Advertisement
Advertisement
Advertisement
Advertisement
Advertisement
Advertisement
The Presence. No further explanation necessary to know that's A Bad Thing. "I'm extremely proud of Perception's story," Bill continues. "While I'd love to talk more about it, I am particularly leery of spoilers. Aside from the ending of BioShock: Infinite, it's probably one of the most difficult games to talk about without giving too much away. But I think it's bold in a lot of ways. We took a chance by making Cassie blind. I didn't know how people would react to that. I generally think of gamers as open to trying new things, but I was worried that it might be too different for some. Thankfully, people have really embraced the game."Both Beyond Eyes and Perception show that developers can challenge themselves to take away, or experiment with, a substantial element of video gaming's connection with its audience: what they see on the screen. I'm not envisioning a sudden influx of blind playable characters in video games over the coming years, but Bill's right: such an approach is bold in an era where even indie games can be easily lead down the path of least resistance, producing results that aim for an appeal-to-all middle ground rather than push away at the creative margins. Beyond Eyes wasn't a complete success, and Perception might well come up short of the highest expectations, too. But these games are offering something unusual, something that might make us consider at how we can better understand blind people, and others with disabilities, for real. And that itself, before Metacritic scores or Steam ratings are assessed, is surely something to celebrate.Follow Mike Diver on Twitter.New on Motherboard: Why We Keep Coming Back to Game Conventions