[games_access] Half-Life 2 and Closed-Captioning

Thomas Westin thomas at pininteractive.com
Wed Sep 1 16:47:22 EDT 2010


I think Reid have some ideas 

Best wishes,
Thomas

-- Do(), there is no try{}




On 1Sep 2010, at 12:51 PM, Barrie Ellis wrote:

> Very interesting, Sandra, and a very good thing to research. It's actually a 
> game I've never had a chance to try out for myself (it's the type of game 
> that makes me feel very motion sick after a few minutes of play - yes, I'm a 
> big wuss). Wonder if there is an ideal example out there somewhere.
> 
> Barrie
> 
> 
> --------------------------------------------------
> From: "Sandra Uhling" <sandra_uhling at web.de>
> Sent: Monday, August 30, 2010 6:19 PM
> To: "'IGDA Games Accessibility SIG Mailing List'" <games_access at igda.org>
> Subject: [games_access] Half-Life 2 and Closed-Captioning
> 
>> Hi,
>> 
>> I am wondering what deaf gamers would say about the quality of [CC] in
>> Half-Life2.
>> Maybe say do not say much, because they are glad, they have [CC]?
>> 
>> I think that the quality could be better. Sometimes [CC] is missing and
>> sometimes it is too much. It is great that Out-of-Screen-Sound is also
>> presented,
>> but it is usually hard to locate it.
>> 
>> And it is very very difficult to keep track of the Story. It is not a 
>> scene,
>> it is in-gameplay,
>> so it is very difficult to change the focus from gameplay to [CC]. The
>> situation is usually
>> dangerous and you do not want to change your focus and so you miss lots of
>> [CC].
>> 
>> A break button would be very good.
>> 
>> 
>> English as spoken voice and German as [CC] is very confusing. The
>> information often does not match.
>> Also I have big problems to get back to German spoken voice.
>> 
>> 
>> Best regards,
>> Sandra
>> 
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> 
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