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I kind of wish there were some kind of accessibility with visual cue now for all type of items or mechanics that involves sounds that will tip the players off like Dog's Tooth.
That's exactly why we need it jfc
There are ways to do it that would not obscure the whole screen. A subtitle size and location would be helpful. It would take some getting used to, but I would absolutely find it useful, and something like the Hound's Tooth works without enemies as well.
I wouldn't say the game is too dependent on sound, though it is surely improved by it, probably made easier to predict boss attacks etc. I have all of the pre-Repentance achievements, almost all of it without audio.
I do tend to spend play-time without sound while my family is watching something on TV I'm not interested in. I tend to not play games that are unplayable without audio for that reason.
Just these couple specific scenarios would make a noticeable improvement. (there might be other scenarios that would make a difference but these are the ones I've consistently noticed)
Both are super obvious sounds, the meanings may not be obvious immediately until you read a wiki or learn from experience.
The "spy decloaking" example does not make sense in this context.
>>Plus, adding an item that makes a sound, and then adding this, would make the sound part kinda irrelevant...
Is the point the sound, or is the point that it is letting you know something important about the room in a way that you can learn to recognize? Seems like the latter to me. And, again, this would probably be best implemented as a menu toggle for accessibility. So, if it were available and you don't like it... don't use it.
>>I'm not sh*tting on deaf people, it's just that not everyone CAN do everything, you gotta understand that
I mean, I guess one COULD make an argument that a game that doesn't obviously require sound should be some percent harder for deaf people? I can't say it's a convincing argument though, when there are ways to make it more accessible.
The game already has visual accessibility with the bullet visibility option, toggleable visual effects for certain items/enemies such as the things OP mentioned wouldn't harm anyone. I'm not deaf at all myself but I play the game muted w/ music on in the background so I'd like to see some kind of toggleable visual effect option. I'd probably do it in a different way over just using subtitles (maybe a different coloured shadow under Isaac when Mom's Hand is in the room, or a mark on the map with Dog's Tooth or something).
There's a lot of items that let you know there's a secret in the room (example "Yo, listen"), not every item has to be based on visual cues, because that would basically make all items the same, just that one marks you where the secret is, an the other just tells you "hey, there's a secret here".
Also, the hand already has it's own visual cue, you can see a shadow form below Isaac, so you already have a way to tell what's coming with no sound.
>>The "spy decloaking" example does not make sense in this context.
I said it's not the same, but I'm comparing with other games where sound to text was a thing that caused "controversy" (example: https://www.youtube.com/watch?v=JCkGoAYfhEQ )
Again, it's not a direct comparison, but it's similar in the sense that replacing sound with visual cues would offer a superior way to play.
Ok my guy, you got me, I'll proceed to post clown emoji.