Tears of the Kingdom highlights the need for intentional accessibility in Nintendo games.

Tears of the Kingdom highlights the need for intentional accessibility in Nintendo games.

The Legend of Zelda: Tears of the Kingdom – A Journey of Tears and Laughter

Welcome to The Legend of Zelda: Tears of the Kingdom, where adventure and cuteness intertwine in a grand evolution of the franchise. Nintendo has taken the world of Breath of the Wild and expanded it into something even richer and more malleable. Trust me, I’ve spent fifty hours in this game and haven’t even started the story-related adventure yet because I’ve been too busy dressing Link in adorable outfits. Is that a sign that the game is good or bad? Who knows! It’s an enigmatic masterpiece.

But before we delve deeper into this magical world, let’s address the elephant in the room – accessibility. Nintendo has always been a bit of an enigma when it comes to making games accessible to all players. Tears of the Kingdom is no exception. Although it’s a breathtaking glow-up for Switch-era Hyrule, it still retains the same accessibility limitations from six years ago. It’s like the game is playing peek-a-boo with accessibility, hiding and revealing itself at the same time. Nintendo, you little trickster.

Speaking of accessibility, the gaming industry has come a long way in embracing inclusivity and breaking down the barriers faced by disabled players. Unfortunately, Nintendo seems to be lagging behind a bit. It’s like they’re playing a game called “Avoiding Accessibility” while the rest of the industry is sprinting towards inclusion. Come on, Nintendo, join the party!

It’s disheartening to see players struggle with one of the biggest games of 2023. I mean, this game is going to be part of online conversations for years to come, just like Elden Ring. But here we are, pressing the wrong buttons and shedding more tears than the game’s title suggests. The control scheme is as baffling as trying to solve a Rubik’s Cube in zero gravity. It’s like we’re deciphering alien hieroglyphics while riding a unicycle. Why, oh why, must it be this way?

Fortunately, not everything is doom and gloom in Tears of the Kingdom. Mandatory motion controls are finally gone, hallelujah! And the inclusion of a chat log and recipe book is a step in the right direction for players with cognitive disabilities. Kudos to Nintendo for that! But there are still some head-scratching decisions, like placing quest markers on quest givers instead of the actual destination. Seriously, Nintendo, have you been taking lessons from a mischievous forest sprite?

Now, let’s talk about accessibility in a broader sense. Nintendo has this delightful habit of accidentally stumbling upon accessibility features while designing their games. It’s like they’re the king or queen of happy accidents. Take Animal Crossing: New Horizons, for example. Sound cues in the fishing minigame unintentionally make it more accessible for blind and visually impaired players. That’s pretty cool, isn’t it? But don’t get too excited, because the game’s character speech accessibility is about as clear as a foggy crystal ball.

And let’s not forget about the Bullet Time effect in Breath of the Wild and how it helps many disabled players, including visually impaired ones, during combat. In Tears of the Kingdom, they’ve even added homing arrows, which are fantastic for blind and visually impaired players too. But amidst all this accidental accessibility, it’s hard to see if disabled players were truly at the forefront of their minds when designing the game. Maybe they were just aiming for a bullseye and hit accessibility as a happy accident.

Surprisingly enough, Nintendo’s hardware unintentionally contributes to accessibility as well. The low-grade graphics on the Switch actually make it easier for many players to see. Who would have thought that hardware limitations could have a silver lining? And the lightweight controllers, designed for portability, are a blessing for those with mobility and pain issues. So, Nintendo, keep accidentally making things easier for us, we appreciate it!

But here’s the frustrating part: Nintendo has the power to actively embrace accessibility and make it a core part of their game design philosophy. They already have a strong foundation of accessible elements in many of their games. All they need to do is build upon it and consider the needs of individual players. It’s like they have all the puzzle pieces, but they’re too stubborn to put them together. Come on, Nintendo, let’s finish that puzzle!

While Sony and Microsoft are working towards making gaming accessible for everyone, Nintendo seems to be focused on creating games for a wide range of age demographics. They want to be the family-friendly developer, catering to both inexperienced and experienced gamers alike. It’s noble, but it means that accidental accessibility becomes the norm in games that aren’t designed with disabled players in mind. It’s like they’re throwing darts and hitting the bullseye without realizing it.

In conclusion, Tears of the Kingdom and other Nintendo games may have accidental accessibility, but it’s high time that Nintendo embraces inclusivity as a conscious design choice. They have the potential to become an industry leader in accessible game design if they just take that leap. So, Nintendo, give us more control over our individual experiences. Build on the accessibility foundation you’ve accidentally created and show the world that inclusivity is not just an accident, but a deliberate choice.

And with that, let the tears of laughter and joy flow freely in the magical kingdom of Nintendo. Happy gaming, everyone!

(Note: All images are sourced from Nintendo)