Deathloop | Motor Accessibility Video

Show Transcript

Deathloop [PEGI 18] is a first-person shooter game that’s available on PlayStation 5 and PC. You play as an assassin who must figure out how to break a time loop as well as defeating several targets, called Visionaries, along the way.

In this video, we will be looking at the settings related to the motor accessibility of the game, such as toggle options, game speed adjustments, and controller remapping.

We will be looking at the console version of the game, however all settings in this video can also be found on the PC version. Footage has been captured directly on a PS5 console from the PS5 version of the game.

Accessibility:

You can choose how many times you can resurrect in a level if your HP reaches 0, by changing the Number of Reprises. You can set this to 0, 1, 2, 3, 4 or Infinite.

You can Lock the Aim Assist so the crosshairs lock onto enemies while aiming down sights.

You can choose whether the Hacking and Aiming actions are performed by a hold or a toggle.

One Shot Kills will make all of your attacks defeat an enemy immediately. The attacks include shooting, machete swings and grenades.

For Difficulty you can choose between Default, Lenient or Harsh. Harsh Difficulty makes enemies attack more often and more accurately. With Lenient Difficulty the enemies are the least aggressive and accurate in their attack.

Turning on the Lock Loop Stress prevents Difficulty from increasing each time you defeat a Visionary, therefore keeping the Difficulty consistent throughout the game.

You can adjust the game speed by slowing it down to 50% or 75%. You can choose whether the slowdown is always on or set as a toggle.

Turning on Tag Multiple Enemies allows you to use the Tag action on more than one enemy in your field of view so that they are marked, and you can track them more easily.

You can choose whether bringing up the Weapon Wheel and Gadget Wheel pauses the game so you can select your weapon or gadget without enemies attacking.

You can adjust the Menu Cursor Speed Sensitivity ranging from 50–150.

 

Controls Menu/Options:

You can set whether your sprint action is performed with a hold, a press, or a toggle.

You can invert the up/down and left/right camera movements. By default, moving the Right Stick up moves it up, and down moves it down. Turning on Invert Y Axis swaps these movements around so that moving the Right Stick up will move the camera down and pushing it down will move it up.

You can also invert the camera movements for the X Axis, which does left and right camera movements.

You can also swap the stick functions over so that the Right Stick controls movement and Left Stick controls the camera.

The sensitivity of the Right Stick can be adjusted. You can adjust the X Axis and Y Axis separately, ranging from 0–100.

You can add extra sensitivity on top of the axes adjustments for when aiming down sights, between 0–100.

The Auto Aim Model option allows you to change how much assistance you have whilst aiming. The Friction option will slightly slow down camera movements when near a target. The Ironsight Snap will make the crosshair snap to a close target when aiming down sights. You can choose to have both these options on simultaneously, one of them turned on, or none.

If Friction is turned on, you can adjust the Auto Aim strength, ranging from 0–100.

The intensity of the controller vibration can be adjusted, ranging from 0–100.

You can turn off the adaptive triggers for L2 and R2 so that they don’t provide any tension or resistance.

You can remap the button inputs in the controller mapping section. However, you are unable to remap individual joystick directions, the Options button or the Create button.

We hope you found this video useful. If you have any further questions about the motor accessibility of this game, please get in touch with SpecialEffect.

For game developers who are interested in more video examples of how developers have improved the motor accessibility of their games for players, please visit the SpecialEffect DevKit at specialeffectdevkit.info.

Deathloop [PEGI 18] is a first-person shooter game that’s available on PlayStation 5 and PC. You play as an assassin who must figure out how to break a time loop as well as defeating several targets, called Visionaries, along the way.

In this video, we will be looking at the settings related to the motor accessibility of the game, such as toggle options, game speed adjustments, and controller remapping.

Footage has been captured directly on a PS5 console from the PS5 version of the game.

Video Timestamps (clicking on links will take you to view them in YouTube):

0:00 Intro, 0:53 Accessibility Menu, 3:32 Controls Menu, 5:48 Outro


Music: Time Warp by Notize, Those Forgotten Behind by Dan Mayo, Dancing Petals by Mattia Vlad Morleo and Cloud of Memories by Macifif.

Developer Resource:

SpecialEffect DevKit logo

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

Warframe | Motor Accessibility

A screenshot of the starting screen for Warframe
A screenshot of the starting screen for Warframe
A screenshot of the starting screen for Warframe

Warframe [PEGI 18] is an action RPG game that’s available on PS4, PS5, Xbox One, Xbox Series S and X, Nintendo Switch and PC. This post will go through the settings that may affect the motor accessibility of the game and are found in the console version of the Warframe, such as options for controller remapping, trigger thresholds, auto-targeting melees and aim assistance. However, all settings mentioned can also be found in the PC version.

Controller Menu Options:

Customise Controller: allows the remapping of a gamepad to create a custom layout. This includes swapping the stick functions over. Inputs that cannot be remapped include individual joystick directions, Options (PlayStation)/Menu (Xbox)/Plus (Nintendo Switch) button, Touchpad/View/Minus button, and Share/Create/Capture button.

Invert Y and X Axis: swaps the directions for Y and X axis on Right Stick

Look Sensitivity: adjusts the sensitivity of camera movement of the Right Stick

Aim Sensitivity: adjusts the sensitivity of movement of the Right Stick whilst aiming

Aim Sensitivity (Scoped): adjusts the sensitivity of movement of the Right Stick whilst aiming down sight

Controller Gameplay Options

A screenshot of the gameplay settings
A screenshot of the gameplay settings

Invert Tap/Hold abilities: swaps the input methods for abilities

Auto Swap on Empty: if a weapon runs out of ammo, the next available weapon will be drawn

Reload with Context Action Input: maps the reload action to be the same as context action (Square, X, Y)

Melee with Fire Weapon Input: swaps the melee attack to be the same as fire weapon (R2/RT/ZR)

Melee Auto Targeting: melee attacks will aim for the enemy when close to one

Camera Tracks Melee Targets: camera redirects automatically to a melee target

Align Attacks to Camera: melee attacks always occur in the direction of where the camera is facing, even if the character is not facing the same direction as the camera

Crouch Button is Toggle: changes the crouch action from a hold to a toggle

Controller Deadzone Options

A screenshot of the deadzone settings
A screenshot of the deadzone settings

Left Stick Deadzone: sets how much the Left Stick needs to be moved for an input to be registered

Left Stick Axial Deadzone: sets the angle difference below in which the stick direction is snapped to the horizonal and vertical axes

Left Stick Maximum Input Threshold: how far the stick must be moved towards the edge to be considered at the maximum distance

Deadzone settings can also be adjusted for the Right Stick.

Trigger Press Threshold: sets how much downward movement from the released state is required to register a press

Trigger Release Threshold: sets how much upward movement from the pressed state is required to register a press

Accessibility Menu Options

A screenshot of the accessibility settings
A screenshot of the accessibility settings

Hold to Sprint: turning this off will allow sprinting to be toggled

Hold to Aim: turning this off will allow aiming to be toggled

Repeated Button Presses: choose between a tap or a hold

Enable Controller Aim Assist: the aiming reticle will lock on to enemies more easily therefore reducing the need for Right Stick

We hope that this post has been useful. If you have any questions about motor accessibility in video games, please visit the ‘Contact Us’ page.

Developer Resource:

SpecialEffect DevKit logo

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

Dead Cells | Motor Accessibility Video

Thumbnail image video. It reads Mootr Accessibility, Dead Cells. A pixel character on a platform holds a bright light above their head.

 
Show Transcript

Dead Cells Video Script

Dead Cells [PEGI 16] is a roguelike-Metroidvania where you make your way through procedurally-generated levels defeating enemies and collecting power-ups and weapons along the way. It is available on PlayStation 4, Xbox One, Nintendo Switch, PC, Mac, iOS, and Android.

An Assist Mode has been released as an update for the game. The mode has a variety of settings that could help some players when enabled. In this video, we will be looking at the settings related to the motor accessibility of the game found in this Assist Mode, such as an Auto-Hit option, Damage Reduction options, and a Multiple Deaths option. We will also look at options related to motor accessibility that are found in the Gameplay and Controller menus such as remapping options and alternatives to multiple input presses, in some instances.

Footage has been captured directly on a PlayStation 5 console from a PlayStation 4 version of the game.

Assist Mode Menu:

By default, you unlock part of the map as you make your way through each level. You can choose to Reveal the Map of the level you’re currently in to help navigate and reach the end of the level, and to locate power-ups and weapons.

Turning on Auto-Hit allows you to automatically attack enemies with a melee weapon when you’re within close proximity to them. This reduces the need to press the Attack button. This does not apply for bow weapons.

When you turn on the Destroy Doors option, you no longer have to press a button to open them or break them as running towards a door will automatically break them.

Easier Parry provides a larger window to parry attacks with a shield, meaning you can be less accurate in timing a button press to deflect an attack.

You can slow down the activation of mobile traps by turning on the Slower Traps option.

You can set how much damage you take from traps, ranging from 20-100%.

You can also set how much health enemies have, also ranging from 20-100%.

You can adjust how much damage enemies provide, also ranging from 20-100%.

By default, if your character’s health reaches zero, you have to start the game from the very first level. The Multiple Deaths option allows you to be resurrected from your last save point. You can set how many times you can be resurrected per run, choosing between 1, 3, 7, or infinite.

Controller Menu:

You can rebind many controller mappings used in gameplay. You can also alter the Left Stick dead zone below these mappings.

You can choose whether the Secondary Interaction is activated by using a default long press or using a custom input which is unassigned until mapped to an input in the Bindings menu.

You can choose whether a Dive Attack uses a default combination of Jump and Down inputs or whether you hold Down whilst airborne or tap Down twice. You can also rebind this action.

You can also swap the Left Stick and Right Stick functions in the Additional Settings part of the Controller Menu, where you can choose to change the sticks to be a Bound Input and so map their individual directions to actions in the Rebinding menu. If you do this, however, the stick will no longer function for movement or camera movement even in unbound directions. The bound actions will only apply in-game and not in menus.

The D-pad function can also be used for Movement or Camera Movement. You can also set each D-pad direction to be remappable rather than used for movement by default.

You can also turn off Vibration in this menu.

Gameplay Menu:

There are other settings found in the gameplay menu that aren’t part of the Assist Mode but may be useful for reducing multiple button inputs.

You can set the jump action to continuously occur as long as the jump button is held down rather than performing the action with individual button presses. This means that you can double jump by holding the Jump input rather than tapping it twice. You can also do the same for the Attack and Rolling actions.

Rather than holding the shield button to activate, you can set it as a toggle so pressing it once will pull out your shield and pressing it again will put it away. To parry with this option turned on you’d have to press the shield button twice.

Smart Roll interrupts a roll if it would cause you to fall from a high platform.

We hope you found this video useful. If you have any further questions about the motor accessibility of the game, please get in touch with SpecialEffect.

For game developers who are interested in more video examples of how developers have improved the motor accessibility of their games for players, please visit the SpecialEffect DevKit at specialeffectdevkit.info.

Dead Cells [PEGI 16] is a rogue-like Metroidvania where you make your way through procedurally-generated levels defeating enemies and collecting power-ups and weapons along the way. It is available on PlayStation 4, Xbox One, Nintendo Switch, PC, Mac, iOS, and Android. An Assist Mode has been released as an update for the game. The mode has a variety of settings that could help some players when enabled.

In this video, we will be looking at the settings related to the motor accessibility of the game found in this Assist Mode, such as an Auto-Hit option, Damage Reduction options, and a Multiple Deaths option. We will also look at options related to motor accessibility that are found in the Gameplay and Controller menus such as remapping options and alternatives to multiple input presses, in some instances.

Footage has been captured directly on a PlayStation 5 console from a PlayStation 4 version of the game.

Timestamps: 1:19 Assist Mode Menu, 3:24 Controller Menu and 5:20 Gameplay Menu.


Music: My Lord by Yarin Primak, Time Warp by Notice, Priceless (Instrumental Version) by Curtis Cole and Cloud of Memories by Macifif (all from artist.io)

Developer Resource:

SpecialEffect DevKit logo

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

Horizon: Forbidden West | Motor Accessibility Video

Show Transcript

Horizon: Forbidden West

Horizon: Forbidden West [PEGI 16] is an action-adventure game that’s available on PS4 and PS5. You play as Aloy as you make your way across the Forbidden West to save the world from extinction.

In this video, we will be looking at the settings related to the motor accessibility of the game, such as Toggle options, a Swap Sticks While Aiming option, and a Co-pilot option.

Footage has been captured directly on a PS5 console from the PS5 version of the game.

Difficulty Options

Before you start the game, you have to choose a difficulty. The difficulty options include Story, which is the starting level of difficulty, Easy, Normal, Hard, and Very Hard. Story Mode provides a reduced level of challenge compared with the other four difficulties, with enemies providing little resistance, whilst Very Hard is the most difficult where enemies are at their strongest. You can change difficulty at any point in the game by going into the Accessibility Menu.

You also have to choose how you explore the world, whether it be in Explorer Mode where you can find your own way, or Guided where markers are in place to guide you. This option can be changed at any point in the Accessibility Menu.

An additional difficulty mode called Custom allows you to customise various combat aspects and reduce certain button inputs. This difficulty mode is only accessible in the Accessibility Menu found in Settings after pausing the game. We will now take a look at each option that can be altered.

You can change how much damage Aloy receives from enemies. This can range from Story, which offers the lowest amount of damage, to Very Hard, where enemies provide the most damage.

You can choose how much health enemies have, also ranging from Story, where enemies have the smallest amount of health, to Very Hard, where enemies have the most amount of health.

An element of the game is attacking certain parts of machines to remove their components, which can be used for upgrading weapons and outfits. Turning on Easy Loot allows you collect all components after defeating a machine without the need to remove them in combat. This option can reduce the need for accurate aiming.

Concentration is a skill that slows down time when activated while aiming. You can adjust the Concentration Duration to make it longer than the default time limit. This can be changed between Default, Long, and Longer.

Turning on Auto Concentration will automatically put Aloy in Concentration Mode when entering Aim Mode. Aloy must have concentration to use for this to activate.

Auto Heal will automatically heal Aloy if her health goes below 50%.

Accessibility Menu Options

You can choose between Explorer and Guided for both Quest Pathfinding and Waypoint Pathfinding.

Choosing Button Layout and Customization will allow you to view the controller layout and its various contextual inputs for the game, including Aiming, Swimming and Mounting Machines. This game will require both sticks and all buttons to comprehensively play. However, you can choose between a pre-set controller scheme, such as Left-handed where the sticks and some buttons are mapped to the left of the controller, or create your own layout. You can remap most button inputs on the controller with the exception of individual joystick directions, the Touchpad button and Options button. You also cannot remap the Share button for PS4 or the Create button for PS5.

You can choose whether to keep the Contextual Reminders on to remind you which buttons perform what actions whilst playing.

You can select how slow time passes in the Weapon Wheel Slowdown option. You can have this set to None, Default, Slower, or Slowest.

The Gauntlet Runs Quick Time Events option allows you to either perform a toggle to complete the quick time event, or to complete it automatically without pressing anything.

The Auto Shieldwing option will deploy the Shieldwing automatically after falling from a great height, so you won’t take any fall damage.

Mount Follows Road will ensure the machines being ridden follow the road without coming off the path.

Co-Pilot allows you to connect two controllers to play as Aloy, so you can share the controls with someone else. This requires at least two PlayStation profiles to be available on the console to use this feature.

In Hold/Toggle options: you can set whether all relevant controls can be toggled or held, or you can customise which actions you want to be toggled or held.  These options include Aiming, Using, Quick Crafting Ammo, Weapon Wheel, Shieldwing, and Pullcaster. Another action you can toggle is activating Focus Mode. However, this is found in the Controls menu. Setting Focus Mode Input to Inverted will toggle this action.

You can set the Aim Assist to be stronger than the default setting, so aiming becomes easier and you can hit enemy weak spots more accurately.

Auto Sprint on Foot removes the need to press L3 to sprint. Turning this option on will make Aloy continuously sprint without having to press L3.

Auto Sprint on Mount is the same as Auto Sprint on Foot but applies to machines being ridden.

You can swap the stick functions by turning on Swap Move and Look. You can choose between Normal, Always Swapped, and Swapped While Aiming. Always Swapped makes the Left Stick move the camera and the Right Stick move Aloy. Swapped While Aiming only swaps the sticks when you enter Aim Mode. This reduces the need for Right Stick, but you can still move Aloy using the Right Stick while aiming. 

Movement Sensitivity alters the sensitivity of the Left Stick to move Aloy, so you can make the Left Stick act more or less sensitive than its default setting.

You can adjust how much amount of movement you need to apply to the Left and Right Stick before they register as an input. This is called the Deadzone. You can only apply the Deadzone for both the sticks simultaneously and not separately.

Controls Menu Options

You can invert the Up/Down and Left/Right camera movements. By default, moving the Right Stick to the left moves it left, and right moves it right. Turning on Invert X-Axis swaps these movements around so that moving the Right stick to the left will move the camera right and pushing it to the right will move it left.

You can also invert the camera movements for the Y-axis, which does Up and Down movements.

You can adjust the sensitivity of the camera with the Camera’s X-Axis and Y-Axis Sensitivity options.

We hope you found this video useful. If you have any further questions about the motor accessibility of this game, please get in touch with SpecialEffect.

Horizon: Forbidden West [PEGI 16] is an action-adventure game that’s available on PS4 and PS5. You play as Aloy as you make your way across the Forbidden West to save the world from extinction.

In this video, we will be looking at the settings related to the motor accessibility of the game, such as toggle options, a swap sticks whilst aiming option, and a co-pilot option.

Footage has been captured directly on a PS5 console from the PS5 version of the game.

Video Timestamps (clicking on links will take you to view them in YouTube):

0:00 Intro, 0:46 Difficulty Options, 3:35 Accessibility Menu Options, 9:59 Outro


Music: Flight of the Inner Bird, When the Sunrise and A Journeys Epilogue (Instrumental Version) all by Yehezkel Raz

Developer Resource:

SpecialEffect DevKit logo

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

Marvel’s Guardians Of The Galaxy | Motor Accessibility Video

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Marvel’s Guardians of the Galaxy [PEGI 16] is an action-adventure game that’s available on PS4, PS5, Xbox One, Xbox Series, Nintendo Switch and PC. You play as Star-Lord, also known as Peter Quill, and lead a band of heroes to defend the galaxy.

In this video, we will be looking at the settings related to the motor accessibility of the game, such as the auto-win quick time events and lock target switching options. We will be looking at the console version of the game. However, all settings of the game can be found on the PC version as well.  

Footage has been captured directly on a PS5 console from the PS5 version of the game.

Before you start the game, you have to choose a difficulty. The difficulty options include “We Got This” which is the starting level of difficulty, “We Got This…Probably” which is the middle level, and “We Don’t Got This!” which is the highest level of difficulty. “We Got This” provides a reduced level of challenge compared with the other two, with enemies providing little resistance, whilst “We Don’t Got This!” is the most difficult, where enemies are at their strongest. An additional difficulty mode called “We Do It Our Way” allows you to customise various aspects of the game including puzzles and combat.

The Guardians Mode Slowdown allows you to alter how much time is slowed down when entering Guardians Mode, a mode where you can direct your Guardians against enemies or for helping solve problems. 0 has no slowdown effect, whereas 1 completely stops time, allowing you to select a Guardian without the fear of enemies attacking.

You can decide how much damage you deal to enemies, ranging from very low to very high.

With the Guardians Cooldown Duration, you can change how long it takes for a Guardian to recharge to use another ability just after using one. Having it set to 1.0 is the least amount of time whereas 2.0 takes the longest.

By turning on Huddle Auto-Win, you will choose the correct choice when entering a huddle so that each character gets a damage bonus to enemies.

You can change how much Elemental Ammo costs by altering the Cost of Elemental Shots. 0.5 is the lowest and will cost the least whilst 2.0 will make the Elemental Shots cost the most.

You can change how much damage you receive from enemies. This can range from Very Low to Very High.

You can set how long it takes for your shield to regenerate after taking damage, as well as the rate of regeneration and how much damage is taken while the shield is depleted. This ranges from Very Low being the slowest amount of time to regenerate, to Very High, which is the fastest amount of time.

The Death Event Timer is the amount of time a Guardian is in danger before becoming overwhelmed by enemies. You can choose between Easy, Normal, Hard, and Hardcore.

You can alter how long any vulnerable effects to enemies applied by abilities lasts for. 5.0 is the shortest amount of time and 15.0 is the longest.

The Death Gate option indicates how many times a player receives damage when HP is at 0. Very Easy allows the most amount of damage whilst Very Hard allows the least.

You can decide how quickly you want a hint to help you out if you get stuck on a particular step. You can choose between Instant, Medium, Slow, and None.

You can change the difficulty and its components of the game at any time by going into the Difficulty sub-menu found in the Pause menu.

Turning on Disable Target Lock Break prevents breaking the Lock-on when moving the right stick.

Target Lock Break Delay allows you to alter the time of the delay when using Right Stick to break the lock-on mechanism. You can choose between 0 to 100%.

Aiming Lock Break Stick Deadzone allows you to alter the deadzone of the Right Stick whilst aiming. This can be set between 0 to 100%. Having a higher percentage can prevent accidental lock breaking, whilst a low percentage will break the lock without much movement of Right Stick. The deadzone can also be adjusted for Target Switching whilst aiming.

Turning on Enable Lock Target Switching means you can swap between targets whilst aiming and the reticule will lock on to that target when swapping.

You can set how long it takes to change to another target by adjusting the Target Switching Initial Delay option between 0 to 100%. You can also adjust the delay between repeated inputs, for example, when moving the Right Stick twice in a row to swap targets. You can adjust this between 0 to 100%.

You can choose in what situation the elemental attacks lock on to targets. You can choose between Always, Exploration, Combat, or Never.

Turning on Auto-Win Quick Time Events allows you to skip the Quick Time Events to progress.

Adjusting the Initial Target Lock Range changes the range of the initial target lock as a ratio of the screen height. You can change this between 0 to 100%.

The Automatic Target Lock Range can also be adjusted between 0 to 100%. This option is also changed based on a ratio of the screen height.

Auto-Lock on Next Target can reduce the need for Right Stick. While aiming, your aiming reticule locks on to the next enemy after the previous enemy has been defeated.

In the Control Scheme section, you can view the controller layout for the game. This game will require both sticks and all buttons to comprehensively play.

You can choose whether the Guardian’s abilities and Peter’s abilities are accessed with a button hold or a single button press, known as a toggle. When set to Press, pressing the specified button once will bring up the Ability menu and pressing it again will cancel it.

You can invert the up/down and left/right camera movements. By default, moving the Right Stick to the left moves it left, and right moves it right. Turning on Invert X Axis swaps these movements around so that moving the Right Stick to the left will move the camera right and pushing it to the right will move it left.

For default up/down movements, pushing the Right Stick up will move the camera up and pushing down will move the camera down. Turning on Invert Y Axis swaps these movements around, so pushing up will move it down and pushing down will move it up.

You can also invert both axes for when controlling the spaceship, as well as swap the sticks over so you can control the spaceship with the right stick.

You can adjust the sensitivity of the camera with the X-Axis and Y Axis Sensitivity options, with 1 being the least sensitive and 20 being the most sensitive.

We hope you found this video useful. If you have any further questions about the motor accessibility of this game, please get in touch with SpecialEffect.

 

Marvel’s Guardians of the Galaxy [PEGI 16] is an action-adventure game that’s available on PS4, PS5, Xbox One, Xbox Series, Nintendo Switch and PC. You play as Star-Lord, also known as Peter Quill, and lead a band of heroes to defend the galaxy.

In this video, we will be looking at the settings related to the motor accessibility of the game, such as the Auto-Win Quick Time Events and Lock Target Switching options.

Video Timestamps (clicking on links will take you to view them in YouTube):

0:00 Intro, 0:57 Difficulty Settings Menu, 4:38 Accessibility Menu and 7:07 Controls Menu.

Music: Little Eyes, Europa and A Moon Walk (Instrumental Version) by Yehezkel Raz (artist.io)

Developer Resource:

SpecialEffect DevKit logo

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

Ghost of Tsushima | Motor Accessibility Video

Show Transcript

Ghost of Tsushima is an action-adventure  game that’s available on PS4 and PS5. You play as Jin, a Japanese samurai who seeks to liberate his home island alongside his uncle from the Mongolian invasion.

In this video we will be looking at the control inputs and settings related to these and also the motor accessibility of the  game such as the Simplified Mini-Game Controls and Aim Assist options. Footage captured is on the PS5 console from the PS4 version of the game. We will first go through the default controls.

Controls:

Left Stick moves your character.

Right Stick moves the camera.

Cross will make your character Jump.

Square performs your Quick Sword Attack.

It also assassinates an enemy when sneaking up on them.

Triangle acts as your Strong Sword Attack.

Circle performs a Dash.

Pressing Circle twice will perform a Dodge Roll once you acquire it.

Holding L2 will Aim your weapon. 

While aiming, pressing the D-pad directions  selects a different weapon and pressing Square, Circle or Triangle changes the variant of the selected weapon once they have been unlocked.

Pressing R2 while aiming will Fire your weapon. When holding R2 you can choose a quickfire weapon by using the D-pad directions once you’ve unlocked them and, you can choose your sword stance using Cross,Circle, Square and Triangle, once you’ve unlocked them. Pressing R2 also acts as interacting  with other characters and objects as well as using your Grappling Hook once unlocked.

Holding L1 blocks enemy attacks. Pressing L1 just before an enemy’s attack lands will Parry the attack.

R1 will use your Quickfire Weapon.

L3 will make your character Sprint.

R3 makes Jin Crouch.

Pressing D-pad up will lock onto the enemy making it easier to keep them in view when in combat. It also allows you to enter a standoff when prompted. By default this is done by pressing  D-pad Up. However, if you have turned on Lock-On in the settings, then you would need to hold the button down instead.

D-pad down will heal Jin.

D-pad Left will call your horse.

While riding your horse you can simply hold Left Stick up  and your horse will navigate around obstacles such as trees and rocks.

Pressing Touchpad will activate Focused Hearing.

Swiping the Touchpad will activate the Guiding Wind.

There are also several actions that  you acquire later in the game that require two buttons pressed  at the same time to activate.

Triangle and Circle perform the Heavenly Strike.

L1 and R1 acts as Dance of Wrath. Once you have defeated several enemies in a row without taking damage, 

You can press L3 and R3 to enter Ghost Mode.

When climbing walls you can press Cross to grab the wall and push the Left Stick in the direction you want to move.

Difficulty:

Before you start the game you have to  choose a difficulty from Easy to Lethal. You can change the difficulty  of the game at any time by  going into the gameplay sub-menu found in Options. Easy provides minimal challenge with enemies providing little resistance, whilst Lethal is the most difficult where enemies are at their strongest.

Settings:

There are various settings in the game that can be turned onto make the game easier for some players. These can be found in the Options menu.

The game features some controller schemes that may be useful if you prefer the main buttons to be mapped to either the left side or the right side of the controller. You could choose between a Left-Handed, Melee Alternative or Melee Alternative (Left-Handed) layout. The Melee Alternative schemes swap the attack actions from Square and Triangle to R1 and R2. For the Left-Handed Melee Alternative the attack buttons are mapped to L1 and L2.

You can invert the Up/Down and Left/Right camera movements. By default moving the Right Stick to the left moves it left and moving it right moves it right. Turning on Invert Camera (Horizontal) swaps these movements around so that moving the Right Stick to the left will move the camera right and pushing it to the right will move it left. For default up and down movements, pushing the Right Stick up will move the camera up and pushing down will move the camera down. In the camera menu turning on Invert Camera (Vertical) swaps these movements around, so pushing up will move it down and pushing down will move it up. By changing the camera speed you can  adjust the sensitivity of the camera with Cinematic being the least sensitive and Fast being the most sensitive. 

Swap Left and Right Stick While Aiming option  swaps the aiming stick over to the left stick. This reduces the need for Right Stick.

While aiming, you can still move your character with the Right Stick.

System remapping can also be done from  the PlayStation menu to customise controls. However, this will not change control input prompts in the game.

Turning on Low Intensity Combat reduces the  intensity of the combat therefore allowing more time to react to enemy attacks. Enemies also take longer to detect you whilst in Stealth Mode. Selecting this option will force the difficulty into Easy Mode.

Target Lock automatically targets and  locks onto an enemy. You have the option for the target lock to continue locking on to other targets after defeating an enemy.

Simplified Mini-Game Controls removes the timing element when taking part in a Bamboo Strike, so you can take as long as you need to press the button sequence.

Toggle Button Holds turn certain actions requiring a button hold into button presses.  Actions that are affected include Aiming, Firing with your bow, Opening cages and Igniting black powder caches. Even with the toggle option turned on, the on-screen prompt will still read as Hold to Open when opening cages or Hold to Ignite when lighting black powder caches.

Aim Assist automatically locks on and adjusts the aiming reticle to keep the target in the centre of the screen while aiming. After defeating an enemy, the reticle locks onto the next nearest target. This option can reduce the need for Right Stick. The Aim Assist does not apply to throwable weapons.

We hope you found this video useful and if you have any questions please get in touch with SpecialEffect.

Ghost of Tsushima [PEGI 18] is an action-adventure game that’s available on PS4 and PS5. You play as Jin, a Japanese Samurai who, along with his uncle, seeks to liberate his home island from the Mongolian invasion.

In this video and its accompanying post, we will be looking at the control inputs and their related settings, and also the motor accessibility of the game, such as the simplified mini-game controls and aim assist options.

Controls:

Left stick = moves Character

Right stick = moves Camera

Cross = Jump

Square = Quick Sword Attack/Assassinate

Triangle = Heavy Sword Attack

Circle = Dash (press twice to dodge roll, once you acquire it)

L2 = Aim [hold] (while aiming, pressing the D-Pad Directions selects a different weapon, and pressing Square, Circle, or Triangle changes the variant of the selected weapon once they have been unlocked)

R2 = Fire/Throw Weapon/Interact/Use Grapple Hook [press]/Change Quickfire Weapon [hold, followed by pressing the D-Pad direction after unlocking] or Sword Stance [hold, followed by pressing Cross, Square, Circle and Triangle after unlocking]

L1 = Block [hold]/Parry (press just before an enemy’s attack lands)

R1 = Quickfire Weapon

L3 = Sprint

R3 = Crouch

D-Pad Up = Lock On [press]/Enter Standoff (when prompted) [press by default or hold if lock-on is turned on]

D-Pad Down = Heal

D-Pad Left = Call Horse

While riding your horse, you can simply hold Left Stick up and your horse will navigate around obstacles, such as trees and rocks.

Touchpad = Enter Focused Hearing [press]/Activate Guiding Wind [Swipe]

There are also several actions that you acquire later in the game that require two buttons to be pressed at the same time to activate.

  • Cross + Circle = Heavenly Strike
  • L1 + R1 = Dance of Wrath
  • L3 + R3 = Ghost Mode

When climbing walls, press Cross to grab the wall and push the Left Stick in the direction you want to move.

A screenshot of Jin engaged in combat with enemies
A screenshot of Jin engaged in combat with enemies

Difficulty:

Before you start the game, you have to choose a difficulty level from Easy to Lethal. You can change the difficulty of the game at any time by going into the gameplay sub-menu found in options. Easy provides minimal challenge with enemies providing little resistance, whilst Lethal is the most difficult where enemies are at their strongest.

Settings:

There are various settings in the game that can be turned on to make the game easier for some players. These can be found in the Options menu.

Controls Sub-Menu:

A screenshot showing the controls sub-menu
A screenshot showing the controls sub-menu

Control Scheme: The game features some controller schemes that may be useful if you prefer the main buttons to be mapped to either the left side or the right side of the controller. You can choose between Left Handed, Melee Alternative, or Melee Alternative (Left Handed).

Invert Camera (Horizontal): swaps the left/right camera movements.

Invert Camera (Vertical): swaps the up/down camera movements.

Camera Speed: changes the sensitivity of the camera with Cinematic being the least sensitive and Fast being the most sensitive.

Swap Left and Right Stick While Aiming: swaps the aiming stick over to Left Stick. This reduces the need for Right Stick. While aiming, you can still move your character with the Right Stick.

System remapping can also be done from the PlayStation menu to customise controls. However, this will not change control input prompts in the game.

Gameplay Sub-Menu

A screenshot showing the gameplay sub-menu
A screenshot showing the gameplay sub-menu

Difficulty: allows you to change difficulty of the game at any point during the game

Low Intensity Combat: reduces the intensity of the combat therefore allowing more time to react to enemy attacks. Enemies also take longer to detect you whilst in stealth mode. Selecting this option will force the difficulty into Easy mode.

Target lock: automatically targets and locks onto an enemy. You have the option for the target-lock to continue locking-on to other targets after defeating an enemy

Accessibility:

A screenshot showing the accessibility menu
A screenshot showing the accessibility menu

Simplified Mini-Game Controls: removes the timing element when taking part in a Bamboo Strike, so you can take as long as you need to press the button sequence.

Toggle Button Holds: certain actions requiring a button hold can now be accessed by a press instead. Actions that are affected include:

  • Firing with your bows
  • Aiming/changing weapon/weapon variant
  • Opening cages (the on-screen prompt will still read as “hold to open”)
  • Igniting black powder caches (the on-screen prompt will still read as “hold to ignite”)

Aim Assist: automatically locks on and adjusts the aiming reticle to keep the target in the centre of the screen while aiming. After defeating an enemy, the reticle locks on to the next nearest target. This option can reduce the need for Right Stick. The aim assist does not apply to throwable weapons.

We hope that this video and post have been useful. If you have any questions, please visit the ‘Contact Us’ page.


Ghost of Tsushima | Motor Accessibility Video Information

Video by Cara Jessop

Music:

Moonlight (Japan)  – Hans Johnson (artist.io)

Leaving Japan – Lingerwell (artist.io)

Developer Resource:

SpecialEffect DevKit logo

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