Eye Gaze Games | Eye Gaze Setup and Options

Screenshot showing the Eye Gaze Games website's home screen with six of the games shown.

 Following further development of the pilot project, SpecialEffect is launching Eye Gaze Games a website of free games to play using eye movement alone using eye gaze technology. This post will go through the different eye gaze options and settings available.

The aim is for the site to be accessible to a wide range of eye gaze users. The Eye Gaze Games site uses the ability of eye gaze cameras to control the mouse on a Windows PC. Each game has been designed to allow you to play using two different onscreen eye gaze interfaces. One uses larger onscreen targets, which we call ‘Classic’, and the other uses more precise control.

On launch, players can play action games such as a marble popper style game called ‘Mole Miners’, a racing game called ‘Eye Drive’ (Beta) and also some board games, such as Checkers (draughts), Chess, Solitaire and Sudoku.

Screenshot showing Mole Miners game.
Mole Miners being played using ‘Classic’ controls, which are onscreen buttons that are selected with mouse control whilst using eye gaze.

Depending on the game, online leaderboards allow you to compete against other players around the world or you can play directly against others online 1 v 1, such as in Chess and Checkers. Players will also be able to play some games against the computer and also against friends and family on the same device. Other control options are being added too, such as one and two switch access and using other assistive mice.

Screenshot of the settings page of Eye Gaze Games.
Settings can be adjusted during an inital setup wizard for new players, via the wand icon in the settings menu, or at any time via the settings menu (above – not currently eye gaze accessible).

In this post we will go through an introduction on how your eye gaze camera’s Windows control software can be compatible with the site and then we’ll look at the eye gaze settings built into Eye Gaze Games, which can be adjusted in both the settings menu and the setup wizard. At the bottom of the post are also some troubleshooting tips.


Step 1. Setting Up Your Eye Gaze Camera

The Eye Gaze Games website has been designed to be compatible with as many eye gaze cameras as we possibly can. If you can use your eye gaze camera to control a mouse cursor or make a mouse click selection, to control Windows, then you should be able to use it on the site when configured correctly.

The site itself has been designed to include eye gaze interfaces, but it doesn’t have eye gaze software built into it. Therefore, it works with, rather than instead of the eye gaze Windows Control software that you use with your camera. Often some type of Windows control software comes with your camera, but some eye gaze users may use additional software such as The Grid 3 or Communicator 5 for their Windows control.

Depending on your camera, it’s software, and your preferences, the Windows control you use may either be ‘mouse emulation’ in which you move your eyes to move a mouse cursor around your screen with either a dwell, a blink, or a switch to click, or you may use a ‘gaze selection’ method, whereby you may zoom in on a target to click on it or, alternatively, just look at it to jump the mouse cursor to there and then click.

Below is an example of what is known as ‘mouse emulation’. In this example, we are using Tobii’s ‘Gaze Point’ software which is available for use with compatible cameras like their PCEye Mini camera (if using Tobii Computer Control, this can be done using the Simplified Continuous Click option):

It is also possible to move the pointer with your compatible eye gaze camera using software such as The Grid 3’s ‘Computer Control’ set to ‘move pointer’:

Below is an example of what is known as ‘gaze selection’, in this instance using Communicator 5’s Windows Control feature set to ‘Zoom to Click’:

Below is another example of a type of ‘gaze selection’, in this instance using Tobii’s ‘Computer Control’ Windows control software. This can be used on The New iSeries devices and their PCEye 5 camera. In the video below it is used to look (the circle shows the eye tracking) and briefly dwell on a target to move the mouse cursor position there and then selecting an onscreen button to left-click on its position. There is also a zoom/expand feature available within ‘Computer Control’ that allows you to include an extra set and expand target area size before selecting the target:

Step 2. Choose How You Want to Play

Different eye gaze users will need different settings to play. There’s a step-by-step setup wizard to help create an interface tailored for you. The eye gaze settings can also be adjusted at any time via the settings cog in the main menu and within in-game menus.  As mentioned above, within each game there is also an option to play using larger targets or a more direct mode.

Input Device Option

On loading the site for the first time (or via the wand icon in the settings menu), a setup wizard for the controls will appear. For eye gaze, choose the option in the centre of the screen when prompted:

Screenshot of the first option of the Eye Gaze Games setup wizard. It says 'Choose how you want to play'. Mouse, Touch, EyeGaze and Switch are listed as options.

Built-In Left Click Option

You can then choose whether to use your own left-click to select or the one built into the site itself. Which one you choose will depend on what eye gaze software you use for controlling the mouse in Windows and also personal preference. Usually, if you control Windows with ‘mouse emulation’ by moving the mouse cursor, you can choose either, whereas if you a ‘gaze selection’ method, you will likely want to use your own left click and choose to use ‘My Own’:

Screenshot of a page of the setup wizard with options to choose to use either a 'built-in' dwell click or 'my own.'

If you do have the option to use the ‘built-in’ option, the site uses its own centralised dwell select with this option on, which can help some players by only having the option to left-click on appropriate targets so as not to interfere with gameplay and, as it is centralised, it can help some players target onscreen buttons more accurately by drawing your gaze to the centre of a target.

If you choose to use your own software you will be taken onto the option to choose the size of the targets you will use in-game (see the ‘Classic’ or ‘Precise’ Controls section below).

Dwell Time & Animation Options

If you do choose to use the built-in dwell select, you will be given the option to adjust your dwell time (the length of time the mouse cursor will need to be over a target until it selects it) and whether you want the dwell click countdown to be shown by a pie or a shrinking dot animation:

Screenshot of a page of the setup wizard with options to choose to choose the length of the built-in dwell click and the type of dwell animation.

‘Classic’ or ‘Precise’ Options

Whether you choose to use your own left click or the site’s built-in left click, you will then have the option to choose whether to start with ‘Classic’ or ‘Precise’ controls. Like any other options, you can change these at any point and also within games during play depending on your preference for a particular game or at a particular point in-game:

Screenshot of a page of the setup wizard with options to choose to use either the 'normal' control mode or the 'precise' control mode.

‘Classic’ controls offer larger eye gaze targets in-game, whilst ‘Precise’ controls require selecting smaller targets. For instance, in Chess the image below shows the larger targets used to control the game when using ‘Classic’ controls:

Screenshot of the Chess game using the 'Classic' eye gaze controls.
Chess with ‘Classic’ controls.

And the image below here shows the smaller targets you select when using ‘Precise’ controls:

Screenshot of the Chess game using the 'precise' eye gaze controls.
Chess with ‘Precise’ controls.

As mentioned, if you find that you would like to change your setup following this, you can open the wizard again from the wand icon in the settings menu, or change settings directly from the settings menu itself (not currently eye gaze accessible).

In addition to eye gaze, other input devices can be used to play, with plans to add more. Currently, you can play using mice and assistive mice, touch, and also using one or two accessibility switches. These can also be set up and customised through the setup wizard or the settings menu.

We hope this post has been useful in introducing Eye Gaze Games and its eye gaze controls and settings options. To try the options for yourself with your eye gaze camera or other compatible input devices, visit www.eyegazegames.com


Black Screen – If you get a blank black screen on loading the site, you may need to clear your browsers history and data, such as cookies and cache etc. Alternatively, if you don’t want to lose your browser history or data etc, you could try another browser (Google Chrome, Mozilla Firefox or Microsoft Edge all work) or try a private or ‘incognito’ mode in your browser.

Eye Gaze Not Working – Please ensure you are using some compatible Windows control software with your camera to enable you to control the mouse (see Step 1 above). The site requires this to work alongside the mouse control. Then ensure that the Setup Wizard (access this via the settings cog icon in the homepage or any game) is followed carefully and the correct options are chosen for your method of Windows control for controlling the mouse (see Step 2 above).

Latest Games Not Available – If new games or features haven’t appeared on the site for you, you may need to clear your browsers history and data such as cookies and cache etc. Alternatively if you don’t want to lose your browser history or data etc, you could try another browser (Google Chrome, Mozilla Firefox or Microsoft Edge all work) or try a private or ‘incognito’ mode in your browser.

Unable to Login – As it is important to us to not store personal information, it isn’t possible for us to retrieve login information or reset passwords unfortunately.

How to Set Up Copilot with an Xbox Adaptive Controller on the New Xbox

Close up photo of the Xbox Series S console, a standrad controller and an Xbox Adaptive Controller.
Close up photo of the Xbox Series S console, a standrad controller and an Xbox Adaptive Controller.
The Copilot process is the same for both the Xbox Series S (pictured here) and Series X.

Originally added to Xbox One and Windows 10 in 2017, Copilot is a feature that allows you to combine the inputs from two compatible controllers, so that either two people can play alongside each other to control one player in-game, or so that one person can divide their control inputs between two separate controllers to enable them to play in a more comfortable or accessible way for them, individually.

In addition to the Xbox One and Windows 10, Copilot is also available on the new Xbox consoles (Xbox Series S and Series X) released this month. The Xbox One standard controller and the Xbox Adaptive Controller (XAC) are also compatible with these new consoles and can be copiloted to be used together and/or alongside the new standard controller that has been released for these consoles.

Photo showing Xbox Series X with an XAC and Standard Controller with two Logitech switches attached to the controller labelled A and B.
The Copilot process is the same for both the Xbox Series X (pictured here) and Series S.

This post will go through the steps used to Copilot compatible controllers (including the XAC) on the new Xbox consoles.

The steps for using the using Copilot on the Xbox One and Window 10 can be found in a previous post here: https://gameaccess.info/how-to-set-up-copilot-on-xbox-one-windows-10/

Step 1

On the Xbox home screen either navigate to the Xbox Accessories app (green square with white thumb stick icon) if already on the home screen:

Screenshot ahowing Xbox home page with Xbox Accessories app highlighted.

…or navigate to ‘My games & apps’ to locate it:

Screenshot showing the My games and apps icons highlighted on the Xbox homescreen.

Step 2

Once the ‘My games & apps’ screen has loaded, navigate down to ‘Apps’:

Screenshot showing the Apps option highlighted and Apps screen loaded.

Step 3

Navigate across to the Xbox Accessories app (green square with a white thumb stick icon) and select it:

Screenshot showing the Xbox Accessories app highlighted within the Apps screen.

Step 4

A green screen with the app icon in the centre will show you are entering the app:

Screenshot showing Xbox Accessories app splash screen which is green with a thumbstick icon in the centre.

Step 5

Turn on the controllers you would like to Copilot using the Xbox button (large circular button with large ‘X’ symbol on it) on each controller:

Photo an Xbox Series S, an XAC, astandard controller and Logitech switches.

…The connected controllers will then appear in the app:

Screenshot showing a controller image within the Xbox Accessories app. An Xbox Adaptive Controller image is shown appearing at the side of the screen. A message stating 'Xbox Adaptive Controller is connected' is at the centre bottom of the screen.

Step 6

To turn on Copilot, go to one of the controllers you are using with Copliot, then navigate down to the three dots icon below and select it:

Screenshot showing an Xbox Adaptive Controller image within the Xbox Accessories app. A standard controller image is shown appearing at the side of the screen. An icon at the bottom of the screen with three dots is highlighted.

Step 7

From the options that appear, go down to ‘Turn on Copilot’ and select it:

Screenshot showing an Xbox Adaptive Controller image within the Xbox Accessories app. An Xbox Adaptive Controller image is shown  with the 'Turn on Copilot' option highlighted.

…If you have just two controllers connected, it will automatically Copilot the two controllers and the screen will change to have the option to ‘Turn off Copilot’. If you have more than two controllers connected, it will ask you to select which controller you would like to Copilot to:

Screenshot showing two standard controllers side by side with a message stating ' Select the controller that your copilot will use.'

Step 8

Now the two controllers are connected, you can leave the app to play a game or use an app:

Photo showing a screen with Sea of Thieves, an Xbox Series S, an XAC, astandard controller and Logitech switches.

…They will now remain copiloted even when the console has been turned off and on again, until you turn Copilot off by returning to the app, navigating to one of the copiloted controllers and selecting ‘Turn off Copilot’:

Screenshot showing an Xbox Adaptive Controller image within the Xbox Accessories app. An Xbox Adaptive Controller image is shown  with the 'Turn off Copilot' option highlighted.

…Alternatively, Copilot can be turned off by holding down the Xbox button on the controller until a menu appears with the option to ‘Turn off Copilot’. Navigate to this option and select it:

Screenshot showing menu that appears when Xbox button is held with Turn Off Copliot highlighted.

For more posts about the Copilot feature, you can search the site for ‘Copilot’ and for more posts on the Xbox Adaptive Controller, use the XAC tag. For posts on the Xbox console use the Xbox category.

Sea of Thieves | Additional Accessibility Updates

Screenshot showing a sloop ship at sea beyond a beach.
Screenshot showing a sloop ship just offshore beyond a beach.

Since Sea of Thieves (PEGI 12) was released in 2018 on Xbox One and Windows PC, the developers (Rare) have continued to create and add accessibility features during updates for the game.

In September and October of 2020, the 2.0.18 and 2.0.19 updates included features that reduced or removed the need for a second stick, making single stick play possible. The full release notes for the accessibility features included with these updates can be found here: 2.0.18 Release Notes and 2.0.19 Release Notes.

In this post, we will look at the updated accessibility options that relate to controlling the game. These, along with previously added accessibility features, can also be found compiled on our (updated) original post here: https://gameaccess.info/sea-of-thieves-accessibility-features/ 

2.0.18 Update:

Includes Single Stick Camera Accessibility Settings:

There are a range of settings added in the 2.0.18 update that are available to enable players to reduce or remove the need for a second analog stick. These are:

Screenshot showing 'Play with a single analogue stick' option set to 'use left stick' in the Accessibility Settings menu.
The Play with a single analogue stick option can be found in the Accessibility Settings menu and is one of the options that reduces or removes the use of a second stick to play.

Play with a Single Analogue Stick – Choose to use either the left or right stick, rather than both. With this setting set to ‘Use left stick’ for example, pushing up and down on the left stick will move you forwards and backwards as standard, but pushing left and right will turn your character rather than strafe. This option enables character movement in-game to be carried out with just one stick.

Screenshot showing 'Play with a single analogue stick' option set to 'use left stick' in the Accessibility Settings menu.
The Single Stick Camera Mode found in the Accessibility Settings menu switches the function of the single stick you are using when held or toggled and can be remapped to a different input within the Controller menu.

Single Stick Camera Mode – This option is turned on by default when ‘Play with a single analogue stick’ is selected and, when used alongside it,  it will allow you to look and aim in all directions when needed. By default this is done using a hold of LT, but this can be remapped. You can also choose to use a toggle of this input instead of a hold. When using this mode to look/aim, your character will need to stop moving. 

Screenshot showing onscreen button prompt for Raise Anchor action.
When using the Fixed Position for Interact Prompts option, button prompts will appear within the centred viewpoint area.

Fixed Position for Interact Prompts – This setting is also turned on by default when ‘Play with a single analogue stick’ is selected. With this feature you won’t need to look down or up to see and interact with certain objects, such as to load a cannon or raise the anchor, for example. The button prompt for the interaction will appear within a central viewpoint instead.

Screenshot showing 'Automatically Float in Water' option set to 'On' in the Accessibility Settings menu.
Options to Automatically Float in Water and have a Fixed position for interact prompts found in the Accessibility Settings menu can be used to compliment the single stick control option.

Automatically Float in Water – This can be turned on so that when you are in water you will stay on the surface and not need to use look up or down actions to swim back up to the surface, complimenting the single stick option. When using this option, you won’t be able to swim under the surface of the water.

Screenshot showing 'Auto Centre Camera' option set to 'On' in the accessibility menu.
Auto Centre Camera options found in the Accessibility Settings menu can be used to reduce the use of a second stick or reduce how much input is required when using a single stick.

Auto Centre Camera – This can be used to reduce the need to recenter the camera after looking up or down, to reduce the use of a second stick or to reduce how much input is required when using a single stick. When on, it will auto centre the camera to return to the horizon after an adjustable set amount of time (3.0 secs by default). You are also able to adjust the speed at which the camera moves during this centering.

Update 2.0.19:

Includes Additional Settings to Reduce the Need to Hold Inputs:

In the 2.0.19 update, as well as ‘push to talk’ action now not needing to be held, an additional ‘Auto Move’ option was added to reduce the need to hold inputs (see accessibility features added in the 2.0.5 update):

Screenshot showing climbing a ships ladder to board it.
Auto Move can be used to walk on land, swim in water or to climb ladders.

Auto Move – This action can be mapped to an available button or trigger input on the controller. When the input is used you will move forwards until the input is pressed again or the move backwards input is momentarily used, removing the need to hold an input (up on the left stick by default).

Screenshot showing the Auto Move  option unmapped by default in the Controller menu.
The Auto Move action can have an input mapped within the Controller  (or Keyboard and Mouse) menu to utilise it.

Additional Guides to the Accessibility Settings in Sea of Thieves can be found here: Accessibility Guides 

The Last of Us Part II | Motor Accessibility Options

Screenshot showing Ellie and Dina on horseback riding through a street covered with vegetation and abandoned vehicles.
The Last of Us Part II’s Motor Accessibility Options include Alternate Controls, Navigation and Traversal options, Combat Accessibility Options and a Preset.

By Joe and Bill

The Last of Us Part II (PEGI 18) is a third-person action-adventure game set in a post-apocalyptic world following a fungal infection outbreak. A sequel to 2013’s The Last of Us, you ‘experience the devastating physical and emotional consequences of Ellie’s vengeance as you embark on a relentless pursuit of those who’ve wronged her.’ Gameplay includes a mixture of stealth and face-to-face combat against both humans and ‘infected’ using both melee weapons and ranged weapons.

The game includes a wide range of accessibility features and options for Motor, Visual and Hearing accessibility which can be turned on at any point during the game, allowing players to experiment to find the right combination for them. 

In this post, we are going to look at the options related to motor accessibility such as those that affect combat accessibility, challenge difficulty and navigation/traversal. We will also look at the controls used for play, along with the alternate options available for these.

Information on Motor, Vision and Hearing accessibility can be found on the Last of Us Part II’s Accessibility page on the PlayStation website and an overview of the game can also be found on The Last of Us Part II section of the site.

Screenshot showing Ellie in a boat with the onscren prompt letting the player know that alternate boat controls are available in the accessibility options.
Alternate controls and accessibility options are promoted throughout the game.


We have grouped the range of available settings into the following sections across different pages on this post (click the titles to jump straight to a section). These are based on the different menus found within the game and in each section we will go through the options found within these menus which affect motor accessibility:

Motor Accessibility Preset (Page 2) With the wide range of individual options available, using the preset can be an approachable way for some to improve their access to the game, or act as a starting point for trying out some of the settings before customising them further in the individual settings available across the different menus. In this section we will go through the features that are changed by activating this preset such as Lock-On Aim, Auto Pick Up and Infinite Breath. We will also go into these more detail in the following sections where the different options are also available from.

Controls Menu (Page 3) Stick options, such as sensitivity and inversion/mirroring, can be adjusted to aid looking and/or aiming in-game. The Customise Controls screen can also be accessed from this menu, which allows you to remap controls, but we will look at this in the Alternate Controls menu section.

Controls List (Page 4) Whilst many controls in the game can be remapped to different inputs, here we will take a look at the default controls and go through the different actions used in different gameplay contexts.

Alternate Controls Menu (Page 5 & 6) In this section we look at the options offered for alternative controls, such as remapping options, control schemes (such as One Hand Only schemes), options for some interactions (such as holds, taps and presses) and some controls assistance options (such as aim and camera assists).

Challenge and Difficulty Menus (Page 7) In addition to choosing the overall challenge level of the game, you are able to alter individual settings for elements, such as resources (e.g. quantity and durability), enemies (e.g. speed and aggressiveness) and allies (e.g. aggressiveness and kill count). We will also go through some of the relevant Gameplay Modifiers, added in the ‘Grounded Update’ here.

Combat Accessibility Menu (Page 8) From this menu Player, Enemy and Ally settings can be altered, as well as other combat-related assists, including a slow-motion mode and an enhanced dodge option.

Navigation and Traversal Menu (Page 9) In this menu you can access optional assists that affect how you control the game, such as automatic inputs in certain sprint, jump or vaulting scenarios, can reduce or remove the controls required to complete certain actions or puzzles.

*Update Nov 2020* We have created a video to help give an overview and illustrate the settings available:

Show Transcript

The Last of Us Part II on PS4 is the

sequel to Naughty Dog’s 2013 game,

The Last of Us.

It is a third-person game set in a

post-apocalyptic world

featuring a mixture of stealth, looting, crafting,

some puzzles and violent combat against

a range of human and infected enemies.

You can tackle enemies using stealth

Takedowns, shooting

melee combat or throwable weapons.

Gameplay is varied and the controls by

default require the use of inputs across

the entire controller.

Whilst the gameplay and controls may by

default be challenging to many players,

the game includes a wide range of

accessibility features and options for

motor, visual and hearing accessibility, which

can be turned on at any point during the game.

This allows players to experiment to try

and find the right combination for them

to create a more customized challenge

and control scheme.

This video will focus on the settings

which will be described as motor related

within the game

and which affect the controls and how

they are used in-game,

as well as settings that affect gameplay

and the speed and accuracy required to play.

With a wide range of individual options

available using the preset can be an

approachable way for some to improve

their access to the game

or act as a starting point for trying

out some of the settings before

customizing them further in the

individual settings available across the

different menus.

This is offered on starting a new game

and available throughout.

Turning on the Motor Preset will enable

a range of features such as Lock-On Aim,

Auto Pickup and Infinite Breath.

We will also go into these in a bit more

detail in the following sections on the

different settings within the menus,

where individual options are also available

to be switched On or Off.

Although by default the game is

challenging, it features a range of

settings to help with this

as part of the Difficulty options.

Like choosing an Accessibility Preset,

you choose a Difficulty on starting a

new game but this can be altered during

the story.

The game frequently saves and there is

the option to restart to your most recent

checkpoint or to restart a current

encounter at any time.

There are also multiple preset

Difficulty options and options to create

a custom Difficulty.

By changing several settings. For example,

allies can help in certain combat

situations but if you would like them to

be more or less helpful,

there is the option to change their behaviour.

Another example would be to change Enemy Behaviour

which can make them more or less

accurate when shooting.

Although the game does require the

entire controller by default,

there are ways to potentially help, such

as controller remapping.

It is possible to swap some functions

around, so if reaching certain buttons is tricky

it can be a good idea to swap the

buttons that you need more immediately

to the buttons that are easier to reach.

There are several controller presets

including a right and left hand only layout,

or you can create your own.

You can also swap the stick functions around.

And change controller orientation.

In addition to altering the joystick and

controller orientation,

you can also remap actions to face

buttons, triggers,

joystick clicks, the touchpad button, the

DualShock 4’s controller touchpad swipes,

and the Dualshock 4 controller’s motion sensor.

It is worth noting that you cannot map

button presses over to stick directions

or vice versa.

And you cannot remap the D-pad actions.

Use of the D-pad is required for this game.

As some actions are grouped together and

are both activated using the same input

(such as dodge and sprint) these cannot be

remapped to two separate inputs. As such, they will

both need to be remapped as a group to

one other input.

You’re also able to adjust some camera

Settings, such as Camera Sensitivity,

choosing a setting between 1 to 10 for

both looking and aiming.

Each axis can also be altered separately

for these.

There are several options for changing

some of the in-game control mechanics.

At points in the game the player needs

to drive a boat and as standard this is

set to using the left stick to

accelerate and steer.

Alternatively, you can change it over and

use R2 to accelerate in L2 to brake or reverse.

At some points you play a guitar in game.

As standard, to strum

you swipe up or down on the PS4 touchpad.

You can swap this to left or right

swipes to the touchpad if that’s more


or not use touchpad swipes at all by

swapping it over to the Cross button.

By default, the game features a range of

situations where you might need to

either hold a button down

or tap a button multiple times quickly.

In some situations, such as if you are

grabbed by an enemy

or to open a door, you need to tap the

button multiple times.

If this is difficult you can swap this

to a button hold instead.

The same option is available for

repeated melee combos.

In instances where a hold is needed, such

as listening, sprinting

aiming, holding your breath, crafting,

swapping a weapon,

or firing a bow, there are options to

change this to a press,

or a brief press, as an alternative.

If using both joysticks at the same time

is difficult, then there is the Camera

Assist option

which means that the camera will

reorientate in the direction of your movement.

This means that you don’t have to move

the Right Stick to aim the camera whilst

also moving in-game with the Left Stick.

This can also be used if playing using a

single stick with the Flipped Whilst

Aiming option.

This allows you to use left stick for

movement with the camera following the


and then also using the left stick for

aiming when holding down the aim down

sights input.

Aiming in-game requires accuracy and so

the game also provides some Aim Assist options.

Aim Assist will pull the aiming reticle

towards the target when you use the aim action.

And it also adds some resistance when

pulling the aim reticle off of the enemy

whilst aiming.

You can adjust the strength of the

assist from 1 to 10.

There’s also the option to switch on

Lock-On Aim which will automatically

target the enemy when aiming

and will aim at the body by default.

In order to aim for the head you would

need to use the analog stick to adjust

where on the particular enemy that you

want to shoot.

You can adjust the strength of the

Lock-On from 1 to 10.

You can also apply a Lock-On setting for

throwables using the Arc Throw Lock-On option.

By default, when the weapon you are using

runs out of ammo you need to manually

swap to another weapon,

but there is the option to switch on

Auto Weapon Swap.

This means if the weapon you are using

runs out of ammo then you will

automatically swap to another holstered weapon.

If all of your holstered weapons run out

of ammo, you will need to go into your

backpack to select another weapon if you

have one.

By default to manually pick up items you

need to press Triangle.

There are often things to pick up, so if

reaching this button regularly or

tapping it multiple times is difficult,

you can set Auto Pick Up On.

You will now automatically pick up

nearby ammo and ingredients.

You will still need to manually pick up

items such as notes

and to open any cupboards or drawers

before automatically picking up items

within them.

There are multiple settings that can

help with making combat more accessible.

There are points in the game where you

can grab hold of human enemies and take

them hostage.

You can choose to stealth kill them or

use them as human shields.

By default, if you hold on to an enemy

for long enough they will start to struggle

and eventually fight their way free.

To help with this, you can switch on the

option Hostages Don’t Escape.

They will continue to struggle which

affects your aiming at other enemies,

but they will not be able to break free.

If their struggling makes aiming too

difficult, then there is the option to

turn off Weapon Swaying,

which we will look at later on.

At times, your allies will get grabbed by

enemies and they need you to help fight

the enemies off.

It is possible to switch on the option

Allies Don’t Get Grabbed,

meaning that they can automatically

escape when an enemy manages to get hold

of them.

There are certain situations in game

where this option does not apply, however.

By default, human enemies are intelligent

and will try to flank you to attack from

multiple sides.

If this is making certain aspects of the

game difficult, you can set it so that

Enemies Don’t Flank,

which means that they don’t work to

intentionally get behind your position.

Enemies by default can discover you by

spotting you visually or by the sounds

you make,

meaning that you have to be careful to

not get discovered or you will be forced

into combat.

If you find they are finding you too

Easily, you can change the setting to

Reduce Enemy Perception.

Enemies can be very accurate when

shooting at you, making combat situations


If you find they are hitting you too

Often, you can reduce their shooting accuracy.

Note that this does not affect how

accurate they are when throwing items at

you, such as explosives.

You can dodge enemy melee attacks and by

default, this would be by pressing L1 at

the correct time.

It is possible to select Enhanced Dodge,

which means that timing is less

important and your character will take

wider steps away from enemies to help

dodge more easily.

Throughout the game you have to duck

behind cover or in long grass

and can go prone to crawl or lie still

in short grass,

but enemies will often find you if they approach.

There is the option to use the Invisible

Whilst Prone feature,

meaning that you can lie still or crawl

and enemies won’t be able to see you,

even when you’re not in cover.

You can set this to a Time Limit or Unlimited.

If you aim at enemies you become visible

but if you let go of aim before shooting

they will lose sight of you again.

This option effectively means that you can

create your own cover anywhere without

needing to find somewhere to hide.

This can be particularly helpful if the

speed of the game and having to move

from cover to cover is proving to be difficult.

Just be aware that if an enemy bumps

into you, you will become visible again

and they will attack.

When aiming you will notice the reticle

sways from side to side, which can make

more precise shots challenging

especially when under attack.

It is possible to turn Weapon Sway Off.

This setting may be especially helpful

when holding enemies hostage, as when

they struggle it does make it harder to aim.

The Last of Us Part II gives you the

option to slow the gameplay down by 50 percent.

You can do this using the Slow Motion settings.

The first option allows you to set it so

that when aiming down sights, the game

goes into Slow Motion.

The second option allows you to have

Slow Motion set to Toggle.

So, when used, all gameplay elements slow down.

Throughout the game there are situations

where you need to press a button whilst

pushing forwards on the left stick:

To squeeze through small gaps, climb or

vault ledges and obstacles,

jump from a rope whilst using it to

swing to hard to reach areas,

or jump over large gaps. This can be

difficult if using the Stick and

reaching or pressing the button at the

same time is difficult.

Traversal Assistance makes some of these

situations less difficult, by reducing

the controls in each instance.

Walking into an obstacle or ledge will

make you automatically climb or

vault it.

Walking into a tight gap will make you

automatically squeeze through it

and you will also be able to jump from the

rope to the area you are trying to access,

by moving the stick and holding R1.

This option also helps with jumping over

obstacles whilst riding a horse

as it reduces the need to press a button

and move the stick at the same time.

You can also press the Cross button by

default to jump over large gaps,

without the need to use the sprint

button or the stick for a run up first.

There are some specific situations in

the game where you have to sprint

and this option will also make you

automatically Sprint when appropriate.

It will only do this in these exact

situations however, and for the majority

of the game you will need to manually Sprint.

When switched On, the Ledge Guard option

will guard against falling off ledges by

providing additional audio and vibration feedback.

It would also prevent the character from

falling from a height that would kill them.

You would not be able to move the

character off of the ledge if it’s at a

height that could kill them.

For ledges at a lower height, this

setting means that warning vibrations

through the controller and in-game

sounds will alert you if you are going

to walk off a ledge.

If you continue to move in this

direction you will fall or drop from the ledge,

if it is from a height that will not

kill them.

By default, holding down R1 puts you into

Listen Mode, where nearby enemies and allies

are highlighted.

Enhanced Listen Mode means that by

holding down R1 and then tapping Circle,

you will now scan for nearby items.

You can also increase the range of the

scan and for how long items and enemies

will remain highlighted.

This may make items easier to find and

so could reduce the amount of controls

needed for exploration to find them.

When swimming underwater in-game, your

character will eventually run out of breath.

Infinite Breath gives you the ability to

swim underwater indefinitely.

At times you will reach a puzzle that

needs to be solved to move on to the

next area.

If you are finding the puzzles difficult

to solve or that the controls for that

particular section are difficult,

then there is the Skip Puzzle option.

Once you’ve switched this option on, you

can pause the game when in the puzzle

and select skip puzzle from the menu.

As part of Navigation Assistance you can

also use an input

(L3 by default) to face the direction of

story progression.

This can reduce the amount of control

required as less exploring is needed to

find the path you need to follow.

The Last of Us Part II features a wide variety

of options, many of which may help make

the game more accessible.

It is possible to have multiple options

on at once, such as in this clip

which shows Camera Assist options, Sticks

Swapped When Aiming,

Slow Motion and Auto Lock-On all

switched on at the same time,

and left trigger is also set to Toggle

rather than Hold.

We hope this video has been helpful.

A post on the individual settings found

within the different menus can be found

on the gameaccess.info website.

Information on this and the other areas

of accessibility, such as visual and Hearing,

can be found on the PlayStation website.

If you have any questions about video

game accessibility, then please contact SpecialEffect.

Introduction (0:00), Motor Accessibility Preset (1:16), Challenge & Difficulty (2:01) Controls Options (2:53), Alternate Controls (4:30), Combat Accessibility (8:20), Navigation & Traversal (12:10).

Click the page numbers below to navigate or use the contents section titles above to visit a particular section.

How to Use an Alternative Wireless Controller

A photo of a Titan Two in the centre of the image connected to a PlayStation 4 console. The er is a PlayStation Dualshock 4 and an Xbox One Controller wither side of it.


At SpecialEffect we often work with people who benefit from using a particular controller, or combination of controllers, on their console. One of the devices we use to allow us to do this is the Titan Two adapter. For instance, we may work with someone to help them access their PlayStation 4 console with an Xbox One Controller or their Xbox One console with their PlayStation 4 controller. We also use the Titan Two this way to use either of these controllers on Nintendo Switch.

Equally, we may work with someone who benefits from using two or more controllers in combination, either with different parts of their body, or alongside someone else sharing the controls. The Titan Two can also enable you to do this with up to two compatible controllers wirelessly, when used with the Titan Expansion Kit. So you could have up to four controllers connected for use by one player, with two controllers connected wirelessly and the other two wired. For a comprehensive list of compatible controllers, please visit the Titan Two Compatibility Table.

In this post, we are going to demonstrate how we set this up using the latest model of the Titan Two which has an updated case. For a guide on how to do this with the previous model, please see our original post here: How to Use Multiple Controllers Using a Titan Two Adapter.

How to Set Up

The Titan Expansion Kit includes a Bluetooth Module and a Micro SD Card for storing the bluetooth files. These need to be inserted into the Titan Two device.

Step 1. Remove the casing of the Titan Two, by unscrewing the four screws accessed by the back of the device:

Step 2. Remove the board from the from the Titan Two’s case and connect the Bluetooth module to it using the board-to-board connectors. Once attached, put the connected boards into the case and screw it back together.

Photo showing the bluettoth module being connected to the board of the Titan Two.

Step 3. Insert the Micro SD Card into the slot on the Titan Two:

Step 4. To install the bluetooth files to the Titan Two Micro SD Card, visit the Titan Two website and download Gtuner IV:

Step 5. Once installed, open the Gtuner IV software and connect your Titan Two via USB to a PC using the ‘Prog’ port on the back of the Titan Two. Go to ‘Device Configuration’ (bottom right of screen) in Gtuner IV and then select ‘Configure’:

Step 6. Once configured, you can either remove the Titan Two to pair your controllers via your console or stay connected and pair them via the Gtuner IV software. To connect your controllers via the PC, select ‘Wireless Bluetooth Paring’. This will allow you to pair controllers for the next 20 seconds.

Alternatively, you can start the pairing process by connecting the Titan Two to your console via USB using the ‘Output’ port on the back of the Titan Two and holding the button to the right of the LED screen with the down arrow underneath it for approximately 2.5 seconds.

Step 7. Whichever way you start the pairing process, each type of compatible controller will require a different combination of buttons to be pressed to connect. For example, to connect a PlayStation Dualshock 4 controller, you hold the ‘PS Home’ button and the ‘Share’ button on the controller at the same time until the LEDs on the Dualshock 4 flash. You will need the Titan Two to be in pairing mode at the same time to connect.

To pair a standard Xbox One controller, hold the ‘Guide’ button and the ‘Sync’ button on top of the Xbox One controller to start pairing. Make sure the Titan Two is also in pairing mode.

Please note when pairing an Xbox One controller, no other controllers can be connected to the TITAN Two via Bluetooth. Once the Xbox One Controller is connected, you can then reconnect the other Bluetooth controller:

Photo showing the Sync button being pressed on an Xbox One controller with the Titan Two in the background.

Step 8. Once you have connected your controllers, if you haven’t connected the Titan Two to your console already, you can now connect it using a USB connection via the ‘Output’ port on the back of the Titan Two. Please note, if using a PlayStation 4 console, you will need an Official PlayStation Dualshock 4 controller (or alternative compatible licenced PS4 controller) connected (either wired or wirelessly) at all times to verify and authorise it, even if you are not going to use it to control with.

With an Xbox One console, we plug in an Xbox One controller to initally verify it for authorisation. This can then be removed if not required. The Titan Two will flash ‘AU’ on the LED screen if it requires authorisation from a controller:

Photo showing an Xbox One and PS4 controller either side of an Titan Two lit up with an 0 on the LED screen.

Once set up, you can turn on the controller once the console is powered on and the Titan Two is powered. To do this press the standard button as normal on your controller (e.g. Guide button on Xbox One, PS Home button on PS4 and Home button on Nintendo Switch Pro Controller.

If the controllers are at any point paired directly with a console, they will need to be re-paired with the Titan Two.

We hope that this guide has been useful. More information can be found on the site on how the Titan Two can be used to aid access to video games using the Titan Two tag.

Moving Out | Controls Walkthrough Video

Show Transcript

Here at SpecialEffect we’re always looking for games that have accessibility featuresthat help with controlling the game.

Moving out has an Assist Mode which has several options which could potentially make the game more accessible for many players and in this video we’re going to have a look at these.

The game is described by the developer as a “ridiculous physics-based moving simulator” and it can be played both solo and two-player.

The aim is to get the items out of the home and into the removal van within the time limit and there are also some optional objectives that you can choose to complete.

Moving Out is available for PC, Nintendo Switch, Xbox One and PS4 and in this video we’ll be focusing on the console versions of the game.

We will be looking at the PS4 version of the game but the controls use corresponding buttons for all consoles when using a gamepad.

First of all, let’s have a look at the default controls.

On all consoles Left Stick is for Play and Movement.

Cross is for Jump. That’s A on Xbox, B on Nintendo Switch.

L2 or R2 are used to Grab items. This is how you pick up any household goods that need to go into the van.

As standard you need to hold the button for the duration that you wish to hold the item. That would be Left Trigger or Right Trigger on Xbox One, ZL or ZR on Nintendo Switch.

Square is to Throw an item you are carrying or Slap if you aren’t currently carrying an item.

To Throw, by default, you hold onto the button aim with the Left Stick and then let go of the button to Throw the item. That would be X on Xbox and Y on Nintendo Switch.

Triangle is used to get Hints to appear on the screen. This will show you which itemsyou need to put into the van as not everything in the house needs to be packed up.

By default if you are playing cooperatively with another player pressing the Hint button will also show how many people you need to move that item. That would be Y on Xbox, X on Nintendo Switch.

For all consoles each of the four D-pad directional buttons will control a different emote.

Once you have completed the first mission you go to the World Map where jobs are highlighted.

You navigate this map by driving the van which we do with the Left Stick. Press Cross to select the job that you would like to do. That’s A on Xbox, A on Nintendo Switch.

You can pick your Controller Layout by pausing the game and going to Settings and then Controls.

There are three other Control Layouts to choose from including a Left-Handed Mode and a Right-Handed Mode which move the majority of controls over to the relevant side of the controller.

You can also choose two Toggle options for Grab and Throw. You can choose to have either or both of these sets either Hold or Toggle. Toggle Grab means that you must tap the button once to grab onto the item, tap it again to let go. Toggle Throw means that you tap the button once to start the throwing process which means you can aim without having to hold. Tap the button again to throw.

The PC version of the game features remappable keyboard controls. However, there is not the option to remap a controller on console.

You can use the Accessibility Settings on your console to remap your controller on PS4, Xbox One and Nintendo Switch. But this will not be contextual and any on-screen prompts will not change in line with the layout that you have created.

Assist Mode features a variety of options that you use to aid gameplay.

You can start with Assist Mode switched on or off at the very beginning of the game. If you start with it off but wish to switch it on at any point you will have to quit to the Main Menu. You can then switch Assist Mode on and continue your game. You will lose progress for the specific level if you quit part way through but you don’t have to restart the entire game. You can simply go back to the level you quit on and start it again with Assist Mode enabled.

Once Assist Mode is enabled you can choose which assists you want on. If you decide half way through a level that you would like to switch certain assists on or off you will have to restart that particular level.

Here are all of the included assists.

Long Time Limits: Each job has a time limit. However, by switching this option on you will get a longer time period.

Objects Disappear on Delivery: as standard, when you put items into the van the item will stay in the place that you put it. When stacking other items around it the van becomes quite full and items can also fall out of the van. This means it can take up more time trying to out them back in and trying to rearrange the van to fit everything in.

If stacking the van becomes difficult you can choose to make Objects Disappear on Delivery.

This means that once you have put the item into the van it will vanish meaning that you have plenty of space for the rest of the delivery as well. Items will not fall back out of the van once you have this option on.

Reduced Difficulty: this option removes any dangers within the level and also reduces any slow-down elements. An example would be that it removes traps that can be scattered around the level to slow you down and also there’ll be less traffic if you need to cross the road.

Enemies will also be slower when chasing you and will stay stunned for longer after you have slapped them.

Skip Level on Fail: if you don’t manage to successfully complete a particular level and would rather not keep trying you can choose to skip the level entirely.

Lighter Two-Player Items: when playing in two-player bigger items such as beds and sofasare heavier to lift and will require two people to move them. This is not the case in solo where you can lift each item on your own. Selecting this option means that objects are also light enough for one person to move them when playing in Two-Player Mode also.

Many thanks for watching this video.

If there’s anything that we can do to help with making gaming more accessible

then please do get in touch.

This Controls Walkthrough, which was filmed from home with SpecialEffect OT Joe, takes a look at Moving Out (PEGI 3) and it’s gamepad controls and ‘Assist Mode’ options.
An accompanying post can be found here: https://gameaccess.info/moving-out-controls-options/
Video by Cara Jessop
Music: ‘I Am Not Electro’ & ‘Together We Are’ by DANSHA ‘Hidden Cam’ by Young Rich Pixies