Resident Evil 6 is an interesting beast. It is an example I have used in multiple conversations when discussing the phenomenon I call accidental accessibility. The reason for this is that its accessibility is very clearly so accidental as to almost be hilarious. In fact, in presentations, I have even made jokes about it. Still, the fact that it’s there is awesome, and since this blog exclusively covers awesome things, we’re going to talk about it.
First up, I should mention its menus. While they will require memorization or a menu guide, they do not wrap. Or more accurately, they do wrap, but in the perfect way for a blind person. I equate them to the menus of the Xbox360, which don’t wrap if you’re holding the arrow key up or down and reach the top or bottom, but do wrap if you then release the arrow and press it again. This is the perfect way to do something like this, because it means that we can always locate the top or bottom of a menu, but can still get to an option we know is in the opposite area quickly if we need to. It’s a nice touch.
Second, we need to cover an option in the game’s settings, which causes the game to automatically perform some of the mor simplistic Quicktime events automatically. There are keywords here, those being some, and simplistic. This means that there are a plethora of the game’s quicktime sequences that are not covered here. Those will have to be learned, and in some cases struggled through, but this helps.
Now we get to the game itself. This is where things get crazy. The primary reason Resident Evil 6 is accessible is an interesting design choice the developers made. There is a button you can press to bring up a view of the area map, with an arrow pointing you toward your objective. That in itself doesn’t sound very useful. The thing is, as the arrow points toward your objective, it also snaps the camera in that direction. And as it turns out, movement in this game is dependent on where the camera is pointing. Therefore, if you hold down the map button, and press the thumbstick forward, you will casually saunter toward your objective.
I say that you casually saunter because of the drawback of playing the game this way. This is the part that makes it clear the fact that this works is an accident. You see, visually on screen when you press the map button, the character looks down at their PDA as if the map were located there. While they are doing this, they cannot move quickly. You the player are not meant to hold the button constantly. You are meant to take a look at where the arrow and camera are pointing, and move on. Not us blind gamers, though. Also, there is no actual pathfinding in place for movement like this, so we tend to get stuck on tables and stairs and protruding objects of any kind, but a quick back up, move off to the side, try again tactic usually fixes this.
Now here’s an accidental accessibility feature that’s kind of going to suck if you don’t have access to a handy sighted person. The game is a bit more fast-paced if you are doing co-op with a sighted individual, and here’s why. During the game, whether or not you’re playing Co-op, pressing the circle or B button orients the camera, and thus you, onto your co-op partner. When playing alone, the partner doesn’t do anything without you, so they’ll never be ahead of where you are. But if you bring in a sighted friend to lead the charge, you can hold circle as you would hold the map button, and your character will follow theirs step for step. It’s pretty awesome.
Now as I’m sure you know, Resident Evil is about zombies. Resident Evil 6 in particular, having strayed from the franchise’s survival horror roots, is more about killing them in all sorts of fun ways. The good news here, though, is that shooting zombies in this game is not only possible for the blind, but very, very fun. Firstly, the surround sound in RE6 is good enough that, if you’re wearing a surround sound headset or have a good system, you can orient pretty well on zombies nearby, and take them out. Even if you don’t have a setup like that, though, every character has a move called a quickshot, which is an autoaimed shot at your nearest target. It does take some of your stamina meter to use, but it’s a good way to start when a hoard is coming at you.
Even executing awesome melee attacks is possible. You can use surround sound to orient and then charge your enemies, dealing some quick damage with a melee combo, and you can even execute counter attacks if you’re fast enough. Every enemy has a well-defined attack sound, which includes a setup for their swing at you. Some are quicker than others of course, but they’ve all got one, and if you can press the melee button just as the attack is coming, you’ll execute an awesome counter. If you become amazing at this, it will actually serve you if you try out the game’s mercenaries mode, which adds 5 seconds to your remaining time for every counter you execute.
Now let’s be clear on this. There are still accessibility issues with this game. Some of the quicktime events not covered by that feature I mentioned earlier are quite tough, relying on precisely pressing a button when a meter is full, or a cursor is in the right spot. No items in the game make any kind of ambient noise, so while we might be able to get to our objective, we miss a million things along the way, including ammo which is of course quite valuable. Finally, there are entire sequences in that game that are nearly impossible if you’re blind, such as a moment where you have to shoot churchbells which of course don’t make a noise until you shoot them, or a moment where you have to line up your gun’s laser site with a reflective disc so the beam reflects the correct way. These are obvious problems which you will likely need assistance to pass, but in spite of them I still have to recommend this game. The playable parts of it outweigh the nonplayable ones, it’s fun and fast-paced at times even though you’re stuck walking slow, and at least on the PS4, you can recruit any willing sighted individual that also has a PS4 to help, as they can take control with Shareplay.
Resident Evil 6 remains a prime example of accidental accessibility. It was not loved by critics, it was not loved by classic Resident Evil fans, but I can honestly say that it remains one of my favorite console games today. If you can look past its deviation from traditional Resident Evil, it has a solid story, excellent voice acting and production values, amazing audio design, and yes, we can basically play it. As always, feel free to contact me with any additional questions you might have after reading this, and thanks for being awesome!