Laura Parker picks up on a new trend:
Though disabled gamers may still be cut off from traditional gaming systems to some degree, a growing number of developers are using the built-in accessibility features of mobile devices like the iPhone and iPad—voiceover, assistive touch, and guided access—to create games for physically disabled and visually impaired players that don’t require the specialized hardware that living-room gaming consoles often do.
BlindSide is one of those games. It’s a survival horror setup, about an assistant professor named Case who wakes up next to his girlfriend, Dawn, in their apartment, after what initially appears to be a power outage. But Case, Dawn, and everyone else have actually inexplicably become blind. At the same time, scary-sounding monsters roam the city. Because Case is new to the feeling of being blind, one of the objectives of the game is to teach players to navigate the environment using audio cues, both from Case, who yells when he bumps into things—“The door is to my left, the kitchen is to my right”—and subtler hints, like the way sound travels in a particular environment. For example, if you’re facing an open window, you hear traffic noise in both speakers, but if you turn to the right, you only hear the noises in the left speaker. Other sounds—a dripping faucet or a noisy TV—also help you get around. …
[A] large part of BlindSide’s success seems tied to the fact that it doesn’t feel like a game that’s been designed for disabled players. A game with no visual stimulus can be just as engrossing for players who can see as for those who cannot, it seems.