Senua’s Saga: Hellblade II – How Performance Capture and Stunts Created Next-Level Combat

Senua’s Saga: Hellblade II – How Performance Capture and Stunts Created Next-Level Combat

Senua’s Saga: Hellblade II – How Performance Capture and Stunts Created Next-Level Combat

Senua’s Saga: Hellblade II – How Performance Capture and Stunts Created Next-Level Combat

2017’s Hellblade: Senua’s Sacrifice was an exceedingly special game. A bold, brash direction for Ninja Theory, the decision to craft a short, narrative experience revolving around mental health was a brave leap, but one that ultimately paid off. Now, seven years later, the studio is gearing up to reveal a sequel to Senua’s story, built with the same love and care, but expanding on the debut in every conceivable way. 

In the run up to launch, we’ll be bringing you the story of Senua’s Saga: Hellblade II from inside the studio itself, as well as stories and lessons from Hellblade’s creative leads. This is Ninja Theory’s ultimate form, filled with industry-leading talent, groundbreaking technology, and one of the most unique approaches to game development you’ve ever seen to fulfil the ultimate goal – the pursuit of true immersion.


Motion capture has been part of Ninja Theory’s heritage for a long time, and for good reason. The studio established itself as a pioneer in performance capture for games with 2007’s Heavenly Sword and has continued to innovate since. Now, with greater access to state-of-the-art technology – including its very own performance capture studio nestled within the walls of its Cambridge HQ – Ninja Theory is once again primed to break its own barriers within Senua’s Saga: Hellblade II

Ninja Theory utilised performance capture in the first Hellblade for its cinematic moments, but in Hellblade II, almost every in-game movement is performed by real-world actors and scanned in, to ensure the most realistic, human experience possible in-game. According to Studio Head Dom Matthews, capture for the combat sequences alone took almost 70 full days to complete.

“We see performance capture as a tool to deliver character performance in the purest way possible,” Matthews says. “We took that opportunity because it ties into our goal of doing everything we can to achieve immersion and keep it.”

You’ll never feel that more than in Hellblade II’s unique approach to combat – which stands simultaneously as a testament to Ninja Theory’s deep belief in their way of doing things, but also as a brand-new experiment for the restlessly creative studio.

Senua’s Saga: Hellblade II – How Performance Capture and Stunts Created Next-Level Combat

Combat, Evolved

Combat in Hellblade II is a vast improvement on the first title, but, fascinatingly, this is not a traditional action game in practice. You won’t be bashing and slashing through endless hordes in Hellblade IIevery fight you’ll enter as Senua is calculated and intentional, every swing, punch and grapple is crafted to align you with her struggle, and her growth as she overcomes these hurdles. Every foe feels like the one that might finally finish you and Senua off, and walking away intact feels like a triumph every time.

“Instead of taking what we’ve got and adding to it, we looked how we could go deeper on the thing we really care about, which is making combat meaningful to the narrative,” Matthews says. 

During my visit to Ninja Theory, I was shown this evolution in combat from multiple perspectives – a look at how the combat scenes were performed and captured by actors, a behind-the-scenes glimpse at some of these movements in their development stages inside Unreal Engine 5, and then of course, the finished gameplay itself, which showcases the end product of this fantastic and thoughtful work. 

In one section, the chapter culminates in Senua facing off an onslaught of masked enemies, some with heavy builds primed to knock her down, and some with swift fire attacks that require well-timed dodging. Each fight – all handled one-on-one, but with new enemies barrelling in from off-screen to keep the frantic feeling alive – feels like survival by the skin of your teeth, and the sum of Senua’s power is funnelled through her retaliations; the movements to take down these foes are almost rhythmic, a desperate beating heart powering the game along.

Senua’s Saga: Hellblade II – How Performance Capture and Stunts Created Next-Level Combat

It’s hard to explain unless you’ve played yourself, but this doesn’t feel like traditional video game combat. There’s a weight to it, both from Senua and her enemies, that turns this into more of a desperate dance than a piece of superpowered pugilism. It makes for exhausting, exhilarating sequences, producing the feeling of an intense boss rush, even against what would otherwise be regular enemies. 

“We wanted to bring a sense of brutality and struggle to one-on-one combat,” says Benoit Macon, combat director on Hellblade II. “There is a sense of connection between the combat and the narrative.” 

That brutality is felt even more keenly when you seeing it being carried out in real life. I watch two Lucky13 stunt performers act out multiple combat sequences, one taking on the role of Senua, and another acting as a hulking Northman. The two performers swing rapidly at each other, with one take culminating in a violent body slam. This is a real, tangible portrayal of a fight; the movements and body language – while expertly directed – are unpredictable, and differ slightly between takes, granting an authenticity that is seldom offered by wholly calculated digital character rigging. 

The scene is also heavily cinematic; a mass brawl breaking out between these masked Viking slavers and their newly freed captives onscreen means it’s never entirely clear who Senua is about to square up against next (and indeed, if you die, you’ll take on enemies in a different order, the fights shifting to stop you simply pattern-learning). Macon cites Games of Thrones’ famous ‘Battle of the Bastards’ episode as an early reference point for this sequence, highlighting the relentless, indiscriminate violence that Jon Snow faces in what seems to be a losing battle against endless foes. Similarly, Senua is not trying to be a hero in this chapter, merely fighting to survive – and you’re right there with her.

Senua’s Saga: Hellblade II – How Performance Capture and Stunts Created Next-Level Combat

Bringing Senua to Life

Paradoxically, while I play, I realise that part of the genius of Ninja Theory’s work on combat is the effort they’ve put into the moments where you’re not fighting, and how they link together. Even when Senua’s sword is sheathed, moments of exploration, puzzle solving and conversations with other characters are rooted in a deep sense of dynamic realism – and crucially this means the game feels like a seamless whole. You don’t walk into a blank arena and realize, “Oh, this is a combat sequence.” The wholeness means that, even in its quiet moments, it feels as though you could enter combat at any moment.

Even Senua’s most incidental movements feel intensely authentic – as she’s carefully padding through abandoned villages or trepidatiously navigating around terrifying enemies, I often found myself mirroring her reactions. If Senua’s shoulders are tense, mine are similarly braced; if Senua is making herself smaller to not be detected, I’m also hunching into myself as though the masked nightmares are going to see me through the screen. This is all brought to life by Senua actress Melina Juergens’ astronomical efforts to create a living, breathing character that is now an extension of her.

“The benefit of working with actors like [Juergens] or any of the other cast is that we can bring them in to try different ideas; a scared walk, for example,” Matthews says. “We ask ourselves what you’d be feeling in that moment, and how do we convey that to the player? We can then capture it, and the end result in the game is based on a real performance.”

Juergens tells me that even aspects like the weather are considered – how will Senua move and behave if it’s raining heavily or there’s strong winds? There’re even scenes with multiple versions of the same dialogue between Senua and other characters, and the line that is delivered will depend on whether Senua is walking or running. It’s this constant reactivity not just to NPCs, but also to the dynamic world around here, that means you’re completely immersed in her world.

Senua’s Saga: Hellblade II – How Performance Capture and Stunts Created Next-Level Combat

Some of the Ninja Theory team are even now trained in how to safely build scaffolding, due to its consistent use throughout the filming process to simulate climbing and suspension scenes, an incredible commitment to the craft. 

In some instances, Juergens will film physical movements first, and then record the facial expressions later to make for an even more realistic and animated approach. In other scenarios, actions and expressions are filmed in tandem, as Juergens is acting out the scene. She describes one instance of shimmying through a set piece with an iPhone camera strapped to her head to capture her face as she goes – which is all I could think about when later playing through a similar segment in the game itself. 

The result is something that feels differently pitched to most action games. We aren’t just driving Senua from one battle to the next, nor do those fights feel like interruptions to the wider story – combat is a part of Senua’s journey, and the intense work put into making her feel like a real person, both in and out of those fights means we, as players, are left in a state of blissful unease. The next fight could come at any moment.

Senua’s Saga: Hellblade II – How Performance Capture and Stunts Created Next-Level Combat

Fighting With Purpose

All of this work – the stunt work, meticulous acting capture, and new mechanical ideas of how to present a fight – feel as much like a Hollywood production as they do a traditional game. Ninja Theory is aware of the appetite for sprawling, lengthy AAA blockbusters, and we’re increasingly familiar with the Hollywood techniques they employ. However, Matthews prefers to liken Hellblade II to a quality independent film, and tells me that the confidence to keep creating mindful art has only been reinforced by the success and resonance of Hellblade: Senua’s Sacrifice. In terms of combat, that means creating a system that doesn’t just feel good to play, but serves the wider message. Senua isn’t mindlessly engaging in battle – she has to do this to meet her goals, and that’s reflected in how Ninja Theory has approached every aspect of putting a character onscreen.

“That mindset has encouraged me and the people in the team to continue to be brave in our creative work, to continue to doggedly pursue the things we all personally care about,” Matthews says.

It makes Hellblade II’s combat less a cog in a gaming machine, and more of a brushstroke in the wider piece of art Ninja Theory is presenting. The studio is fuelled by a fearlessness to keep innovating on Senua’s journey in its own thoughtful, meticulous way – yes, this feels very fun to play, but fighting means something in this game. That might be an achievement in itself.

Senua’s Saga: Hellblade II will be released on May 21, 2024 for Xbox Series X|S, Windows PC, Steam and Cloud – and will be available with Xbox Game Pass and PC Game Pass day one.

The post Senua’s Saga: Hellblade II – How Performance Capture and Stunts Created Next-Level Combat appeared first on Xbox Wire.

Source: Xbox Blog






Aurum and Xbox Forge An Icelandic-inspired Hellblade II Jewelry Collection

Aurum and Xbox Forge An Icelandic-inspired Hellblade II Jewelry Collection

For the launch of Senua’s Saga: Hellblade II, Xbox and Ninja Theory have teamed up with Icelandic jeweler Aurum on a limited-edition jewelry collection that is rooted in both the world of the game and its real-life inspiration in Iceland.  The sequel to 2017’s acclaimed Hellblade: Senua’s Sacrifice, Senua’s Saga: Hellblade II follows the warrior Senua as she journeys to 10th Century Iceland and battles through myth and torment in a brutal saga of survival. Drawing upon the same raw and majestic landscapes, Aurum is Iceland’s leading jewelry brand and the perfect partner to create a necklace and headpiece that reflect Senua’s world by blending intensity, beauty, and femininity.

The Aurum collaboration features a made-to-measure headpiece for Melina Juergens, the BAFTA-winning performer who plays Senua in both Hellblade games. Developed in collaboration between Aurum head designer Guðbjörg Kristín Ingvarsdótir and Ninja Theory’s Character Art Director Dan Crossland, the custom headpiece is inspired by the one Senua wears in-game. The piece is made from hammered oxidized silver, assembled through layers of Sea Eagle wings, in reference the mythological Norse guardian spirits; who warriors of the time believed a symbol of protection.

Photo showing Senua actress Melina Juergens wearing custom made silver crown from Aurum jewelry.

In addition to the headpiece, Aurum created handcrafted bronze necklaces that combine authentic Icelandic inspiration with the dark fantasy influences of Hellblade. Fans can enter to win these necklaces through a global sweepstakes hosted by Xbox on X (formerly Twitter). For more information and to enter, please visit the post.

Aurum and Xbox Forge An Icelandic-inspired Hellblade II Jewelry Collection

In the true spirit of honoring the Icelandic environment, the Aurum pieces will be housed in their signature sustainable packaging, which is modelled on an actual Icelandic pebble from Djúpalónssandur beach in the Snæfellsnes peninsula. The paper box is made from mulberry tree fibers, which are collected from the leaves without cutting down a single tree. Aurum always sources only recycled and re-refined precious metals and only buys certified and conflict-free precious stones and diamonds.

Aurum and Xbox Forge An Icelandic-inspired Hellblade II Jewelry Collection

Senua’s Saga: Hellblade II will be released on May 21, 2024, for Xbox Series X|S, PC, and Steam, and will be available to play on day one on Xbox Game Pass.

The post Aurum and Xbox Forge An Icelandic-inspired Hellblade II Jewelry Collection appeared first on Xbox Wire.

Source: Xbox Blog






Dead by Daylight | Dungeons & Dragons | Official Trailer

Dead by Daylight | Dungeons & Dragons | Official Trailer

Dead by Daylight | Dungeons & Dragons | Official Trailer

In dark places such as this, one must keep themselves entertained…
Dead by Daylight: Dungeons & Dragons. June 3rd.

Dead by Daylight is a multiplayer action/horror game where one player takes on the role of a brutal Killer and the other four play as Survivors. As a Killer your goal is to sacrifice as many Survivors as possible. As Survivors your goal is to work together to evade, escape, and most importantly – stay alive.      

Music by Michel F. April

https://www.xbox.com/games/store/dead-by-daylight/C0N22P73QZ60

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Source: XBOX YouTube






Hellblade: The Story So Far

Hellblade: The Story So Far

Hellblade: The Story So Far

Before Senua’s Saga, there was Senua’s Sacrifice. Catch up on her journey from outcast to warrior.

Wishlist and Pre-Install Senua’s Saga: Hellblade II

Xbox/Windows PC: https://www.xbox.com/games/store/senuas-saga-hellblade-ii/9pmbb7nghv95
Steam: https://store.steampowered.com/app/2461850/Senuas_Saga_Hellblade_II/

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Source: XBOX YouTube






How Assassin’s Creed Shadows Will Blend Two Distinct Adventures in One

How Assassin’s Creed Shadows Will Blend Two Distinct Adventures in One

How Assassin’s Creed Shadows Will Blend Two Distinct Adventures in One

Summary

  • We talked with Game Director Charles Benoit about the newly revealed Assassin’s Creed Shadows.
  • Learn more about how the interchange between playing as a Samurai or a Shinobi will work.
  • Assassin’s Creed Shadows will launch for Xbox Series X|S on November 15, 2024.

Many have surmised that the Assassin’s Creed series has been teasing us with a trip to Japan since the very beginning – original hero Desmond was even seeing messages written in Japanese in the 2007 original. Today, Ubisoft finally lifted the veil on a long-awaited Japanese installment of their acclaimed series with Assassin’s Creed Shadows, set for release for Xbox Series X|S on November 15, 2024.

This newest entry, set in feudal Japan, will continue the series’ epic RPG style gameplay from the team behind the amazing Assassin’s Creed Odyssey and continues the tale set down in Assassin’s Creed Valhalla – check out the reveal trailer below.

Beyond the long-awaited setting at the end of Japan’s Sengoku era, a turning point in the country’s rich history, the other notable feature that makes Assassin’s Creed Shadows stand out from many previous entries will be the ability to play as two distinct characters in one playthrough: a Samurai and a Shinobi.

Having two characters that both dig into the pillars of an Assassin’s Creed game at once is an enticing proposition. As you can imagine, we had some questions. Thankfully, we were able to speak with Game Director Charles Benoit to get some answers.

How Assassin’s Creed Shadows Will Blend Two Distinct Adventures in One

Benoit has been working at Ubisoft for nearly 20 years, having contributed to projects like Assassin’s Creed Black Flag, Assassin’s Creed Syndicate, Assassin’s Creed Odyssey, For Honor, Watch Dogs, Immortals Fenyx Rising, and now as Game Director on Assassin’s Creed Shadows. In talking with Benoit, we learned more about the decision to set the game in feudal Japan, how the dual protagonist system has been improved since Assassin’s Creed Syndicate, and how this newest game will fit within the continuity and evolution of the RPG mechanics from Origin, Odyssey, and Valhalla.

Fans have been waiting for a feudal Japanese Assassin’s Creed for many years – why was now the right time?

Game Director Charles Benoit: After each new installment, we look at a wide range of possible settings and what would make the most sense for the brand, between our past and future projects. We felt that feudal Japan was the best fit right now, with our two core pillars as the focus, combat, and stealth, and how it fit the best with Japan’s unique fantasies of the Samurai and the Shinobi.

This is a familiar setting for gamers – how does this game differentiate its take on the setting?

Benoit: We’re at the end of Sengoku era, in a turning point of Japan history. Assassin’s Creed is well known for its depiction of the history and accurate recreation of the world and it’s what players can expect with Assassin’s Creed Shadows.

We’re showing real historical figures, such as Oda Nobunaga and a lot of events that happened during that time, so you’re not only playing in feudal Japan, but learning about this fantastic time period.

Also, we’re giving the opportunity to the players to live not just one, but the two best fantasies of Japan: the Samurai and Shinobi.

How Assassin’s Creed Shadows Will Blend Two Distinct Adventures in One

Where in Japan is this set?

Benoit: We chose the center of Japan, since most of the events around the unification and Oda Nobunaga’s territory were around central Japan, and the territories within it. The players will be able to discover landmarks and known cities such as Osaka, Kyoto, as well as hundreds of shrines and temples, which are still possible to visit in our present-day time. Our aim when recreating this world was to keep the sense of scope while making our deepest and most intricate open world to date.

What can you say about the story set-up of this game?

Benoit: Obviously, I don’t want to spoil anything, but I can talk about the global structure of Assassin’s Creed Shadows.

We’re introducing our two protagonists one by one, to help you know where they are coming from narratively, what their story is and what leads them to collaborate.

Once they become allies, the players can pursue multiple stories, some personal to Yasuke or Naoe, and some around their common goals. The world and the story’s structure are open, to let you pick the character you prefer and explore the world how you want.

How Assassin’s Creed Shadows Will Blend Two Distinct Adventures in One

This is your first dual protagonist system (at least in terms of playing two distinct characters in one playthrough) since Syndicate. What inspired that choice?

Benoit: It came very naturally when looking at feudal Japan setting and what we wanted to accomplish in terms of gameplay. We wanted to have the Shinobi fantasy for sure, since it’s the best fit for an Assassin’s Creed. The Shinobis were the representation of stealth by spying and assassination, so it was a great natural fit.

But at the same time, the Samurai is the Feudal Japan iconic fantasy and we wanted to be able to have it as an experience for players. Having only one character wouldn’t [allow us to] accurately fulfill the Samurai and the Shinobi fantasies, since they are coming from very different places in terms of the way to live, social classes and role in the Japanese society. 

So, we decided to have two characters and uncompromised fantasies. Also, it was perfect to really dig into our brand pillars: stealth and combat. Mapping those gameplay [styles] on two characters allows us to push their strengths more than ever, but also create more adapted challenges for each of them.

Can you switch freely between the two characters?

Benoit: Yes, you can switch between Yasuke and Naoe at any moment in the open world, once they are united. Of course, it won’t be accessible in the middle of a fight or an infiltration, but we’re giving the control to the players to choose their experience.

There are a few moments where we’re forcing one character, like during their introduction, their personal quests, and a few special missions where both are present at the same time, but I would say most of the game is totally free to choose.

How Assassin’s Creed Shadows Will Blend Two Distinct Adventures in One

With a Samurai and a Shinobi, you’re indulging in a true fantasy for fans. How will you let that fantasy blossom through the gameplay?

Benoit: The fantasies can be felt in multiple aspects. Weapons, gear, and skills are specific to each character to really represent the key strengths of each fantasy: Naoe has the classic Shinobi tools and Yasuke has a wider range of weapons to pick from.

Each character has unique aptitudes. For example, as a Shinobi, you’re faster, more agile and also have access to a grappling hook to be even more competent in parkour. Yasuke, the Samurai, has great physical strength; he’s the only one that can block and parry opponent’s attacks, as well as being able to break doors and carry big objects.

Both characters are unique in terms of playstyle, but also on how they see the world and how the world sees them; crowds for example, can stop and bow in respect to Yasuke, while Naoe will be more blended in with the world.

With a Samurai and a Shinobi, it feels as though you’re allowing for both “kinds” of Assassin’s Creed game experience simultaneously – action and stealth. Is that the intention?

Benoit: Yes, that’s one of the reasons. Assassin’s Creed has been known for its stealth for more than a decade and with the rise of the RPG, starting with Assassin’s Creed Origins, the combat aspect is more and more present.

So, we wanted to make sure to fully deliver on both aspects, knowing that Shinobi were known for their stealth skills and Samurai were highly trained warriors.

How Assassin’s Creed Shadows Will Blend Two Distinct Adventures in One

How will this game take advantage of new-gen consoles? What makes this a step up from Valhalla and Mirage?

Benoit: We revamped our engine and tech to be able to fully take advantage of releasing on new-gen consoles and not cross-generation anymore. The improvements help us to push the quality of our visuals and create the most beautiful Assassin’s Creed to date.

But it’s not only about better graphics, but we were also able to create a full-year systemic cycle where you can see the whole world changing in all seasons. You can revisit locations in winter seeing the little pond now frozen, the bushes with no more leaves to hide, some deep snow that can reduce enemy perception while you’re prone inside, etc.

We also develop the RTGI tech to improve lighting, to push our Stealth experience further by adding light and shadows into the mix. You can vanish in the dark, you can turn off lights and destroy certain areas, to create your zones of obscurity and stay hidden at night.

Does this game return to the RPG systems of Valhalla and past larger AC games?

Benoit: Assassin’s Creed Shadows is an open world action-adventure RPG, so we’re on the continuity and the evolution of the RPG that we built with Origin, Odyssey, and Valhalla.

We’re taking the experience we had on those past projects, taking what works best and improving what can be better to refine our RPG experience. 

We’re adding new RPG systems that will surprise the players, such as the League that Naoe and Yasuke are building, but more to come on this later!


Assassin’s Creed Shadows will arrive for Xbox Series X|S on November 15, 2024.

Xbox Live

Assassin’s Creed Shadows

UBISOFT

$69.99

Pre-order now to get a bonus quest, Thrown to the Dogs.

Experience an epic historical action-adventure story set in feudal Japan! Become a lethal shinobi Assassin and a powerful legendary samurai as you explore a beautiful open world in a time of chaos. Switch seamlessly between two unlikely allies as you discover their common destiny. Master complementary playstyles, create your shinobi league, customize your hideout, and usher in a new era for Japan.

– Explore the captivating open world of feudal Japan, from spectacular castle towns and bustling ports to peaceful shrines and war-ravaged landscapes. Adventure through unpredictable weather, changing seasons, and reactive environments.
– Become Naoe, a shinobi Assassin, and Yasuke, a legendary samurai, as you experience their riveting stories and master their complementary playstyles. As Naoe, use stealth to avoid detection and agility to confound your enemies. As Yasuke, strike your foes with lethal precision and power. Unlock new skills, gear, and progression independently for each character.
– Make information your weapon as you explore the world, and build your own network of spies to be your eyes and ears across locations to hunt down your next target. Along the way, recruit new allies with unique abilities to help accomplish your missions.
– Create a fully customizable hideout for your growing shinobi league as you train your crew, craft new gear, interact with key characters, and choose your base’s layout, decorations, and accessories.

The post How Assassin’s Creed Shadows Will Blend Two Distinct Adventures in One appeared first on Xbox Wire.

Source: Xbox Blog






Xbox Recognizes Global Accessibility Awareness Day

Xbox Recognizes Global Accessibility Awareness Day

Xbox Recognizes Global Accessibility Awareness Day

The game accessibility icon, depicting the disability symbol woven in with a game controller, is displayed in white against a blue background.

Global Accessibility Awareness Day is an opportunity to continue to recognize our community of players with disabilities, whose partnership and advocacy have helped create an inclusive and thriving global gaming community. There are over 450 million players with disabilities worldwide, and we want to highlight the importance of accessibility so gaming can be enjoyed by as many players as possible across all facets of the Xbox community.  

At the same time, we acknowledge that accessibility is an ongoing journey to which Xbox remains committed. We created Xbox for players around the world as a place to play, to build community, and have fun. Everyone is invited to play, and we strive to bring intentional, inclusive practices and thinking to everything we do. As part of this journey, we are continuously partnering with the disability community to help shape our accessibility products and services, proactively collaborating with nonprofit organizations, and taking the time to listen and learn when we miss the mark.  

Across all of gaming, we are doing important work to make gaming more accessible, welcoming, and inclusive. Whether it’s empowering game developers with tools like the Gaming for Everyone Product Inclusion Framework, unveiling the Xbox Adaptive Controller User Guide Hub for players, providing accessibility support at events such as Xbox Games Showcase, Gamescom, and Xbox Partner Preview or launching new in-game features, the team looks forward to continuing progress.  

Ahead of Global Accessibility Awareness Day, we also want to highlight new updates and accessible features, community support, resources and more.   

This includes: 

  • Providing new updates for those impacted by the unauthorized accessories update on Xbox, including updates to the Xbox Adaptive Controller, and a continued commitment to investing in accessibility-focused hardware, working with accessibility hardware manufacturers to become authorized Designed for Xbox partners, and listening to community feedback. 
  • Announcing the Proteus Controller (available for preorder), a Designed for Xbox video game controller kit featuring innovative ‘snap and play’ parts that easily connect together and allow players the ability to play their favorite Xbox and PC games right out of the box.   
  • Announcing accessibility updates across gaming, including spotlighting some of our games with accessibility features including Candy Crush Soda Saga, Call of Duty: Modern Warfare III, and Diablo IV.  
  • …and more! 

Fostering Inclusive Community

Illustration of the Xbox Ambassador Accessibility Ally digital badge that will display on Xbox profiles. The Badge is a tall hexagon shape with a gradient blue outline, featuring the Game Accessibility logo and the text Xbox Ambassador Accessibility Ally

Gaming is about bringing people together to connect and join shared joyful experiences. To promote awareness and knowledge of accessibility support among all of our players, we’re excited to share the following:  

  • Coming in June: Earn the new Xbox Ambassador Accessibility Ally Badge for your Xbox profile: Want to add a new community badge to your Xbox profile? Beginning in early June, you can earn the Xbox Ambassador Accessibility Ally badge for your Xbox profile by completing quests and knowledge checks to reach a new top level in the Xbox Accessibility Explorer Path on the Xbox Ambassadors website. Since launch in October 2022, the Xbox Ambassadors community has completed over 2.7 million quests to learn more about gaming accessibility and the features available. Become an Xbox Ambassador today and select the “Accessibility” tab on the Quests page to get a head start!  
  • New Xbox Support articles, categorized by disability: Finding accessibility features you need for play just got easier. While many features are commonly used across a multitude of players, Support.Xbox.com has five new articles that detail the accessibility features available for players with specific disabilities, including speech, cognitive, vision, mobility, and hearing.  

Creating Accessible Experiences 

Illustration of the Proteus Controller adaptive kit, including the many ’snap and play’ parts that come with the controller, including buttons, thumbsticks, and triggers.Whether it is hardware or platform features, we are committed to a continual investment that enables play and connection for the millions of players with disabilities.  Below we share some key updates across Xbox.
  • New updates to Xbox Adaptive Controller: The Xbox Adaptive Controller was created to support players with limited mobility in building adaptive gaming setups unique to their needs. Based on community feedback from an update impacting unauthorized accessories on our platform, we are updating the Xbox Adaptive Controller to expand support for more accessories connected via USB port. This update will better support full functionality of some accessibility peripherals. Each port now supports up to 12 buttons, a second stick, and a hat switch. This update will be rolled out to Xbox Insiders over the coming weeks and available publicly via a controller update prompt in the coming months. 
    • Continued investments in accessibility: We appreciate and acknowledge that gaming with a disability is highly individualistic, and the solution for one may not be the solution for all. To that end, in addition to the Xbox Adaptive Controller firmware updates above, Xbox remains committed to: 
    • Continuing to innovate and invest in Xbox’s accessibility offerings –  taking into account feedback from the disability community and non-profit organizations to create products that elevate your gaming experience and cater to diverse needs. We look forward to sharing more updates in the future. 
    • Working with accessibility hardware manufacturers to become authorized Designed for Xbox partners: Recognizing the importance of expanding gaming for people with disabilities, we are accelerating and streamlining the onboarding process for these partners. 
  • Receiving feedback from those in the gaming and disability community who have been impacted by the unauthorized accessories update on our platform: If manufacturers have particular peripherals they’re interested in partnering with Xbox on, or if players with disabilities have specific devices they’d like Xbox to consider, please connect with us by phone or chat via Xbox Support at https://aka.ms/XboxAccessibilitySupport.  
  • Preorder for the Proteus Controller: The Designed for Xbox team has been collaborating closely with our partners at Byowave to develop the Proteus Controller, a modular adaptive kit giving disabled gamers the tools to build their own way to play. The unique modular video game controller kit features innovative ‘snap and play’ parts that easily connect together and comes with everything that gamers need to play their favorite Xbox and PC games right out of the box.  The Proteus controller is available for preorder today at byowave.com
  • Improved Filtering & Sorting in My Games and Apps on console: You can now filter and sort games shown in My Games & Apps on console based on the accessibility or technical features they support. For example, if you want to find which games have narrated game menus, you can filter by Accessibility > Narrated Game menus and find your next game to play. 

Enabling Play with Expanded Accessibility Features 

An updated accessibility menu in Call of Duty: Modern Warfare III, detailing new customizable controller settings, including joystick deadzone inputs, adjustable left and right thumb stick and trigger options, and ability to turn controller vibrations on or off.

On our accessibility journey, we know that to achieve our goals of making gaming a place where more players can have fun, we need to continue bringing new accessibility features to our games.  Below is a roundup of games to play with notable accessibility features. 

  • New Accessibility features in Candy Crush Soda Saga: Candy Crush Soda Saga is excited to announce a new accessibility menu that centralizes all accessibility features including audio, visual, and haptic feedback. The new audio accessibility options include bass control, reduction of high frequencies, sound effects, music controls, and mono stereo, with a robust level of customization around bass control and high frequency reduction (currently available for iOS only). Visit the King Community Page to learn more.
  • Accessibility features in Call of Duty: Modern Warfare III: This past December, Call of Duty: Modern Warfare III launched several accessibility features, including a settings menu update that flags features related to motor, vision, audio and cognitive adjustments with tags to allow filtering and greater customization. The newest feature includes a new accessibility preset called “Low Motor Sprain’ to reduce the physical effort required when playing by reducing the number of button presses or holds being required. Check out more details here.  
  • Accessibility Updates to Diablo IV: In honor of Global Accessibility Awareness Day tomorrow, see how the Diablo development team is working closely with the accessibility community and finding new ways to expand access to gaming for everyone. Video link will be available via the Diablo YouTube Channel on May 16.  

Empowering Game Creators to Include Accessibility in Design & Development  

At Xbox, we believe bringing accessibility into development processes from the very beginning is the best way to include diverse perspectives and make gaming something everyone can enjoy.  To support others in creating more accessible experiences, we are excited to share the following creator and developer resources: 

Blue and green themed abstract line art with an Xbox logo in white with a green background on a computer monitor, a blue rectangle with the letter A in three sizes, a second blue rectangle with two slide adjusters, an icon of a hand signing "I love you" in ASL, and icons for an Xbox controller, and an eye.
  • New Game Accessibility Workshop Toolkit: Inspired by years of accessibility feature innovations, Xbox Research has created a Game Accessibility Workshop Toolkit available for all developers. The toolkit includes instructions and visual assets to help game developers conduct Game Accessibility Workshops on their own. Combining the power of Microsoft Inclusive Design with Xbox’s approach to game accessibility, the toolkit makes it easier for developers to design with accessibility in mind, from the start. The Game Accessibility Workshop Toolkit will be live and available to download on May 16 at 9 am PT via the Microsoft Game Dev Blog.    
  • New Article on Accessibility of Gaming AI Experiences: With the rising use of AI across the gaming industry, our Gaming Accessibility team has put together a brief paper on how developers can think about the applicability of accessibility with gaming AI experiences, along with ideas for accessibility innovation. Learn more at: Accessibility of Gaming AI Experience

Join Team Xbox as we recognize the more than 450 million players with disabilities who are part of building such a great gaming community!

The post Xbox Recognizes Global Accessibility Awareness Day appeared first on Xbox Wire.

Source: Xbox Blog