We've documented 15 accessibility features for Buddy Simulator 1984, including No Button Combos, No Holds, Play Without Hearing, Colour Blind Friendly and High Contrast. Its accessibility is strongest in Reading and Visual but it also has features in Controls, Audio, Getting Started and Navigation to reduce unintended barriers.
This report is created with input from accessibility experts and the player community to help people find games that have the accessibility features they require. Once you have found potential games on the database, there are excellent specialist accessibility sites that offer in-depth reviews to guide your purchasing decisions.
Our accessibility examiner, Ben Kendall, first checked Buddy Simulator 1984 accessibility 2 years ago. It was re-examined by Andy Robertson and updated 2 years ago.
When first opening the game, you need to "boot up" the buddy simulator from inside the faux operating system. This requires at least a bit of prior knowledge about how to do such things, or the willingness to look up a tutorial.
As a large portion of the game is told through (non-adjustable) text, you'll need to be prepared to do a large amount of reading. The text is often quite small, and if you are making choices that your buddy doesn't like the text may become unreadable In some sections, the colour of the text changes, depending on your favourite colour, which is previously inputted, but generally the text is a high-contrast white on black.
For some of the combat sections in the game, you'll need to be able to quickly respond to in screen cues indicating specific buttons to press. However, there is a mode called "One Key Mode" which disables the random key element of this.
The game is mostly black and white or monochrome, which makes it easy to distinguish between different elements. For effect, dramatic or otherwise, this is sometimes not the case, but the game remains overall high-contrast throughout.
We've documented 3 accessibility features for Controls in Buddy Simulator 1984 which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.
Mouse And Keyboard
Can play with the following:
Keyboard Alone: Can play with just the keyboard.
Specific button operation required to play
Holding Down Buttons Optional: Holding down buttons for prolonged periods (a second or more) is not required or can be switched to toggling the action on and off. This is in addition to the movement stick/button which is not considered a hold for this purpose.
No Simultaneous Buttons: Only one button or key required at a time, in addition to direction stick(s).
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We haven’t documented any accessibility features for Difficulty in Buddy Simulator 1984 which deal with how you can adjust the challenge of play, and whether this is locked once chosen or can be adjusted as you play. The following games are similar to Buddy Simulator 1984, and offer accessibility features for Difficulty:
We've documented 1 accessibility feature for Getting Started in Buddy Simulator 1984 which deals with what support is offered to get started with the game. This includes customising the experience when you first open the game via any onboarding processes it provides as well as tutorials and other assistance when you first start playing.
Assistance For Progressing
These features aid your progress through the game offering different ways of maintaining your progression.
Save Progress Anytime: The game automatically saves progress or you can save any time. This doesn’t mean you never lose progress, but it does mean you can stop whenever you want (without having to get to a save point) without losing progress.
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We've documented 4 accessibility features for Reading in Buddy Simulator 1984 which deal with how much reading or listening comprehension is required, how well the game provides visual and audible access to the text and whether subtitles and captions are a good fit for purpose.
How much reading is required to play the game's main path or story and how complex the language is. The presence of voiced characters doesn't reduce this requirement, as it's recorded as a separate datapoint.
Extensive Complex Reading: Extensive reading required. The quantity and complexity of reading is suitable for someone who loves long books and enjoys extended dialogue or narrative descriptions.
High Contrast Text: Text colour contrasts to the background or can be adjusted to be. The text in menus, instructions and other information is presented in high contrast with a solid background.
All Speech Subtitled (Or No Speech In Game): All spoken content has subtitles, or there is no speech in the game. This means there is no requirement to hear spoken dialogue or narrative to play the game.
Speaker Indicator: Textual captions indicate who is speaking (or there is only ever one person speaking). This can also be indicated visually in the game with character icons or placing text in speech bubbles next to the person speaking.
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If you want to play Buddy Simulator 1984, but it doesn't offer the Reading accessibility features you require, these similar games extend the Reading accessibility:
We've documented 1 accessibility feature for Navigation in Buddy Simulator 1984 which deals with how the game provides guidance and assistance to navigate its worlds. These are only for games that have traversal and exploration in 2D and 3D spaces.
Menus Don't Wrap: Menus don't wrap and stop the cursor at the bottom of the list if you press down. Or menus do wrap but make it clear that you are back at the top of the list with sound or narration.
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We've documented 4 accessibility features for Visual in Buddy Simulator 1984 which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.
High Contrast: There is high contrast between elements that need to be distinguished from each other, such as characters, interactive objects and game environment, either by default or a high contrast mode. This is different to a slider that increases contrast or brightness between light and dark.
No Busy Backgrounds: No distracting backgrounds or you can make them static or blank. This includes the absence of other movement elements in the background that might distract or confuse the action. Where foreground contrast is high, this includes games with some movement in the background that doesn't make it overly difficult to distinguish what is happening.
Motion Sickness Friendly
Motion Sickness Friendly: Doesn't have 3D movement elements that may trigger motion sickness, like motion blur, depth of field and field-of-vision. Or includes the ability to disable motion blur, depth of field and field-of-vision effects.
Colour Blind Friendly: Game doesn’t rely on colour or can switch to colour blind friendly mode with double coding or similar way to avoid colour dependance.
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If you want to play Buddy Simulator 1984, but it doesn't offer the Visual accessibility features you require, these similar games extend the Visual accessibility:
We've documented 2 accessibility features for Audio in Buddy Simulator 1984 which deal with how you can adjust the audio of the game and whether audio cues compensate for aspects of the game that are hard to see.
Balance Audio Levels: Set music and game sound effects separately. This enables you to select your preference as well as ensure critical game sounds aren't obscured by other audio.
Play Without Hearing
Play Without Hearing: No audio cues are necessary to play the game well.
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System Accessibility Settings
In addition to the accessibility features provided in the game, you can also use system-wide accessibility settings:
Windows has extensive accessibility features. Some, like colour correction, work with games. Lots of accessibility software can be used with PC games, from voice recognition to input device emulators.
Read more about system accessibility settings.