エピソード

  • Unsyted Radio Interviews: Playable- When everybody plays, everybody wins
    2026/11/02

    Accessible Gaming: How Playable Is Building a CommunityWhere Everyone Can Play


    In this episode, Simon and Chad are joined by Andy Davis andDavid Stokes from Playable, an inclusive gaming centre in Gloucester. They discuss how a shared passion for gaming, accessibility and community led to the creation of a welcoming space where disabled and non-disabled gamers can play together, try specialist equipment and discover new ways to enjoy games independently.

    The conversation explores the barriers that can preventpeople from gaming, including the cost of adaptive equipment, limited opportunities to try technology before buying it and the social isolation created when gaming is only experienced online. Andy and David explain how Playable combines modern consoles, retro gaming, accessible controllers and practical support in an environment designed to feel like a genuine gaming venue rather than a clinical service.

    They also share powerful examples of collaborative play,including gamers combining controllers, using switches, eye gaze, head tracking and alternative inputs, and supporting one another to complete games together.

    The discussion highlights how gaming can promote independence, movement, confidence, social connection and simple enjoyment.

    Looking ahead, the guests discuss community partnerships, social prescribing, immersive gaming, artificial intelligence, and the importance of building accessibility into games from the very beginning. Their message is clear: accessibility should not be an afterthought, and with the right environment, equipment and support, everybody can game.

    How Playable developed from an idea into an inclusive gaming centre


    Why trying accessible equipment before buying it is so important

    The value of retro gaming, couch co-op andface-to-face connection

    How adaptive controllers, switches, eye gaze and shared controls can open up play

    The role of gaming in independence, wellbeing,movement and social participation

    Why accessibility must be designed into games from the outset

    Playable's plans for community growth, streaming and future innovation


    Watch or listen to discover how Playable is challenging assumptions, removing barriers and creating a gaming community in which everyone is invited to take part.

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    1 時間 1 分
  • Unsyted Radio Gaming: The Omega Reach-Accessible Space Exploration, Musical Discovery and Museum Mayhem
    2026/10/29

    In this episode of Unsyted Radio, Chad and Simonventure into The Omega Reach, an accessible point-and-click museum simulator and dungeon crawler from shiftBacktick. Playing as the curator of a vast conservatory in space, they use a telescopic reach to explore distant galaxies, examine planets and moons, recover unusual instruments and build acollection for visitors to enjoy.

    Along the way, they test the game’s audio navigation, hapticfeedback, adjustable controls, tutorials and high-contrast visuals. They also discover that every recovered instrument can be played, traded or displayed—along with some unexpectedly musical food. The conversation broadensinto a thoughtful discussion about accessible gaming, adaptive technology and why disabled players should be able to enjoy games in whatever way works for them.

    How The Omega Reach turns a telescope into a tactile, audio-led tool for blind players.

    Exploring galaxies, collecting instruments and creating music from each discovery.

    Accessibility options including tutorials, haptics, adjustable inputs and high-contrast graphics.

    The game’s shop, museum visitors, trading system and hidden dungeon-crawler cellar.

    A wider conversation about adaptive controllers,eye-gaze gaming, one-button games and inclusive design.

    Listen, follow and subscribe to Unsyted Radiowherever you get your podcasts, and let us know which accessible game you would like Chad and Simon to explore next.

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    1 時間 29 分
  • Unsyted Radio Interviews: Amir Satvat
    2026/10/26

    What happens when a lifelong love of games meets determination to leave the industry better than you found it?

    In this warm, honest and uplifting episode, Chad sits downwith Amir Satvat, founder of Always Supporting The Games Community, to explore how a simple job-listing spreadsheet grew into a global grassroots network offering practical help, coaching, event passes and encouragement to thousands of people across the games industry.

    Amir shares his unconventional route into the game industry, why he believes careers rarely follow a straight line, and how ASGC has evolved through the ideas and generosity of its community. Together, Chad and Amir tackle the difficult realities of layoffs, the importance of mental-health support, and the small but meaningful ways anyone can help—from sharing opportunities and mentoring others to simply listening when somebody is having a rough day.

    Despite the challenges facing the industry, this is an episode full of hope, humour and heart. It is a powerful reminder that your job title does not define your identity, that asking for help is not failure, and that one person choosing to support another can bend the curve in a better direction.

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    52 分
  • Unsyted Radio Gaming: Games For Blind Gamers Impulse Response
    2026/10/04

    Here we go again: Another unsyted Radio Gaming EpisodeWhat happens when a sighted gamer is dropped into a spaceship he cannot see and must navigate entirely by sound? In this episode of Unsyted Radio Gaming, Chad guides Simon through Impulse Response, a gripping audio-only sci-fi horror adventure created by blind developer Max Hatful, with narrative writing and a standout lead performance from Jeneseri. Armed with headphones, a Starfield joystick and a questionable sense of direction, Simon follows eerie audio cues through dark corridors, malfunctioning systems and increasingly devious power-management puzzles—all while trying not to be unnerved by the voices haunting the ship.There are wrong turns, frantic debates over circuit panels, a brief detour into life-sized 3D-printed Warhammer weaponry and one final puzzle that nearly breaks them both. Beneath the banter, however, is a genuinely atmospheric game that proves how powerful audio-led design can be. Built in just one month for Games for Blind Gamers 5—and winning the community vote plus awards for fun, polish and creativity—Impulse Response delivers suspense, clever misdirection and a memorable twist. Put on your headphones, turn down the lights and join Chad and Simon as they discover whether careful listening is enough to get them to the other side.

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    1 時間 40 分
  • Unsyted Radio: Back to School, Back to Barriers: The Accessibility Mess Nobody Wants to Admit
    2026/09/14

    In this episode of The Unsyted Radio, Chad and Simon return with their usual mix of humour, lived experience and thoughtful discussion. They open with a light-hearted chat about unusual food combinations before moving into accessibility-focused technology news, including Apple’s latest announcements, assistive features in wearables, and reflections on the continuing cost and availability challenges around new technology.


    The episode also explores gaming and accessibility, withdiscussion of The Legend of Zelda, Pokémon, blind-accessible game design, and the role games can play in building confidence, connection and community. In the History of Assistive Technology segment, Chad and Simon trace the evolution of hearing aids, from early ear trumpets to digital devices and cochlear implants, highlighting how innovation can transform independence and communication.


    The main discussion turns to education, disabled students and the importance of meaningful accommodations. Chad and Simon challenge the idea that equal treatment means treating everyone the same, arguing instead for practical support that enables students to learn, participate and reach their potential.

    The episode closes on a lighter note with a playthrough of Folklore Fishing, a blind-accessible game inspired by Welsh folklore.


    Content Creator

    Diacinthus

    Pokemon as Service Animals

    https://youtu.be/XqwEIB4bM-Y?si=gYQJ0zycbEQSWL0z

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    2 時間 10 分
  • Unsyted Radio Gaming: GFBG Necromancer Nonsense
    2026/09/11

    In this episode of Unsyted Radio Gaming, Chad and Simon dive headfirst into the wonderfully chaotic world of Necromancer Nonsense, a blind-accessible real-time strategy game developed by Eric Bomb of Games for Blind Gamers, with tutorial design support from Patricia Mendes. Expect zombies, skeletons, golems, tactical mistakes, sudden comebacks, and plenty of laughter as Simon learns what it really takes to command the undead.


    From carefully designed tutorials to frantic battlefield decision-making, the episode showcases how accessible game design can be both thoughtful and brilliantly entertaining. Simon starts cautiously, gets thoroughly overrun, forgets some fairly important instructions, then stages a glorious undead comeback worthy of its own victory cutscene. Along the way,Chad and Simon explore how the game introduces strategy step by step, why its onboarding works so well for blind players, and why one wrong move in real-time strategy can turn triumph into disaster in seconds.


    Whether you are into accessible gaming, strategy games, indie development, or just enjoy watching Simon try to survive being attacked from every direction by the undead, this extended look at

    Necromancer Nonsense is packed with humour, insight and genuine appreciation for clever, inclusive game design.
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    1 時間 2 分
  • Unsyted Radio Gaming: GFBG-Toasty
    2026/09/04

    In these new episodes of The Unsyted Radio, we focus on accessible games. In this first episode Chad Bouton and Simon O’Gorman dive head-first into the wonderfully cosy, surprisingly strategic world of Toasty, a push-your-luck deck-building game created by Jesse German for the Games for Blind Gamers community. What starts as a relaxed look at stacking ingredients on toast quickly turns into a hilarious battle of risk, reward, lucky draws, questionable food combinations, and theever-present danger of accidentally making a sandwich.

    Along the way, Chad and Simon explore what makes Toasty such a strong example of inclusive and accessible game design. From built-in text-to-speech and screen reader support to colour options, pause controls, and touch-friendly mobile features, the game shows how accessibility can be woveninto the fun rather than added as an afterthought.

    Expect plenty of laughs, tactical toast decisions, a passionate defence of hummus, some risky card draws, and Simon repeatedly asking the most important question in gaming: “How lucky do I feel?” Whether you are a gamer, an accessibility advocate, or simply someone who enjoys watching two friends get far too invested in toast-based strategy, this episode is warm, funny, informative, and full of charm.

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    54 分
  • Unsyted Radio: Are Disabled People Stealing your Privacy
    2026/08/31

    ⁠We’re back with a brand-new episode of The Unsyted Radio — and this one is packed with big conversations, fascinating history, and a first look at an inclusive game we cannot wait to share.⁠

    Chad Bouton and Simon O’Gorman dive into the future of accessibility and technology, asking where the line sits between support, choice, cure, and augmentation. From Neuralink’s Blindsight concept to the ethical questions around brain implants and vision restoration, this episode explores the excitement, uncertainty, and very real concerns behind emerging tech.

    We also shine a spotlight on Ralph Teetor, the blind mechanical engineer who invented cruise control, and discuss why stories like his deserve to be far better known. It is a powerful reminder that disabled innovators have helped shape everyday technology in ways many people never realise.

    The conversation then turns to Meta Ray-Ban smart glasses, privacy concerns, and why blanket bans risk taking away affordable and life-changing assistive technology from blindand low vision users. Chad and Simon discuss why regulation, education, and better understanding are more helpful than fear-driven reactions.

    To round things off, we take a first look at Amatismo, an inclusive visual novel exploring self-acceptance, depression, and emotional resilience, with a strong focus on accessibility features including screen reader support, self-voicing, scenedescriptions, audio cues, content warnings, and remappable controls.

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    2 時間 23 分