes key areas to target, an improved overview of each guideline’s context, clear goal statements, and cutting back on technical language in the document.Įach of the XAGs offers some common-sense advice for improving a video game’s accessibility options, which includes how to present features like game difficulty options, audio customization, and the size and quality of text displays. The 23 XAGs, publicly available in Microsoft’s game stack docs, were launched in January of 2020 and updated on Tuesday, incorporating feedback from developers and community members. (We’ve come a long way from the notoriously illegible subtitles in the first Dead Rising, back in 2006.) While most developers have enhanced their games’ accessibility options dramatically in just the last few years, whether it’s in an options menu or a console’s base UI, Microsoft has been making a sustained effort to reach out to gamers and hobbyists with disabilities, particularly with projects such as the Xbox Adaptive Controller. Meanwhile, the improvements in the Xbox Accessibility Guidelines (XAGs) make them “a comprehensive set of best practices to support the game industry in driving accessibility efforts forward,” wrote Brannon Zahand, senior gaming accessibility program manager at Microsoft, in a post on Xbox Wire on Tuesday morning. ![]() At $99, with a promise of “best-in-class” sound and comfort, Microsoft’s Wireless Headset as described sounds like they’re either planning to deliver it at a loss or it can’t live up to this degree of hype. Usually, gaming headsets with this kind of feature list are considerably more expensive in this price range, many available options will skimp on comfort or durability to deliver a lower price tag. It’s set for release on March 16 for $99, which is a surprisingly low price point. Microsoft says the headset is fine-tuned for the Xbox Wireless protocol, offering low latency, lossless audio, and spatial sound technologies for greater immersion.
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