SightlessKombat Logo

Who Am I?

I am an accessibility advocate for mainstream videogames as well as being a Winston Churchill Fellow after writing the Fellowship report linked here. I also write accessibility reviews of mainstream games and hardware, found on the linked page.

I am also open for accessibility consultancy/advisory for mainstream videogame developers, contact me here to start a dialogue about any projects.

So, what's the purpose of this site?

The gaming scene with no vision

Many games are renowned for their graphical quality, open worlds and cinematic visuals.

Graphics though aren't really of much use, especially when you have no sight. Whilst you can sometimes appreciate their value, for example by having special edition skins that other players might recognise or compliment you on in Killer Instinct, they have very little impact on, for example, whether you buy a game or not.

Certain sectors of the videogame industry seem to be under a misconception that "the graphics make the game". However, I am of the opinion that sound and game mechanics can, when combined correctly, create a gameplay experience that everyone can enjoy, regardless of any disabilities.

That's not to say that if a game has graphics, you shouldn't try playing it as a gamer without sight. Take Killer Instinct. This particular game, thanks to community feedback and input, has incorporated features to allow those with no vision to better understand and interface with the game, other than in the case of Shadow Lords mode where text and menu navigation create their own accessibility issues. These adjustments allow players with no sight to compete on a similar level to those with full vision, even if some clear disadvantages are encountered along the way.

So, how do you actually play these games if you can't see?

I've been asked that question so many times it doesn't really bear thinking about. However, I will attempt to answer it as best I can, whilst also using a practical example.

The simple and short answer is that gamers without sight use the sounds that represent the characters movements, special moves or actions (such as taunts in games like Batman: Arkham City's fights with thugs) to orient themselves and act accordingly.

To clarify, let's say I was playing Killer Instinct, with Jago fighting Fulgore. If I am playing as Jago, and I hear the sound of Fulgore's teleport, I attempt to anticipate where he will appear on the screen and perform a move that will hopefully connect with him as he reappears (such as the forward roundhouse). If successfull, I'll either hear Jago hit him once or twice as he comes out of his teleport and can then carry on hitting my opponent.

If the match is the reverse, however, I will be on the lookout for Jago's fireballs (listening for the shouts of "endokuken!"). When I hear that shout, I will attempt, situation allowing, to block or punish the attack whether it's with a move that can go through projectiles or a move that can get to my opponent before the fireball's even hit me.

Who built the website?

I built everything on this website by hand using HTML, other than the contact form which I took from , thanks to Josh, the original author, for that.

If you see any errors that you wish to report, please use the contact form

Back to home

Copyright © SightlessKombat.