Wild Hearts accessibility features teased in hands-on preview

Ben Bayliss2 minute read

The upcoming Wild Hearts title, developed by Omega Force, has had a number of previews dropping. One of these previews from Digital Trends comes with an interview with co-director Takuto Edagawa where accessibility is discussed.

“As a company, we’ve been working toward sustainable development goals, so we want to make games accessible for everyone,” Edagawa told Digital Trends. Apparently, this is something that the team “considered very early on in development,” and has been discussing “what kinds of elements would be helpful” with EA Originals helping with development. Edagawa continued by saying that “As a company, we’re hoping to continue incorporating those elements in future games.”

Watch WILD HEARTS Official Reveal Trailer on YouTube

Digital Trends details the three-hour hands-on with a dedicated accessibility menu present, menu narration, text-to-audio, and audio-to-text for voice chat. There are also subtitles, menu sizes, and shading modifications which sound like a high contrast mode. Toggle or hold button presses are also available alongside “more.”

Wild Hearts is due to launch for PC, PS5, and Xbox Series X|S next year. It’s been created with the Koei Tecmo development team, Omega Force, and looks to be similar to the likes of Monster Hunter. The interview with Digital Trends also touches on why the team is working with EA Originals, stating that “We wanted to understand better how this game might be received by players in different parts of the world.” The game appears to have a complex crafting system in place, and the team is aware that “Players around the world don’t tend to like information being over-presented.”

Edagawa explained “We wanted you to be able to play as soon as possible. We know that our players want to experience the game and world as soon as they can, so that was the fundamental approach we took with the opening.”

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Ben is the one in charge of keeping the content cogs at Can I Play That? turning. Deafness means that he has a focus on discussing captions, but with experience in consultancy and advocacy, he covers what bases he can. Having written about accessibility in video games at DualShockers, GamesRadar+, GamesIndustry.biz, Wireframe, and more he continues his advocacy at CIPT. He was actually awarded a Good Games Writing award for an article he wrote here! He enjoys a range of games, but anything that’s open-world and with a photo mode will probably be his cup of tea. You can get in touch with him at: ben@caniplaythat.com

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