I love that a big game development company is actually taking accessibility seriously. For that reason alone I will support them. That being said, there are definitely things that need improvement. The sound that let's us know settings are being turned on or off should be put back. Honestly, I have no idea why that was removed. All menus should be narrated. If Mr. Coachman is unable or unwilling to do it, then it is possible to pass the information to narrator so that they can be read that way. This way we aren't fighting to decipher OCR when it decides to come out with unintelligible or extemporaneous nonsense. Two other huge things in my opinion that need fixing are directly related to in-game play. First, play calling. Those screens need to be narrated, either by a human, or if they are unwilling to do that, then by narrator. It's just that simple. We need access to be able to call our own plays and not have to rely on the game to do it for us. As it stands now, we can pick plays by type, i.e., run, pass, etc., but we don't know what actual play within that type we're choosing. Same goes for using the suggested play. So if I pick a run, I get the haptic feedback telling me it's a run. That's all well and good, but I have no idea what play actually got chosen, and I have no idea whether it's a play to the left, to the middle, or to the right, meaning that I don't know which way to run the ball. Plus, add some haptic feedback so that, sort of like lining up for a field goal, when I feel no vibration, I know I should run up the field, and when I feel vibration, I know I need to try to move out of the way of a defender. Passing has a two-fold issue. First, knowing how many receivers are running routes in a given play. As it stands now, we can choose a pass, and we're told that it is a pass, but we have no information about how many receivers are actually in the play, or which buttons are assigned to them. Allowing the play call screens to be read would solve at least part of that, since we'd be able to know what formation we chose. The second issue in passing is that we can't tell who is open. We have no idea what receiver to throw to or when to throw, so it's all just guessing. I understand the passing/catching mechanics, but none of that matters if I can't tell who's open. This could be solved by haptic feedback. My suggestion is this. Let's say you pick a pass, and there are 4 receivers that run routes, assigned to buttons A, B, X, and Y. After you snap the ball, if button A's receiver comes open, have one tap of vibration from the controller, two quick taps for button B, 3 for X, and 4 for Y. In this way, we would know which receiver was open. If those things get solved, actually playing a game would be much easier.