Many of these features perform poorly because they’re implemented after release, as band-aids, rather than as preventive measures. Combine this with a few hard-to-navigate menus, mostly due to tons of crafting information cluttering the screen, as well as symbols and icons looking too similar, and the game’s pacing can slow to a crawl. Those texts are already boring, but making them difficult to read increases the chances of me skipping them even more. While the “increased” option affects certain HUD messaging, it doesn’t apply to much of the stylized narrative text and documents. One of the most disappointing omissions is a slider for the UI and Fonts Scaling. Far Cry may have developed a reputation for becoming stagnant as a series, but past the surface, as far as accessibility goes, it has continued to evolve.Īnd yet, for all of the series’ progress, some accessibility options are missing, or aren’t pushed far enough. The ability to remove these effects - along with the camera shake - increases my enjoyment tenfold. Not only do these screen-changing visuals get me killed, but during certain missions, they prevent me from even finding my objective. Thankfully, all of these effects, which have become a tired trope across myriad genres, can be turned off for those who already have trouble perceiving their virtual surroundings. There’s no “one size fits all” for accessibility in games, so it’s genuinely appealing to see so many opinions unfold as I dive further in.įar Cry games like to drug or inebriate their protagonists frequently, as well as splash blood across the screen when the player is near death. So many bases are covered, even head and eye tracking, and there are still some settings I want to play around with more. Far Cry 6 also features auto-steering, which aids in not running over people while trying to check the mini-map. There are also options for aim assist, complete with lock-on intensity slider.
I’m always happy to see that reticle sway can be turned off, and the lines of said reticle can be made thicker. It wasn’t long before I assumed control of the player character and escaped the island of Yara’s capital city, sought escape on a boat, and a short stealth-lite section convinced me to tinker with some other accessibility functions. This might sound like an innocuous feature, but it isn’t often available, and the ability to clearly see how these changes will affect my adventure saves me a ton of time and menu hopping once gameplay begins.Īfter an extensive and helpful wave of menus, the adventure began. Then came a legitimate surprise: While sifting through the mass of audio and interface options, I was taken aback by being able to actually see what these changes would do in real time on a small in-game screen.
The series has been trying to improve its stance on accessibility since Far Cry 5 released with somewhat middling options, and this menu narration is as strong a start as any. Like an increasing number of games these days, Far Cry 6 begins with voice narration activated, a welcome inclusion for those who may not be able to see the opening menu. But as a legally blind player with a strong visual disability, I’m less concerned about the who, why, or where than I am about the how of it all: How does the gunplay feel, and how effective will I be in the fight? In Ubisoft’s Far Cry 6, guerrilla fighters say that democracy is their true freedom, but for me, it’s an accessibility menu that allows me to improve as a soldier while I explore the vast world of Yara. They can be written via Mad Libs at this point. The Far Cry games promise a reliable story - a war, a sadistic villain, and a swath of dead bodies strewn across a sprawling world.