The Devil in Me has a lot of great accessibility options included and many that are new to the series. However, QTEs in the game can be pretty challenging and there's no captions available for deaf players.
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Under Settings there are separate tabs for game controls, brightness, audio options, and accessibility. The accessibility tab has all the main accessibility for subtitles, quick time event options, and HUD customization.
When decisions are made, the game autosaves, there are no extra lives, and no way to manually save. Also, there are sliders for mouse sensitivity and camera sensitivity. Thankfully, the developers continued their trend of implementing fully customizable controls. Every button on the keyboard and mouse can be customized for combat, quick time events, or controller support. I could invert camera controls and, interestingly, I could even invert the camera specifically during moments where characters were inspecting objects.
When I encountered my first QTE, which involved hiding from the groundskeeper, I definitely failed the button prompt. While The Quarry had multiple ways to customize QTEs (like offering the option to customize timer speed, interruption speed, or let players opt out and have QTEs succeed automatically), The Devil in Me brings back difficult Quick Time Events with a vengeance.
For the first time, I could even customize the text size of important choices or even minor choices. Subtitle color can be altered in the form of character names. I could choose to have character names turned on for added clarification, and then also choose to have those names be distinguished by different colors. Turning on a dyslexia friendly font was also an option.
Now the question that really matters, is it accessible? Only you have the answer, but I will offer a detailed rundown of the options, gameplay and my personal experience. I played on PC using keyboard and mouse, and a controller. Please note that even if I mention features not related just to mobility, this review is only for that aspect.
The Settings menu is divided in two zones. On the left of the screen we have five categories placed vertically. The five categories are from top to the bottom Audio, Accessibility, Controls, Keyboard Controls, Video & Graphics. Once one is selected the proper menu opens on the right side of the screen.
All the menus can be navigated via mouse, keys or gamepad and there is always a visible button to click/select for going back, which is nice and helps avoid getting stuck. The keys to navigate the menus are W S and the Up Down Arrow keys to move between options, Space or Enter to select them and A D and the Left Right Arrow keys to change their values. Even if you remap your gameplay controls later, these are the only ones that work in the menus as they are probably hardcoded. Using the mouse was very comfortable for me, but it might depend on your device sensitivity as there is no way to adjust that in the game.
In Audio we have volume sliders for Master, Music and Sound Effects. These go from 0 to 1 in 0.1 steps. The lack of a Voice or Dialogue slider is just because there is no voiced dialogue in the game.
Right under this option we have a preview of how the text will look based on our current choices. This is a practice that should be a standard as it makes it faster and more comfortable. It is always better to have fully customizable text, but the presets are good.
The next option, Gamma, is a slider from 0 to 2, with a default value of 1. It helps increase/reduce the overall brightness. The game has a wide variety of lightings, and dark areas and shadows. While on exteriors it was okay, I really appreciated tunning it up in darker spaces. Sometimes I put it up to 1.3, as the shadows and highlights still look great, but I no longer miss stuff and it helped me navigate the darkest places. Not just to see better but also to reduce the anxiety.
We have also separate controls to invert the X and Y axis, which affect both mouse and controller directions. With Crosshair Style we can select the size and style for the reticle that appears in the center of the screen or just make it invisible. This reticle serves two purposes: it allows us to precisely target the object we want to interact with and offers a visual reference to help with motion sickness. There are 4 sizes: Small, Medium, Big and Giant. There are two different variants for each size, the default one which is semitransparent and the Contrasted version, with a solid white center encircled by a black ring. I found both Medium Contrasted and Big Contrasted very comfortable and they really helped with motion sickness. Here you can see screenshots with examples for Medium, Big and Giant in both regular and Contrasted versions.
The next setting, Outline Style lets you adjust the width of the colored outlines used to highlight interactive elements around you. Here again we have 4 sizes, Small, Medium, Big and Huge, and an invisible value to disable them. The highlight color is not customizable, and it is mostly cyan with some uses of light green. These are screenshots showing Medium, Big and Huge.
The Controls section is next. This is just for controllers. By default, the left stick is used to move your character and the right one for controlling the camera, but you can swap these functionalities here just with a simple option. You can also remap your buttons for moving in the four directions, Interact, turning your flashlight on and off, Jump, Run, Crouch and activate Photomode. You can remap any of these actions to the triggers, bumpers, face buttons, d-pad and stick presses, also known as RS/R3 LS/L3. The only thing missing would be sensitivity/dead zones adjustments to customize how much you need to press the sticks. Also remapping the stick directions inputs, but I would say this is a good amount of customization.
This is an example of the mapping my assistant tester, my 70-year-old father with no gaming experience, used and managed to do quite well. I tried giving him as much control as possible for the right hand as focusing on two sticks was confusing for him.
Now we move to Keyboard Controls, where we can remap our keys and mouse buttons to actions. There are only 10 inputs which is great. For movement we can assign primary and secondary keys, with the defaults being W A S D and the Arrow keys. For actions we have the same as for controller but only one primary input. Extra mouse buttons work perfectly. The only thing I miss here is the ability to use mouse wheel up and down inputs as well as remapping the Pause keys, which are Escape and Enter. Being able to use the Enter key on the numeric keypad really helps but full customization would be ideal as hardcoded keys are always a way to create barriers.
Last, we can select if we want to use Run and Crouch as holds or toggles which always helps. What features do I miss? An auto walk function, mouse sensitivity adjustments and the possibility to unlock the mouse cursor from the game window to allow better use of on-screen keyboards.
The gameplay takes place in first person view, with no visible HUD elements beyond the crosshair. When you arrive to the island you are greeted by the sound of water, an eerie silence and a beautiful vista of the docks and the city in the distance. It is a sunny day; birds fly above the sea and yet there is this feeling of uneasiness in the air. The game makes good use of sound and silence since the beginning to communicate how alone you are, when someone might be close with footsteps and the music changes in accordance. The sound also reflects the surfaces you walk on, if the item you hit is a stone brick or a wooden box and some Easter Eggs are sound lines. I really feel many of these sounds carry a lot of information and help power up the experience, so the game might greatly benefit from having optional captions for these.
All these actions are introduced in the beginning with on-screen prompts and a brief explanation. All these prompts use the customized text format. The on boarding is well paced and the game shows constantly what actions and the inputs to perform them whenever you are using/targeting an item.
Of course, other puzzles require good orientation and memory, as some doors only open entering the right combination of symbols. While some are often found nearby, it is not always the case so it is not rare to forget them. Add the fact that someone might appear anytime to scare or kill you and that makes it easier to forget due to that pressure. I did a couple times. Maybe the game could have a Journal that shows the pictures collected or have a Puzzle Assist option, so once you inspect the pictures in the world they show above the switches and memorizing them is no longer an issue.
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I guess it is perhaps from playing Hammond for so many years, but in a two keyboard setup I want the actual keyboards about as close to each other as you can get them without covering up the control panel. For slim slab pianos like a Roland FP or my Yamaha P90 this is possible, though not perfect.
I use a QL WS-550 single tier stand that are popular with many of us here. Unfortunately the second tier setup for this stand leaves much to be desired and is not at all an easy and quick setup, so... I just put the smaller version - a WS-540 right behind the 550 and prop the front end of the second keyboard (right now a Roland A70) on the top back of the P90 (sitting position height btw). The actual keyboards are very close to each other, though not quite as close as the two manuals of an organ which would be the ideal in my book.
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