It’s OK to be Wrong: The Resident Evil 7 Revelation

“Nah, Resident Evil 7 isn’t playable at all by the blind,” I proclaimed to many people. “It’s missing all the features that made Resident Evil 6 playable, like the map trick we use. Plus the layout requires you to do a lot of backtracking, and also I tried the demo… Yeah, it’s not gonna work.” I’ve been saying this for a while now, as my discussions of Resident Evil 6 often lead to talk of Resident Evil 7. Well, it turns out, I was completely and totally wrong. Blind people have apparently been completing the game right under my giant nose, utterly ignoring the fact that I had dismissed it entirely. But how could this be? Am I not supposed to be knowledgeable about these things? Well, let’s discuss.

Here’s the first fun fact. People, as it turns out, are wrong all the time. Experts are wrong at least some of the time. It happens. There are many contributing factors to this. In the case of Resident Evil 7, I believe my problem was that I was holding it up to what Resident Evil 6 was, which is really quite a different game, rather than looking at it in a new light. I was concerned that I couldn’t navigate as easily, yet after following the examples I heard about and trying to play the game again, I discovered that with a little more patience, I could get to where I was going. I was concerned about the fact that ammunition was considerably less in RE7 than in RE6. I’m not far enough in the game that I can confirm how much of a problem this is, but facing facts, people have obviously gotten around this issue. These things are understandably difficult to argue when the facts are in front of you.

But here, folks, is the second fun fact. All of this, all of it, is OK. It’s OK that I was wrong, it’s OK for anyone to be wrong. It’s almost great, even. It shows the perseverance and determination of the blind gaming community that they kept trying, and found a way. It shows the depth of what accessibility means, and how things can be different even for those with the same disability. It stresses the importance of options when creating accessibility features, or in my opinion, any features.

We should, as a community, continue to feed each other what information we can about the games we play. We need to keep talking about them, teaching each other how we were successful at this or that game, and accepting as well that we, even amongst ourselves, are different. We all have different strengths and different skill levels, but so do the members of any other gaming community. To be clear, I’m not saying these things aren’t happening, just that they should continue. I just think an example like this brings their importance to the forefront. It’s a big world out there, and there are a lot of games in it. Let’s keep trying, keep playing, and keep working to make the ones we can’t play more accessible for everyone. Thanks as always for reading, and continue to be awesome!