PS5 Accessibility Feature Tags | PlayStation Store

Found on the PlayStation Store on PlayStation 5 consoles, ‘Accessibility Tags’ offer additional information on the store page of select games, regarding the accessibility features in that game. These features may have been built into the game design by default, or available as optional settings. The tags do not currently appear on the store page when accessed from a browser, for instance on PC or a mobile device, or the PlayStation App.

Subdivided into six categories, there are over 50 possible tags ranging from subtitles and audiovisual aids, to remapping, and even features that may help during online competitive play.

Accessibility Tag Categories

  • Visuals
  • Audio
  • Subtitles and Captions
  • Controls
  • Gameplay
  • Online Communication

For the purposes of this article, we will only be expanding upon the categories relevant to motor accessibility. 


Do all games have accessibility tags?

Not all games offer accessibility tags as the game developers themselves must opt in to having them as part of their online storefront information.

As such, the accessibility tags feature is not a comprehensive list of accessibility feature-rich games offered via the PS5 store. However, accessibility tags may be helpful in quickly identifying the features offered by certain games.

For a more comprehensive list of games offering accessibility features, Sony offer a curated list of games on their website called their accessibility collection (image above). Within this list, however, the games do not include information on the included features, or display the accessibility tags.

Screenshot of the Accessibility in PlayStation Games on the PlayStation and Accessibility page on the PlayStation website. It shows the first games on the list of included games.



A similar list that does link out to more information on the accessibility features the games include, can be found on the ‘PlayStation and Accessibility‘ page of the PlayStation website (image above). Again, the accompanying information does not show the accessibility tags, which are restricted for use on the PlayStation Store for PlayStation 5, but you can select ‘Learn More’ under each game to access information on the accessibility features in a particular game.


How to access the Accessibility Tags

While navigating the PlayStation 5 Store page you can select a game, then, in the information panel on the right-hand side, you can see if that game offers any accessibility features. You may select the panel, followed by ‘Accessibility Features’ to view a breakdown of that game’s tags:

Alternatively, you can press the triangle button when you are on a games store page to jump directly to the accessibility tags menu if the game is listed as having accessibility features.


Controls Category

Rise of the Ronin Accessibility Features section of its store page, showing the 'Controls' category screen and a list of the tags the game has had applied to it.

If a game offers accessibility features that modify the way a game is controlled, for example, remapping, swapping stick functionality, or if the game is playable without button holds, it will be listed under the Controls section.

The category consists of an unknown number of possible tags, with new ones potentially being added. Currently, the commonly tagged features include the following:

  • Controller Remapping
  • Playable without Button Holds
  • Playable without Rapid Button Presses
  • Playable without Simultaneous Inputs
  • Playable without Motion Controls
  • Adjustable Stick Sensitivity
  • Adjustable Stick Inversion
  • Playable without Controller Vibration
  • Playable without Adaptive Trigger Effect

Depending on how in-depth the accessibility features offered in a category are, the category can also have the sub-bracket of either (Basic) or (Advanced), as shown in the image above.


Gameplay Category

EA Sports FC 24 Accessibility Features section, section of its store page, showing the 'Gameplay' category screen and a list of the tags the game has had applied to it.

Some games may offer accessibility features that either modify the way a game is played or offer features that may be helpful for players with motor difficulties. Some examples of modified gameplay might be the ability to adjust the player’s health and power, or simplify certain game aspects such as puzzles or quick time events.

Additional potentially helpful features listed may include game features, such as training modes, tutorials, or non-combat areas. These accessibility features, alongside those similar in nature, can be found in the Gameplay tab of the game’s accessibility tags.

Recurring tagged features include:

  • Practice Mode
  • Tutorial Reminders
  • Control Reminders
  • Adjustable Difficulty
  • Skippable Puzzles
  • Simplified Quick Time Events
  • Adjustable Game Speed
  • Game Pausing
  • Manual Saving

As with the Controls category, the Gameplay category also has several features subdivided into ‘(Basic)‘ and ‘(Advanced)‘, such as Adjustable Difficulty (Advanced)’ or ‘Game Speed (Advanced)’:

Screenshot of the Rise of the Ronin Controls Accessibility Features screen, with the 'Adjustable Stick Inversion (Advanced)' accessibility feature tag highlighted.

We hope that this article has been a useful introduction to the PlayStation Store’s accessibility tags. For information on the accessibility tags on Xbox, please see our post on Game Accessibility Feature Tags for Microsoft Store, here: https://gameaccess.info/game-accessibility-feature-tags-on-microsoft-store-for-xbox-motor-accessibility-video/

For more information on motor accessibility within PlayStation games, you can combine our own ‘Accessibility Feature’ tag with the ‘PlayStation’ category on the GameAccess site, or by clicking, here: Accessibility Feature x PlayStation

And, finally, for information on controllers for PlayStation consoles, you can combine the ‘Equipment’ and ‘PlayStation’ categories on the GameAccess homepage or by clicking here: Equipment x PlayStation


Street Fighter 6 | Motor Accessibility Video

Transcript

In this video, we will be looking at the motor accessibility options available in Street Fighter 6 [PEGI 12]. Street Fighter 6 is a 2D fighting game available on PlayStation 4 and 5, Xbox Series S and X, as well as PC.

We will be looking at the differences between the Modern, Dynamic, and Classic control schemes. The Modern and Dynamic options modify and automate certain control actions within the game, such as performing combos and special moves. This results in the potential to remove the need for simultaneous button and joystick inputs, reduce the complexity of joystick motions or to reduce the number of inputs required to play the game.

We will also look at the various remapping settings, which allow you to customise most of the game’s inputs, along with other potentially helpful settings such as Negative Edge.

Control Schemes

Street Fighter 6 is what’s known as a traditional six-button fighting game, where you use combinations of light, medium, and heavy punches and kicks alongside directional inputs from the D-pad or joystick to whittle your opponent’s health down to zero and win the round.

The Classic Controls scheme offers a traditional method of access, where a player would typically perform synchronous motions and inputs, for example, moving the joystick a quarter circle turn forwards and then pressing a button. This can be challenging for players who find synchronous movements or tight timing windows difficult. The Classic Control method is available in both online and offline multiplayer.

If Classic Controls are proving challenging, Street Fighter 6 offers two other control schemes: Modern Controls and Dynamic Controls.

Modern Controls

Modern Controls is a control scheme new to Street Fighter 6. This modifies the controls from the classic six buttons and complex joystick inputs to eight buttons. This removes the need for complicated joystick motions.

The reason for the extra buttons is that some special moves that previously required multiple button inputs or complicated joystick motions have now been moved to their own dedicated button.

Throw, which normally requires two face buttons to be pressed simultaneously, can now be performed with a single press of the Left Trigger.

Drive Impact, a new special move introduced to Street Fighter 6, received the same treatment. This goes from multiple inputs required to a single press of the Left Bumper.

Drive Parry, a special form of blocking unique to Street Fighter 6, also receives its own button. This is now triggered by a single press of the Right Bumper.

Finally, Modern Controls adds an entirely new button to the control scheme called the Assist button, which can be triggered by holding down the Right Trigger and pressing a face button simultaneously. Whilst this does add a simultaneous input to the control scheme, using the Assist button in tandem with the now four fighting Move buttons, Light, Medium, Heavy, and Special, will perform an auto combo, with the medium and heavy auto combos ending in super moves. So, whilst adding one extra button, it removes the need to perform multiple complex strings of motion and button inputs. This can be helpful to players who struggle to string combos together.

Speaking of the assisted combos, it is worth noting a couple of things:

Firstly, while using Modern Controls you will not have access to all of your character’s moves. However, many of the special moves can still be inputted using the Classic Control method. So, if you’re able to perform some of, but not all of, the inputs, the Modern Control scheme may be a better fit for you.

Secondly, for the purposes of preserving online competitive integrity, the assisted special moves of Modern Controls will deal 20% less damage than their Classic Control counterparts. Whilst noticeable, many players have found success both online and in local competitive play to the highest ranks using Modern Controls. This damage reduction only applies to the special moves performed by the auto combo feature. Inputting the Classic Control motion inputs for a special move will not incur the 20% damage reduction.

Modern Controls are available in both online and offline multiplayer.

Dynamic Controls

Dynamic Controls is the third and final control scheme offered by Street Fighter 6. This offers a heavily assisted and greatly simplified access method. This reduces the required inputs down to just three buttons and a joystick.

Many of the other buttons remain from modern controls, such as throw and drive parry on the bumper buttons. However, with the assistance Dynamic Controls provide, they are not necessarily needed to have a good time.

So how do Dynamic Controls work?

Dynamic Controls use AI to assist the player in most aspects of fighting gameplay.

With a single press of either the Light, Medium, or Heavy buttons, your character will perform an entire combo, including special moves.

The Dynamic Control AI will also factor in your distance from the opponent and will perform a move or combo appropriately.

For example, while playing the character Ryu, if you perform a Light attack at close range, you will get a short combo. However, pressing the same button at medium to long range will perform Ryu’s famous hadouken fireball.

The same holds true for both Medium and Heavy attack buttons.

Dynamic Controls are not available to use in online multiplayer. However, they can be used in single player modes such as Arcade Story and Local Versus mode.

 Button Remapping and Player Profiles

Street Fighter 6 offers an interesting mix of remapping options, which can be found in the Settings menu under the Controls tab.

The first thing you are likely to notice is that the Controls menu is subdivided into different categories for different types of gameplay.

There are three main sections:

  1. Overworld Control Settings: This allows players to remap how they control their characters in the overworld of the World Tour and Battle Hub modes of the game.
  • Avatar Battle Control Type: Within the Battle Hub online multiplayer section of the game, it is possible to fight other players’ avatars in the central ring. This setting lets you choose if you wish to use either the Modern or Classic Controls schemes.
  • Player 1 and 2 Control Settings: This allows you to assign separate control set-ups and remapping to players 1 and 2 independently. If you are playing regularly with someone else in person, say a family member or friend, you can both save preferences that suit you, which the game will remember.

Inside the Player Control Settings menu, you will find the following:

  • Control Type: This is where you can choose between Classic, Modern, and Dynamic Control types mentioned previously.
  • Button Preset: Street Fighter 6 lets you save five separate button profiles per player per Control Type for a total of 15 profiles. This enables family and friends to set up a control scheme that works for them. So, if your brother likes playing with the Dynamic controls with the A and X buttons swapped around, but your friend likes playing with the Modern controls and just the default layout, they can each save their own button profiles which can easily be swapped between at any time. This setting can also be useful if you find having the buttons mapped a certain way or playing with a certain control scheme for certain characters easier. You may wish to do this if you find certain characters’ special moves harder to perform than others. You can also name each preset to help you keep track.
  • Button Release Input: otherwise known as Negative Edge, is a setting found in some fighting games which will modify when the game will read your inputs. With the setting turned Off the game will read a single press of the button as a single input. If the setting is turned On the game will now read pressing and releasing the button as two separate instances of activating the input. This setting may be helpful if you find repeated button presses difficult.

Edit Control Mapping

Under Edit Control Mapping you can choose which controller buttons trigger which in-game actions. For example, if you prefer to have heavy punch as the A button, simply hover over the heavy punch option and press A. The game will swap the two actions around. Whatever used to be on A – in this case light kick – will now be triggered by the right bumper, and whatever used to be triggered by the right bumper, heavy punch, will now be triggered by pressing A. It is worth noting you cannot remap the joystick and movement options. You can only remap the inputs required to perform combat actions such as punching and kicking.

Edit Control Mapping works in tandem with the Button Preset and Control Type options.

This can get a little confusing, so I’ll do my best to explain.

To sum up, there are three Control Types. Each one allows you to have five customised profiles. Five for Classsic, five for Modern, and five for Dynamic, for a total of 15 possible customised button profiles per player.

There is also a Test option, that allows you to check everything is in its proper place and working.

Adjustable Deadzones

Under the Controls heading in the Options menu, you can select Other Input Settings. This adjusts the deadzone of the left and right sticks independently. A deadzone simply adjusts how far you need to move the joystick in order for the game to register that movement as an action. For example, if you find small movements easier, you can set the deadzone to be very low, so that you only need to move the joystick a little bit to make your character move. The same applies vice versa for those who wish the joystick to not be triggered so easily. You can set the deadzone number to be higher. This may be helpful for individuals with tremors or involuntary movements. This setting doesn’t work for fights. It’s mainly used to help you navigate the open world of World Tour and the Battle Hub modes.

Offline Difficulty Options

Available only in select offline game modes, Street Fighter 6 offers a variety of ways to modify the game’s difficulty.

In Versus mode, both against players and the CPU, in the Character Select screen, you can press the right bumper to access the Advantage menu. This enables you to increase your own power through five intervals represented by stars. These advantage stars increase the damage you deal, the amount of SA Gauge you start with, traditionally known as a Super Meter, alongside increasing health regeneration rates, and decreasing your drive meter consumption. This system may be helpful in providing an equal playing field between players of differing abilities.

Arcade Story Mode: This does not offer the Advantage system. However, it does offer a traditional difficulty selection, ranging from easiest to hardest.

If you’re a game developer interested in more video examples of how other developers have increased the motor accessibility of their games, such as the features covered in this video, please visit the SpecialEffect DevKit at specialeffectdevkit.info.  

For instance, to see how other developers have offered alternative actions for players, as the Modern controls in Street Fighter 6 do, you can visit module 7.2 in the DevKit under the ‘Simplification’ section.

For further examples of games that enable the player to reduce the amount of inputs required by predicting the actions they wish to perform, similar to the Dynamic controls found in Street Fighter 6, please visit module 7.5 of the SpecialEffect DevKit which covers Action Predictions.

In this video, we will be looking at the motor accessibility options available in Street Fighter 6 [PEGI 12]. Street Fighter 6 is a 2D fighting game available on PlayStation 4 and 5, Xbox Series S and X, as well as PC.

We will be looking at the differences between the Modern, Dynamic, and Classic control schemes. The Modern and Dynamic options modify and automate certain control actions within the game, such as performing combos and special moves. This results in the potential to remove the need for simultaneous button and joystick inputs, reduce the complexity of joystick motions or to reduce the number of inputs required to play the game.

We will also look at the various remapping settings, which allow you to customise most of the game’s inputs, along with other potentially helpful settings such as Negative Edge.

Control Schemes

Street Fighter 6 is what’s known as a traditional six-button fighting game, where you use combinations of light, medium, and heavy punches and kicks alongside directional inputs from the D-pad or joystick to whittle your opponent’s health down to zero and win the round.

The Classic Controls scheme offers a traditional method of access, where a player would typically perform synchronous motions and inputs, for example, moving the joystick a quarter circle turn forwards and then pressing a button. This can be challenging for players who find synchronous movements or tight timing windows difficult. The Classic Control method is available in both online and offline multiplayer.

If Classic Controls are proving challenging, Street Fighter 6 offers two other control schemes: Modern Controls and Dynamic Controls.

Modern Controls

Modern Controls is a control scheme new to Street Fighter 6. This modifies the controls from the classic six buttons and complex joystick inputs to eight buttons. This removes the need for complicated joystick motions.

The reason for the extra buttons is that some special moves that previously required multiple button inputs or complicated joystick motions have now been moved to their own dedicated button.

Throw, which normally requires two face buttons to be pressed simultaneously, can now be performed with a single press of the Left Trigger.

Drive Impact, a new special move introduced to Street Fighter 6, received the same treatment. This goes from multiple inputs required to a single press of the Left Bumper.

Drive Parry, a special form of blocking unique to Street Fighter 6, also receives its own button. This is now triggered by a single press of the Right Bumper.

Finally, Modern Controls adds an entirely new button to the control scheme called the Assist button, which can be triggered by holding down the Right Trigger and pressing a face button simultaneously. Whilst this does add a simultaneous input to the control scheme, using the Assist button in tandem with the now four fighting Move buttons, Light, Medium, Heavy, and Special, will perform an auto combo, with the medium and heavy auto combos ending in super moves. So, whilst adding one extra button, it removes the need to perform multiple complex strings of motion and button inputs. This can be helpful to players who struggle to string combos together.

Speaking of the assisted combos, it is worth noting a couple of things:

Firstly, while using Modern Controls you will not have access to all of your character’s moves. However, many of the special moves can still be inputted using the Classic Control method. So, if you’re able to perform some of, but not all of, the inputs, the Modern Control scheme may be a better fit for you.

Secondly, for the purposes of preserving online competitive integrity, the assisted special moves of Modern Controls will deal 20% less damage than their Classic Control counterparts. Whilst noticeable, many players have found success both online and in local competitive play to the highest ranks using Modern Controls. This damage reduction only applies to the special moves performed by the auto combo feature. Inputting the Classic Control motion inputs for a special move will not incur the 20% damage reduction.

Modern Controls are available in both online and offline multiplayer.

Dynamic Controls

Dynamic Controls is the third and final control scheme offered by Street Fighter 6. This offers a heavily assisted and greatly simplified access method. This reduces the required inputs down to just three buttons and a joystick.

Many of the other buttons remain from modern controls, such as throw and drive parry on the bumper buttons. However, with the assistance Dynamic Controls provide, they are not necessarily needed to have a good time.

So how do Dynamic Controls work?

Dynamic Controls use AI to assist the player in most aspects of fighting gameplay.

With a single press of either the Light, Medium, or Heavy buttons, your character will perform an entire combo, including special moves.

The Dynamic Control AI will also factor in your distance from the opponent and will perform a move or combo appropriately.

For example, while playing the character Ryu, if you perform a Light attack at close range, you will get a short combo. However, pressing the same button at medium to long range will perform Ryu’s famous hadouken fireball.

The same holds true for both Medium and Heavy attack buttons.

Dynamic Controls are not available to use in online multiplayer. However, they can be used in single player modes such as Arcade Story and Local Versus mode.

 Button Remapping and Player Profiles

Street Fighter 6 offers an interesting mix of remapping options, which can be found in the Settings menu under the Controls tab.

The first thing you are likely to notice is that the Controls menu is subdivided into different categories for different types of gameplay.

There are three main sections:

  1. Overworld Control Settings: This allows players to remap how they control their characters in the overworld of the World Tour and Battle Hub modes of the game.
  • Avatar Battle Control Type: Within the Battle Hub online multiplayer section of the game, it is possible to fight other players’ avatars in the central ring. This setting lets you choose if you wish to use either the Modern or Classic Controls schemes.
  • Player 1 and 2 Control Settings: This allows you to assign separate control set-ups and remapping to players 1 and 2 independently. If you are playing regularly with someone else in person, say a family member or friend, you can both save preferences that suit you, which the game will remember.

Inside the Player Control Settings menu, you will find the following:

  • Control Type: This is where you can choose between Classic, Modern, and Dynamic Control types mentioned previously.
  • Button Preset: Street Fighter 6 lets you save five separate button profiles per player per Control Type for a total of 15 profiles. This enables family and friends to set up a control scheme that works for them. So, if your brother likes playing with the Dynamic controls with the A and X buttons swapped around, but your friend likes playing with the Modern controls and just the default layout, they can each save their own button profiles which can easily be swapped between at any time. This setting can also be useful if you find having the buttons mapped a certain way or playing with a certain control scheme for certain characters easier. You may wish to do this if you find certain characters’ special moves harder to perform than others. You can also name each preset to help you keep track.
  • Button Release Input: otherwise known as Negative Edge, is a setting found in some fighting games which will modify when the game will read your inputs. With the setting turned Off the game will read a single press of the button as a single input. If the setting is turned On the game will now read pressing and releasing the button as two separate instances of activating the input. This setting may be helpful if you find repeated button presses difficult.

Edit Control Mapping

Under Edit Control Mapping you can choose which controller buttons trigger which in-game actions. For example, if you prefer to have heavy punch as the A button, simply hover over the heavy punch option and press A. The game will swap the two actions around. Whatever used to be on A – in this case light kick – will now be triggered by the right bumper, and whatever used to be triggered by the right bumper, heavy punch, will now be triggered by pressing A. It is worth noting you cannot remap the joystick and movement options. You can only remap the inputs required to perform combat actions such as punching and kicking.

Edit Control Mapping works in tandem with the Button Preset and Control Type options.

This can get a little confusing, so I’ll do my best to explain.

To sum up, there are three Control Types. Each one allows you to have five customised profiles. Five for Classsic, five for Modern, and five for Dynamic, for a total of 15 possible customised button profiles per player.

There is also a Test option, that allows you to check everything is in its proper place and working.

Adjustable Deadzones

Under the Controls heading in the Options menu, you can select Other Input Settings. This adjusts the deadzone of the left and right sticks independently. A deadzone simply adjusts how far you need to move the joystick in order for the game to register that movement as an action. For example, if you find small movements easier, you can set the deadzone to be very low, so that you only need to move the joystick a little bit to make your character move. The same applies vice versa for those who wish the joystick to not be triggered so easily. You can set the deadzone number to be higher. This may be helpful for individuals with tremors or involuntary movements. This setting doesn’t work for fights. It’s mainly used to help you navigate the open world of World Tour and the Battle Hub modes.

Offline Difficulty Options

Available only in select offline game modes, Street Fighter 6 offers a variety of ways to modify the game’s difficulty.

In Versus mode, both against players and the CPU, in the Character Select screen, you can press the right bumper to access the Advantage menu. This enables you to increase your own power through five intervals represented by stars. These advantage stars increase the damage you deal, the amount of SA Gauge you start with, traditionally known as a Super Meter, alongside increasing health regeneration rates, and decreasing your drive meter consumption. This system may be helpful in providing an equal playing field between players of differing abilities.

Arcade Story Mode: This does not offer the Advantage system. However, it does offer a traditional difficulty selection, ranging from easiest to hardest.

If you’re a game developer interested in more video examples of how other developers have increased the motor accessibility of their games, such as the features covered in this video, please visit the SpecialEffect DevKit at specialeffectdevkit.info.  

For instance, to see how other developers have offered alternative actions for players, as the Modern controls in Street Fighter 6 do, you can visit module 7.2 in the DevKit under the ‘Simplification’ section.

For further examples of games that enable the player to reduce the amount of inputs required by predicting the actions they wish to perform, similar to the Dynamic controls found in Street Fighter 6, please visit module 7.5 of the SpecialEffect DevKit which covers Action Predictions.


Street Fighter 6 [PEGI 12] is the latest instalment in the Street Fighter franchise as of 2024. Take to the streets and customise your own fighter in World Tour Mode, or jump into multiplayer and battle it out with your friends.

In this video we will be looking at the options available that are related to motor accessibility, such as Modern and Dynamic controls, which modify and automate certain control actions within the game, such as performing combos and special moves. This results in the potential to remove the need for simultaneous button and joystick inputs, reduce the complexity of joystick motions or to reduce the number of inputs required to play the game.

We will also look at the various remapping settings, which allow you to customise most of the game’s inputs, along with other potentially helpful settings such as long pause and negative edge.

Timestamps:

0:00 | Intro

0:46 | Control Schemes

1:09 | Classic Controls

1:38 | Modern Controls

4:13 | Dynamic Controls

5:40 | Button Remapping and Player Profiles

6:00 | Overworld Control Settings

6:10 | Avatar Battle Control Type

6:25 | Player 1 & 2 Control Settings

7:47 | Button Release Input

8:17 | Edit Control Mapping

9:30 | Adjustable Deadzones

10:23 | Offline Difficulty Options

The information in this video is correct to the best of our knowledge at the time of publishing (May 2024).


SpecialEffect’s Developer Resource:

SpecialEffect DevKit logo

For video examples of how developers have improved the motor accessibility of their specific games, please visit https://specialeffectdevkit.info/

For instance, more examples of games offering players alternative actions like the ‘Modern Controls’ option does in Street Fighter 6, can be found in the Simplification topic in module 7.2 .

Whilst in module 7.5, you can find examples of how games have used action predictions in a similar way that Street Fighter 6’s ‘Dynamic Controls’ do.


Video by Tom Williams 

Music: WEARETHEGOOD: Feel So Good 71, Omri Smader: Tulips and Tomas Novoa: Vuelta al Sol

Voice Control Series: A Beginner’s Guide to Using Voice Controls for Gaming

Screen shot of Minecraft being used with voice control

Please use the YouTube player controls to navigate through the series. A transcript for each video can be found on YouTube. 

This voice control series was made possible thanks to the knowledge and insight of the Voiced Gaming YouTube channel. 

In this voice control series we hope to consolidate the many years of experience in voice control by Voiced Gaming and ourselves into a beginner-friendly tutorial series. The tutorials in this series are aimed at being a helpful resource for new and intermediate voice control users. For more advanced techniques please consider visiting the Voiced Gaming YouTube Channel: 

https://www.youtube.com/c/VoicedGaming

Some players with clear speaking voices may be considering the possibility of using voice controls as their access method. However, they may not necessarily know where to start. 

The SpecialEffect YouTube channel now hosts a voice control video series, consisting of 16 individual videos that aim to assist newcomers to voice controls. You should not need any prior experience or knowledge of voice controls in order to begin this series. 

The voice control series is split into several episodes, with some further broken up into smaller parts, with each episode focusing on a particular aspect of voice controls. 

Within this article you can find: 


Episodes

Episode 1 – Expectations & EquipmentEpisode 4 – Helpful Tips to Increase Quality
Episode 2 – Setting Up for PCEpisode 5 – How to Set Up & Use GAVPI
Episode 3 – Setting Up for ConsoleEpisode 6 – How to Set Up & Use VoiceAttack

Episode 1: Expectations & Equipment

In this episode we talk a new user through the equipment they will need to set up voice controls for both PC and console use. We also discuss some of the benefits and drawbacks of using voice as an input device. Hopefully this episode will aid a beginner in deciding if voice control may be suitable for them to try. 


Episode 2: Setting Up for PC

Episode 2 guides a beginner through the physical set-up of equipment needed to use voice controls on a PC. Please note, episode 2 focuses on explaining the setting up of equipment and software only and does not provide information on creating voice control profiles as this will be covered in episodes 5 & 6. Jump down to Download Links for relevant resources.


Episode 3: Setting Up for Console


Episode 3 guides a beginner through setting up voice controls for use on consoles via a PC. It is important to note that while some of the steps are the same as PC, voice control use on consoles requires additional equipment and software. The additional equipment needed is: 

  • 1 x Titan Two adapter – to connect the PC to the console and convert PC inputs into console inputs.
  • G-Tuner IV Software – to load and run the necessary profiles needed to set up the Titan Two.
  • 3 x Micro USB cables – to connect everything together.

Jump down to Download Links for relevant resources.


Episode 4: Tips for Using Voice Control

Episode 4 focuses on explaining some potentially helpful tips that may improve the quality of your voice control experience. For example, some tips include how to train your PC to recognise your speech, and what to do if your voice controls regularly mishear certain words. 


Episode 5: How to Set Up & Use GAVPI

Episode 5 focuses on guiding a beginner through the early stages of using the free voice control software called GAVPI. This software helps to give a new user a solid understanding of how inputs are produced which can help when making more advanced commands. Episode 5 has been separated into four subsequent parts, so that each part can be focused on individually. These are all available in the above playlist, by using the YouTube player controls. The following episode (Episode 6) covers similar topics but using software called VoiceAttack. VoiceAttack simplifies the user interface which may make it easier to use. VoiceAttack also allows a user to control the mouse pointer via voice.

Please use the YouTube player controls above to navigate through the parts of this episode or use the links in the descriptions below. Jump down to Download Links for relevant resources.

Episode 5.1: Create and Load a Profile in GAVPI

Episode 5.1 shows how you can download & install the software, how you can create and load profiles, as well as how to create your first button press command. 

Episode 5.2: Create a Button Press in GAVPI

In episode 5.2 we will guide you through in detail how to set up button presses in GAVPI. Button presses are likely to be one of the most common inputs used in voice controls, and understanding exactly how they function can be important. 

Episode 5.3: Hold Down & Stop Commands in GAVPI

Episode 5.3 will guide you through how to create voice commands to hold a button down indefinitely. It will also show you how to release the button and create stop commands. Stop commands are incredibly important when using voice controls as they can be used to release all inputs should you get stuck.

Episode 5.4: Create Macro Commands in GAVPI

Episode 5.4 first introduces what a macro is, and then guides you through how you can string several button inputs together to make a macro of your own. In the video we create a macro to type the word “Hello”. However, macros can be used to replicate many complex functions of a game.

Disclaimer: Please be aware that if you intend to play and use macros online as it may trigger anti-cheat mechanisms. In some instances macros may be seen as giving a player an unfair advantage. If you are in doubt we recommend contacting the developer of your desired game and explaining how and why you intend to use your macros. 

Episode 6: How to Set Up & Use VoiceAttack

Episode 6 consists of several subsequent parts each focussing on guiding a new user through various elements of the VoiceAttack software. These are all available in the above playlist, by using the YouTube player controls. The previous episode (episode 5) covers similar topics but using free software called GAVPI. GAVPI is entirely free and helps to give a new user a solid understanding of how inputs are produced which can help when making more advanced commands, whilst VoiceAttack simplifies the user interface which may make it easier to use. VoiceAttack also allows a user to control the mouse pointer via voice.

Please use the YouTube player controls above to navigate through the parts of this episode or use the links in the descriptions below. Jump down to Download Links for relevant resources.

Episode 6.1: How to Load a Profile in VoiceAttack

Episode 6.1 gives a breakdown of the capabilities of the VoiceAttack software, and instructions on how to install the software and then guides a new user through how to create and load profiles.

Episode 6.2: How to Create a Button Press in VoiceAttack

Episode 6.2 discusses two potential methods of creating button presses within VoiceAttack.

  • The manual method – which mimics each individual action for increased control.
  • The simple method – a faster method of creating profiles. However, you lose the ability to control the individual timing of button presses.

Episode 6.3: How to Create Hold Down & Stop Commands in VoiceAttack

Episode 6.3 guides a new user through how they might create button hold commands, and several methods of stop command in order to release them. Stop commands are very important when using voice controls as they can help to release certain commands or reset you back to a neutral state should something go wrong.

Episode 6.4: How to Create Macro Commands in VoiceAttack

Episode 6.4 introduces what a macro is, and then guides you through how you can string several button inputs together to make a macro of your own. In the video we create a macro to type the word “Test”. However, macros can be used to replicate many complex functions of a game.

Disclaimer: Please be aware that if you intend to play and use macros online it may trigger anti cheat mechanisms. In some instances macros may be seen as giving a player an unfair advantage. If you are in doubt we recommend contacting the developer of your desired game and explaining how and why you intend to use your macros. 

Episode 6.5: How to Move the Mouse Pointer – Direct Coordinate Control

It is possible to move the mouse pointer using VoiceAttack. There are two main methods by which this can be achieved. In episode 6.5 we will discuss the first of these two methods: Direct Coordinate Control. Direct Coordinate Control moves the mouse pointer to a specific coordinate on the screen no matter where it was originally. This can be useful in games where certain buttons always appear in the same place, such as Menu Options or Hotbar Actions. 

Jump down to Download Links for relevant resources.

Episode 6.6: How to Move the Mouse – Continuous Mouse Movement

Episode 6.6 discusses the second method of how to move a mouse pointer via voice control: Continuous Mouse Movement. 

Continuous Mouse Movement attempts to replicate the movement of a mouse pointer across the screen in real time. This can be particularly important in three-dimensional games where the mouse pointer often controls where the camera is looking.

Episode 6.7: Continuous Mouse Movement [part 2] – Using Continuous Mouse Movement in a Profile

Episode 6.7 builds upon the ideas discussed in episode 6.6. We discuss two methods of how a new user may wish to try implementing Continuous Mouse Movement into their voice control profiles. This is achieved through the use of a 1-9 naming system, for example, ‘Right 3’, ‘Up 4’, ‘Left 2’, etc. 

The first method is more beginner friendly and faster to implement, however, it leaves slight momentary pauses throughout the mouse movement. The second method offers smoother mouse movement. However, it takes considerably longer to implement. 

Episode 6.8: Using Multiple Command Words

The last episode in our voice control series, Episode 6.8 gives a brief introduction on how to have differing words, or combinations of words, trigger a single action in VoiceAttack. 


Throughout the series several programs, profiles, and differing software is referenced. For ease of use, links to all of the referenced materials can be found below: 

Voice Control Software:

GAVPI Download

VoiceAttack Download

SpecialEffect Voice Control Profiles: 

The following links include: 

  • Premade voice control profiles for PS4, Nintendo Switch, Xbox One
  • The necessary Gtuner profile to be placed in input 1 of a Titan Two Adapter

SpecialEffect GAVPI Voice Control Profiles

SpecialEffect VoiceAttack Voice Control Profiles

Gtuner IV  

To be used alongside a Titan Two Adapter for use on gaming consoles:

Gtuner IV: Titan Two Adapter Software

ConsoleController.gpc is the Titan Two profile responsible for converting computer inputs into console inputs.

ConsoleController-Suspend.gpc is a secondary profile to be loaded into slot 2 alongside ConsoleController (which would be in slot 1). ConsoleController-Suspend.gpc is responsible for some of the features utilised in the advanced voice control profiles provided.


Links to Other SpecialEffect Voice Control Resources

An Introduction to Voice Controls

How to Install the SpecialEffect Voice Control Script for Use on Console

How to Import Voice Control Profiles 

How to Set Up Voice Controls on Console

How to Use MishkinaMish to Turn Vocalisations into Keyboard & Mouse Movement

Thank you and happy gaming!

If you have any questions, please Contact Us.

Xbox Elite Wireless Controller Series 2

image of game controller

What is it?

On November 4th 2019 Microsoft launched their new Xbox One and Windows 10 controller, the Xbox Elite Wireless Controller Series 2, the successor to the original Elite controller.

The Elite Series 2 offers a host of customisability options. Standout features include: additional paddles on the back, adjustable and detachable thumb sticks of varying height and shape, wrap around grip, hair-pin triggers and interchangeable D-Pad options.

Optional components and charging dock Xbox Elite Wireless Controller Series 2

However, the features of the Xbox Elite Controller Series 2 are not just mechanical. Using the Xbox Accessories App on either Xbox One or Windows 10, you can also adjust a range of additional settings to suit your preferences such as input mapping, shifting and thumb-stick and trigger sensitivity.

What can it do?

Button Mapping

The controller supports three customised profiles saved to the controller at any one time, which may be shifted between by pushing the central profile button. A white light will display which corresponds to the current profile selected. 

Profile Select section in the Xbox Accessories App

The Elite Series 2 offers almost complete button remapping, including the paddles at the back of the controller. This combined allows the player to have three setups on demand for a variety of game genres. 

The controller also offers the ability to turn one of the remappable inputs into a ‘shift‘ button. This in turn allows for the remaining remappable inputs to have two inputs mapped to it. One as its primary command, when the Shift input is not activated, and another for when it is (like when you use shift on a keyboard).

Xbox Elite Controller Series 2 remapping section in the Xbox Accessories App

Trigger Adjustments

The Elite Series 2 offers the ability to adjust the trigger sensitivity with a flick of a mechanical ‘hair-trigger’ switch. This is done via a switch located on the back of the controller that will lock the trigger on one of three settings to activate, between full movement (standard controller trigger press), half movement, and a short movement.

Xbox says, “the hair-trigger mechanical switch works great for shooting games because it reduces how much you need to pull on the triggers to fire. It may not work as well for driving games, as you need the accelerator to go the full distance for maximum acceleration.” Therefore, adjusting the trigger sensitivity in the app may be useful. Other settings can also be adjusted in the app, which we will outline below.

In addition to the adjustable mechanical hair-triggers, you can also adjust the trigger sensitivity further through the Xbox Accessories App.

Here you can select at exactly which point of the trigger pull you would like the action to take place. This allows you to set deadzones and an activation point. 

You may also set a false activation zone. That is to say, a set amount of trigger pull where nothing at all will happen. For instance, this may be useful for individuals who sometimes may accidentally press the trigger. 

Both left and right triggers can be customised independently. 

Trigger adjustment section on the Xbox Accessories App

Thumb-stick Adjustments

The thumb-sticks may also be adjusted to suit various requirements. 

The controller comes with four detachable magnetic thumb-sticks of differing shapes, sizes, and heights. 

When the thumb-stick is removed, you can use the silver key tool that comes with the controller to adjust the screw inside the thumb-stick housing. This adjusts the force required to move the thumb-stick.

This adjustment has three settings to choose between: light, medium, or heavy. For reference, ‘light’ has been described as similar to the weight of an Xbox 360 controller.

The thumb-sticks may also be adjusted in the Xbox Accessories App to change how their physical movement responds in-game. 

Thumb-stick adjustment section in the Xbox Accessories App

The App has several preset options that affect the sensitivity and behavior of both of the thumb-sticks. These settings may be a little daunting at first, as it is quite different to some of the simpler sensitivity sliders seen in some games. 

Xbox say of the setting, “you can select Default, Delay, Aggressive, Instant or Smooth, depending on how responsive you want the stick to be in your game. For example, if you want the controller to respond faster over a shorter stick movement, select Instant. You’ll see a graph that shows you a visualisation of the response curve of the stick. Note Depending on the game you play, these settings will have different responses. One way to test your settings is to set Slot 1 to Default and Slot 2 to your customized setting.”

You can also get visual feedback of these settings in the App. When you move the thumb-stick you will see two round icons moving as well. One coloured one, in this case orange, and a separate black/grey translucent one. 

Thumb-stick adjustment section in the Xbox Accessories App with preview interface

In the example above with the Sensitivity Curve set to Instant, if you moved the thumb-stick to the left (black symbol), the software (coloured symbol) is responding to exagerate the movement further, which would be felt in-game.

If you wish for the aided adjustment by the software to be increased or lessened, you would adjust the Curve Adjustment slider on the left hand side.

Thumb-stick sensitivity curves options

Vibration Adjustments

You can adjust the vibration strength for each or the four rumble motors in the controller (left trigger, right trigger, left handle and right handle) independently, between 0-100%.

Thank you and happy gaming!

If you have any questions, please Contact Us.

For more information on the controller visit: https://www.xbox.com/en-GB/accessories/controllers/elite-wireless-controller-series-2

Reduced/Simple Input Games | Controls Walkthrough Video

Transcript…

Hi! In this video we will summarise some of the games that we have found in the past year that can be accessed with only a few simple inputs. We put out a similar video last year that looked at games such as FIFA, Crash Bandicoot, Gran Turismo and Mario Kart. Some games either have simple control schemes or assisted modes that enable them to be accessible to a wider audience.

Racing

Forza 7 can be controlled with a button for “accelerate”, a button for “brake” and a single joystick. However, by diving into the settings and applying some of the assists such as “autobrake” and “autosteer” these controls can be reduced further. If you would like a game similar to Mario Kart but do not own a Nintendo Switch then Team Sonic Racing could be a good substitute. The game can be played using only the “accelerate” button and a left stick, with more options such as “brake”, “special items” and “power-ups” available to those who can access them. Team Sonic Racing also supports local co-op play and because it is available on Xbox it can be copiloted so the additional features can be operated by another player. Asphalt 9: Legends is a racing game that has a OneTouch drive system allowing the game to be controlled with only four buttons. Two for “route selection”, one for “drift”, and one for “boost”. However, not all of these buttons are necessary to win races. Asphalt 9 is a useful racing game for players who find operating a joystick difficult. In Rocket League, while technically not a racing game you do play football by driving cars. The game can be played with a single “accelerate” button and a joystick, with more options available if needed. Rocket League also supports local co-op and can be played via the copilot method on Xbox and PC.

Platformers

Platformer games can often be difficult.However, there are some games in the genrewith additional features that make them more accessible.In Celeste you jump, dash and climb your way up a mountain.By default, it requires three buttons and one joystick.One for “jump”, one for “dash” and one for “climb” respectively.Celeste has accessibility features suchas “invincibility”,the option to slow the gameplay downand infinite dashes that make the game accessible to a plethora of players.Celeste is also available on Xboxand as such, copilot mode can be enabled to allow a second person toaccess some of the buttons.Super Lucky’s Tale is a puzzle platformer game that only requiresthree buttons and a joystick to play.”Jump”, “tail swipe” and “burrow”.Super Lucky’s tale can also be played via copilot if needed.Ninja Pizza Girl is a parkour freerunning gameand has you leaping across buildings to deliver a pizza on time.The game can be played with two buttons and a joystick.One button for “jump” and one button for “slide”.Ninja Pizza Girl has some accessibility options,such as being able to give yourself more time to complete levelsas well as slow down the gameplay speed to make it more manageable.Bubbles the Cat is a platforming game built with accessibility in mind.The entire game can be played using just one button.Bubbles the Cat will auto run forwarduntil he hits a wall and then turn around.Your one button controls “jump”and the ability to create bubbles while in the air.Bubbles the Cat has added accessibility featuressuch as “invincibility “and “infinite bubbles”allowing you to complete any level provided you can jump at the right time.Pyro Jump is a one-button platformer game where you control the “jump” button.The game does not have any built-in accessibility optionsand it does require specific timingbut it could be quite fun for the right player.

StrategyPuzzle

Many strategy and puzzle games can be played using only a mouse and left click.This includes many popular card games such as Light Seekers,Magic the Gatheringand Neoverse.Triple Trouble Dino Edition can be played with just one stick and one button.In this game you try to match your dinosaur withwith their respective colour before time runs out.Super Bomberman is an action puzzle gamethat has you solving a variety of maze-like puzzles using nothing but bombs.The game can be played with a single button and joystick.It also has local co-op playas well as being available on the Xbox,so it can also be played via copilot.Girls Like Robots is a colourfulpuzzle game similar to that of Minesweeper or Sudoku.In this game you use your mouse and left-clickto sit the various people next to each otherand try to make everyone as happy as possible.The girls like sitting next to the robots.Thank you for watching.For more information please contact Special Effect.


This video is a summary of some recent games we have played that have reduced input requirements compared to many others. Ranging from 1 joystick and 2 buttons, to point and click, across several genres. 

Continue reading “Reduced/Simple Input Games | Controls Walkthrough Video”

Ninja Pizza Girl | Controls

Ninja Pizza Girl! A colourful platformer that follows the story of one plucky Pizza Ninja! The game itself has no ninja fighting; in fact you are a pizza delivery girl who makes her rounds by free-running across the city!

Slide, flip, and leap your way across the city in a race against time to deliver the pizza before it gets cold, but watch out for the other pizza ninjas!

The games story is based around the theme of bullying and whilst the severity of its themes can be adjusted in the settings menu; the theme may be sensitive for some players.

Continue reading “Ninja Pizza Girl | Controls”