Here was an interesting experience to play through. This is a game that offers a story with no dialogue and very little direction, but still delivers a lot of feeling. Virginia offers a unique style of art and a mystery in a small town that you, a detective, are trying to solve with a partner that has a secret. The game was reminiscent of Firewatch in some ways, but overall was definitely its own unique experience that I enjoyed getting to go through.
Mobile accessibility is overall very strong in this game. The controls for this are pretty basic, consisting of walking, looking around and interacting with objects that highlight. The keys are completely remappable, and it is possible to play the game completely on the mouse or the keyboard. Mouse sensitivity is adjustable, as well as motion blurring, which is very helpful for a game like this where looking around in the environment is important to the gameplay.
The game itself is pretty slow paced, despite the fact that it often randomly jumps from one place to another without transition. No time limits existed, and players are left to wander at their own pace to try and find clues or items needed to proceed to the next part of the story. Timing of the clicks is not important because of this, and precision only comes in the form of clicking on specific items to move the story forward, but they are always stationary objects.
The audio for this game consists only of music cues. When it comes to trying to figure out the story there is a lot of interpretation of visible signs, reading material, and even facial expressions. There is no dialogue, even in subtitles. Everything depends on when you look at it or interact with people, so nothing will be missed if you can’t hear the sounds of the environment. That doesn’t mean, however, that added subtitles describing the honking of a horn or the snort of a buffalo (that one gave me a jump) wouldn’t add to the experience. In the end you do not need audio to complete this game.
Visually this game is very interesting, but there were small issues. There is an option in the menu to turn on subtitles for text in the game. This means whenever you look at a newspaper or something that’s important to the plot the text will pop up at the bottom of the screen in an easier-to-read format. The subtitles are not adjustable, however, and it would be nice to make them a little bigger.
As for colorblind, there is no colorblind mode. The game is not inherently one that has items in red and green, but for a game that requires you to look around for objects, often not knowing what you’re looking for because of lack of dialogue, colorblind mode would be useful. Especially since for some people the objects might blend together. Thankfully the game does indicate what items you interact with using a visual cue, the small dot in the center of your screen expands and then turns into a diamond when you can click on something. This game mechanic is useful, especially with the stylization of the game.
The game offers some unique visuals and an interesting story that you can interpret as you go through the clues offered. The mobile and audio accessibility are both very strong, and the mechanic of highlighting what can be interacted with using the mouse pointer is very useful.
The lack of colorblind mode is not detrimental to the game, but it would be a useful mechanic to have for colorblind gamers ease of play. The addition of environmental subtitles would also be a nice touch for deaf gamers to be able to enjoy the entire experience this game is offering.