The distant cry Games promise a reliable story – a war, a sadistic villain, and a swath of corpses scattered across a vast world. They can be written about Mad Libs at this point. But as a downright blind player with a severe visual impairment, I am less worried about the who, why or where than about that how of everything: How does the gunplay feel and how effective will I be in combat? In Ubisofts Far Cry 6, Guerrillas say democracy is their true freedom, but for me it’s an accessibility menu that allows me to improve as a soldier as I explore the wide world of Yara.
Like an increasing number of games these days, Far Cry 6 starts with voice annotation enabled, a welcome addition for those who may not be able to see the opening menu. The series has since tried to improve its approach to accessibility Far Cry 5 released with somewhat mediocre options, and this menu narrative is a strong start like any other.
Then came a justified surprise: As I sifted through the mass of audio and interface options, I was amazed that I could actually see what these changes would do in real time on a small in-game screen. This may sound like a harmless feature, but it’s not often available, and being able to clearly see how these changes affect my adventure saves me a ton of time and menu changes once the gameplay begins.
Image: Ubisoft Toronto / Ubisoft
Image: Ubisoft Toronto / Toronto
Image: Ubisoft Toronto / Ubisoft
After an extensive and helpful wave of menus, the adventure began. It wasn’t long before I took control of the player character and escaped the island of Yara’s capital, escaped on a boat, and a short stealth-lite section convinced me to tinker with some other accessibility features.
I’m always happy to see that the reticle can be turned off and the lines on that reticle can be made thicker. There are also options for aiming aid, complete with lock-on intensity sliders. Far Cry 6 also has automatic steering to help keep people from running over while you are trying to check the minimap. It covers so many basics, even head and eye tracking, and there are still some settings that I want to play around with more. There’s no such thing as “one size fits all” for accessibility in games, so it’s really appealing to see so many opinions unfold as I dive further.
Far Cry games like to drug or intoxicate their protagonists frequently, as well as splattering blood across the screen when the player is near death. Fortunately, all of these effects, which have become a weary trope across myriad genres, can be turned off for those who beautiful Have difficulty perceiving their virtual environment. These screen-changing images not only kill me, but also prevent me from finding my destination on certain missions. The ability to remove these effects – along with camera shake – increases my enjoyment tenfold. Far Cry may have earned a reputation for stagnating as a series, but beyond the surface, it has moved on in terms of accessibility.
Yet with all the advances in the series, some accessibility options are missing or not pushed far enough. One of the most disappointing omissions is a user interface and font scaling slider. While the “increased” option affects certain HUD messages, it does not apply to many stylized narrative texts and documents. These texts are already boring, but if they are difficult to read the chance that I will skip them increases. Combine this with a few hard-to-navigate menus, largely due to tons of crafting information cluttering the screen, as well as icons and symbols that look too similar, and the pace of the game can slow down. Many of these functions work poorly because they are implemented after Release as a patch and not as a preventive measure. It’s extra work for the developers, of course, but it’s also extremely worthwhile to think about during the pre-release phase.
While out and about in the jungle or the streets of Yara, I constantly worry about how the surroundings are keeping me from noticing potential enemies or helpful items, which results in me spending more time exploring exhaustively. I often go to an enemy stronghold knowing full well that I’m going to die, but I use this time to find out where enemies are, test the defenses, and get as much visual information as possible before I head out next time. It’s my version of Death loop, only within a game that is not about an actual time mechanic. It’s a time sink and it can be a disappointment. Far Cry 6 While offering a story mode difficulty level for players who just want to watch and exit the game, I’d prefer options that make me feel like I’m still the hero whose actions matter.
Look no further than Far Cry 6‘s color coding and high-contrast article contours. In the sense of “detective vision” in Hitman or the Batman: Arkham series, Far Cry 6 allows players to add vivid colors to enemies or items. It makes it infinitely easier to spot potential threats without encountering them directly or finding critical equipment before walking right past them. Far Cry 6 is the first entry in the series to include these options, and they make me a much more effective revolutionary in the fantasy conflict that grips Yara. You are a godsend.
I enjoyed Far Cry 6 much more than I made the last couple of entries. The changes in accessibility allow me to spend less time assessing the situation and more time being a badass. I now just enjoy traversing the country, seeing danger zones on the minimap, marking enemy soldiers and actively choosing whether or not to intervene in the battle. The Far Cry series may be stagnant for many observers, but to me it’s a standout feature in the landscape of games that drive inclusive accessibility options. And in that regard Far Cry 6 is the best rate yet. It gives me a new sense of freedom – it strengthens me – and I hope this trend continues.