Dead Space | Motor Accessibility Video

Show Transcript

Dead Space [PEGI 18] is a survival-horror action game. You play as Isaac Clarke who’s an engineer exploring a ship that’s been overrun with alien creatures and tries to uncover the source of their existence.

In this video, we will be taking a look at the motor accessibility options in the game, including the extensive contextual remapping, which may enable players to use certain inputs less often and the Aim Assist Magnetism option.

Difficulty

Before starting a game, you have to choose a difficulty. You can choose between Story, Easy, Medium and Hard, and once you complete the game on any difficulty, you unlock Impossible difficulty.

If choosing Story, enemies are at their weakest and your character deals the most damage compared to when playing Easy or Medium.

Easy will require more shots than Story to take an enemy down and you will take more damage.

Hard and Impossible are where enemies deal the most damage and your character deals the least amount of damage compared to lower difficulties.

The difference between Hard and Impossible is that the autosave function is disabled on Impossible so you have to make a manual save whenever you want to save your progress. You can only have a single save slot for Impossible difficulty, compared to the other difficulties where you have multiple save slots where you can save your game to.

If you are defeated in Impossible difficulty, then you revert to Hard Mode where autosave is enabled again.

You can change the difficulty at any point in the game by going into the Gameplay Menu and selecting Difficulty. You can change to any difficulty with the exception of Impossible Mode which you have to start a new game for.

Controls Menu

To give you an idea of the controls that are required in-game, here is a controller layout. The layout shows the majority of the inputs on the controller are used.

You can remap almost all of the controls to create your own custom button, trigger and stick layout, including remapping the individual directions of the Left and Right Stick. You cannot remap the Share button or the touchpad swipes.

Something we often do at SpecialEffect is offer players the choice to use a ‘walk forwards’ button rather than using the Left Stick for movement. If you wanted, you could do this in Dead Space using the remapping option. As an example, if using the PS5 Access controller, you could use an accessibility switch to walk forward with, rather than using the default, which is holding Left Stick Up.

To do this with the Access controller, you would assign L1 to be walk forward in Dead Space, for instance, and assign one of the extra inputs on the Access controller to also be L1. You can then hold down a switch that’s connected to the extra input to walk forward and then use the Right Stick to move the camera left and right which would turn your character. This will remove the ability to strafe left and right and walk backwards, but some players may find that this preferable than using two sticks.

You can also remap inputs for several contexts, including walking, combat, aiming, flying in zero gravity, and menu navigation. It can, however, give you greater flexibility if an input’s being used in one context but the same input isn’t suitable for you in another context. Mapping by context can reduce the frequency that you need to use some inputs.

For instance, you could use a particular input for different things for multiple contexts. For example, if R2 is difficult to use in the context of aiming, you could remap Shoot to R2 from Square. This means you can still reload when not Aiming, and also Shoot whilst Aiming.

It is worth noting that these contexts are not always entirely independent of each other and can cross over if you remap between them. For instance, if you remap Shoot to Cross whilst aiming, you will still interact with an item if nearby, if Cross is still mapped to Interact.

The remapping menu also has options to reduce buttons, such as when selecting a weapon. By default, you can assign a weapon to a quick-select menu which you can then select by pressing a D-pad direction, with up to four weapons that you can quick-select. Rather than dedicate a single input to select one weapon, you can map a button to the Previous Weapon or Next Weapon actions, which are unassigned by default. You could then press a single button to cycle through all the weapons currently assigned to your quick-select. This can reduce using up to four buttons to a single button.

Control Presets allow you to choose a controller layout. You can choose between a custom layout, a default layout, or a layout similar to the ones found in Dead Space 2 or the original Dead Space 1.

You can adjust the Stick Sensitivity for both the Left Stick and Right Stick movements simultaneously.

The sensitivity of the R2 and L2 buttons can be adjusted, ranging from 0–100.

The Stick Dead Zone can be adjusted for both sticks, ranging from 0-100. This means you can change at what point an input is registered when moving the joysticks.

You can also do the same for the R2 and L2 Buttons Dead Zone.

You can reduce the Vibration Strength from 100 down to 0. This can be done in increments of 25.

You can individually adjust the Camera Speed for both the Y-Axis and the X-Axis, ranging from 0 to 100. When set to zero, the camera will not move at all when moving the Right Stick, so the lowest value where movement occurs is at one. You can Invert the Camera’s Y-Axis which swaps the up/down camera movements.

Gameplay Menu

Single Press Quick Time Events will allow you to complete quick time events, such as escaping enemy grabs, with a single button rather than performing repeated tapping actions.

Turning on Sprint and Toggle Mode will allow you to sprint by pressing the L3 button rather than holding it.

You can also turn on Aim Toggle Mode by pressing L2 to enter Aim Mode rather than holding it.

Log Close Mode allows you to close any collectable audio log by either a hold or press of the Circle button.

Automatic Weapon Swapping will swap out your weapon automatically when you run out of ammo for that particular weapon.

Aim Assist is turned on by default. However, if you’re still having difficulty aiming, the following settings may help: Aim Assist Friction slows down the camera movement when aiming near an enemy.

Aim Assist Magnetism keeps the enemy locked on whilst aiming. You can move in a left or right direction and the aim will remain locked on until you move in the opposite direction or when you stop aiming.

You can adjust the Aim Assist Magnetism Duration which dictates how long the aim assist magnetism lasts for. This ranges from 0–100.

Orient View to Locator Path will point the camera in the direction of the current objective when pressing R3.

Recenter View will recentre the camera after the Right Stick has not been moved for a few seconds.

Show World Input Prompts will display which buttons need to be pressed when near doors, openable containers, and when taking off or landing in Zero Gravity.

When navigating your map using the D-pad buttons, you can cycle through moving around the map and zooming in and out by using L1. You can change whether you interact with L1 with a Hold or a Toggle by changing the Map Zoom Mode option.

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

For game developers interested in more video examples of motor accessibility features, please visit the SpecialEffect DevKit at specialffectdevkit.info.

For instance, if you would like to find out more about Remapping options like the Dead Space offers, then you can find the modules related to this in Section 2: Action Mapping.

Dead Space [PEGI 18] is a survival horror action game that’s available on PS5, Xbox Series and Windows PC. You play as Isaac Clarke who’s an engineer exploring a ship that’s overrun with alien creatures and attempts to uncover the source of their existence.

In this video, we will be taking a look at the options that may improve the motor accessibility of the game for some players. This includes the extensive contextual remapping option, that can enable players to use certain inputs less often, and also the aim assist magnetism option, that helps keep your aim locked on an enemy whilst you and they are moving.

We will be taking a look at the console version of the game. However, all settings can also be found on the PC version. Footage has been captured directly off a PS5 console.

Timestamps:

0:00 | Intro

0:31 | Difficulty

1:55 | Controls Menu

6:36 | Gameplay Menu

8:44 | Outro


Developer Resource:

SpecialEffect DevKit logo

For game developers interested in more examples of how developers have increased the motor accessibility of their games, the SpecialEffect DevKit is our free developer resource: https://specialeffectdevkit.info/

For instance, if you would like to find out more about adding mapping options like Dead Space offers, then you can find the modules related to this in the Action Mapping topic, such as:­­

For settings similar to the toggle options found in Dead Space, you can find more information in the Input Interactions topic, including:

For more information on adding sensitivity and deadzone settings such as those found in Dead Space’s menus, you can explore the Analog Sensitivity topic, which includes the following modules on this:

  • 4.2 Inner Deadzone (as with Dead Space’s Stick and R2 and L2 Button Deadzone settings)
  • 4.5 Action Values (as with Dead Space’s Stick and R2 and L2 Button Stick Sensitivity settings)

Finally, for examples of how other developers have approached game difficulty, you can find more information in the Assistance topic, including:


Video by Tom Williams

Music: Man with Roses – Poison Message and Skygaze – Hug me

TUNIC | Motor Accessibility Options

Tunic gameplay screenshot showing the  fox in combat and surrounded by three creatures.

TUNIC [PEGI 7] is an adventure game in which you play as a fox as they make their way through a fantasy world to free a trapped fox spirit. The developer, TUNIC Team, states, ‘Stranded in a ruined land, and armed with only your own curiosity, you will confront colossal beasts, collect strange and powerful items, and unravel long-lost secrets.’ It is available on PS4, PS5, Xbox One, Xbox Series S/X, Nintendo Switch, Windows PC and Mac.

In this post, we will take a look at the accessibility features that could improve the motor accessibility of the game for some players, such as the Sequence Assistance option, that removes the timing element when inputting a sequence to unlock a secret, and the No Stamina Restrictions option, which can help with combat by removing the need to manage your stamina.

Accessibility Menu

Sequence Assistance

The game has many secrets that can be unlocked by inputting a sequence of D-pad buttons for console or Arrow keys for Windows PC and Mac. For instance, one sequence might be UP, LEFT, UP, RIGHT, DOWN, RIGHT. By default you need to press each D-pad or Arrow key input within approximately 2 seconds of the previous one or the sequence will not work. To give yourself more time to put an input in, go into the Accessibility Menu and go into Sequence Assistance. Please note – this option will only appear after the first time that you put in a sequence correctly. Here, you can put in each input without any time pressure and you’re able to view which inputs have currently been pressed.

Screenshot of the 'Sequence Assistance' pop-up interface in use. It shows a sequence of D-Pad input options that have been inputted before being applied in-game.

You can also set it so that the Sequence Assistance always appears whenever a D-pad direction or Arrow key is pressed, so that you wouldn’t have to open the Accessibility Menu each time you put in a sequence, by selecting ‘Auto-Open Sequence Assistance’. The video below shows an example of this:

The video above demonstrates the timing of the D-pad inputs being used on a controller when using the Sequence Assistance and when not. They will show up on the controller as white when being pressed.

No Fail Mode

When you turn on the No Fail Mode option, you will take no damage from enemies and cannot be defeated.

No Stamina Restrictions

You have a stamina meter that drains each time you dodge, and refills shortly after. If your stamina is fully depleted, you become tired and take extra damage from enemies. If you’re finding that managing your stamina is difficult, then you can turn on No Stamina Restrictions so you can dodge without it being drained.

Customise Controls Menu

You can fully remap almost all of the controls on a controller, including the individual stick directions for controllers. E.g. you can map, what are by default, button inputs to stick directions and vice versa. However, you cannot remap the Share button for PS4 and Xbox Series, Create button for PS5 or Capture for Nintendo Switch. All of the button, bumper, trigger and stick inputs are already mapped to actions on a controller, so you will need to swap controls over, rather than just map to a free input. On PC, you can remap all of the keyboard key inputs. To get an idea of the controls required, they are shown below for Xbox controller inputs:

Extra Options Menu

Combat Difficulty

You can reduce the combat difficulty from Normal to Reduced by going into the Extra Options Menu. When Reduced, you will receive less damage from enemies.

We hope that this post has been useful. For more information of the accessibility features found in other titles, please use the “Games” category on the site.


Developer Resource:

SpecialEffect DevKit logo

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

Examples of how other games have approached creating solutions for accessibility barriers similar to those which Tunic has overcome, can be found in the ‘6. Assistance‘ section of the DevKit in the following modules:

  1. Auto-Open Sequence Assistance Option

When ‘On’, players are able to enter the Sequence Assistance interface which removes the timed element for inputting complex button sequences as well as showing the player which inputs have been pressed. Other games in which developers have been able to ‘let players reduce or remove the need for quick or precisely timed movements’, are shown in: 6.4 Timing Elements

  1. ‘No Fail Mode’ & ‘No Stamina Restrictions’ Options

When both of these are set to ‘On’, these options allow the player to take no damage and allow unlimited dodges without draining the stamina bar. Other titles that ‘give players options to power up their various abilities in the game’ can be found in: 6.2 Player Strength

Marvel’s Spider-Man 2 | Motor Accessibility Video

Show Transcript

Marvel’s Spider-Man 2 [PEGI 16] is an action-adventure game that’s available on PS5. It follows both Peter Parker and Miles Morales as they both take on the role of Spider-Man and attempt to keep New York safe. In this video, we will be looking at the options available that are related to the motor accessibility of this game. These settings include the Web-Shooter Burst, which allows you to fire three web balls instead of one, with a single press…and Game Speed options, which allow you to slow down the speed of the game.

Accessibility Presets

When you start the game for the first time, you can perform an Initial Set-up. You can select a motor accessibility preset which will turn on a variety of motor accessibility settings which may help players to access the game more easily. Each preset has a list of settings that are adjusted when you turn the preset on, listed below. You can also select the preset in-game by pausing the game and going into the Accessibility Menu in the Settings.

Challenge Level

You can select your Challenge Level from the Initial Set-up menu. Friendly Neighbourhood is the easiest Challenge Level that provides minimal challenge, and you cannot be knocked out in combat. Friendly is aimed at players who wish to enjoy the story. Amazing provides a balanced combat experience, and Spectacular is the most difficult with enemies being stronger and also more aggressive. You can also customise the Challenge Level of specific game elements so you can create a bespoke experience. These options are found in the Gameplay Settings. These include how much health enemies have, how much damage they provide, and how long it takes for them to detect you whilst in Stealth Mode.

Gameplay Assists

The Gameplay Assists can be found in either the Accessibility menu or the Gameplay menu. The assists include the following options: Game Speed slows the game down to 30%, 50% or 70%. Here I am playing at 100%…now at 70%… now at 50%… and now 30%. You can change the speed at any point that you might need to, such as in comb, while swinging, or during boss battles. The in-game speech and accompanying captions will be at normal speed. If you want to regularly change the speed of the game, these alternate speeds can be assigned as D-pad Left or Right as a shortcut to toggle them on in the game. Chase Assist lowers the top speed of vehicles being pursued which provides a longer window before the target escapes. When within range of a vehicle, Spider-Man will automatically land on it without the need to press a button. Simplify Puzzles lowers the complexity of some puzzles found in the game. You also have the option to skip a puzzle if you’re having difficulty with it. Dodge/Parry Timing: provides a longer window to dodge or parry an enemy’s attack. With Enhanced Auto Aim turned on, entering Aim Mode will snap to the nearest target on-screen. The QTE Autocomplete option allows you to skip the quicktime events which require you to press certain buttons quickly. If low on health, you can Auto-Heal as long as you have a full Focus Bar available. You can choose when Spider-Man will heal depending on how low his health is. You can choose between 10%, 30% or 50% of his max health. Slow Corner Timescale slows the game when web-swinging around corners to maintain constant visual speed. Swing Steering Assistance adjusts the assistance added to web-swinging on a scale of 0 to 10. Higher values allow for easier web-swinging, with the default value set to 10.

Controls Settings

The following Controls Settings can be found in the Accessibility menu and also in the Controls Settings menu: Invert Look Control swaps the up/down and left/right camera movements. You can swap individual axes or both at the same time. Repeated Button Presses allows you to change the input from a repeated tap to a button hold for on-screen button prompt sequences. With Continuous Dodge turned on, holding Circle allows you to dodge continuously. You can choose between a hold or a toggle for Swing/Parkour Mode and Aim Mode. If set to toggle, an icon is displayed at the bottom of the screen to show that the action has been toggled on. You can set it so that a single tap performs either a single strike, a 4-hit combo or continuous action by adjusting the Melee Mode option. If set to Combo or Continuous, an icon is displayed on-screen. Web-Shooter Burst allows you to fire three web-balls instead of one with a single press, which is enough to web up regular enemies and gear puzzles. Invert Web Wings Control swaps the up/down and left/right Web Wings movements. You can swap individual axes or both at the same time. Air Trick Mode allows you to choose between a Hold, a Toggle-Auto Clear, or a Toggle-Maintain. Toggle-Auto Clear allows other actions to interrupt any current air tricks. Toggle-Maintain will ensure that air tricks are not interrupted by other actions.

Camera Assists

The following options can be found in the ‘Camera’ part of the Accessibility menu or in the Camera menu: Turning on Look at Waypoint turns the camera to the objective waypoint when scanning. Camera Follow automatically turns the camera when running or swinging, which makes the Right Stick movements less frequent. Combat Camera rotates the camera allowing you to keep enemies in view when they’re not on-screen. Motion Sensitivity The following two options can be found in the Motion Sensitivity part of the Accessibility menu: Look Sensitivity adjusts the camera sensitivity, ranging from 1 being the slowest, and 10 being the fastest. Aim Sensitivity adjusts the aiming sensitivity, ranging from 1 being the slowest, and 10 being the fastest. Shortcut Select Options The game features many actions that require simultaneous button presses to perform, such as a Charge Jump or a Finisher. You can map some of these actions to D-pad Left or D-Pad Right as a shortcut, so that these actions are performed with a single button press instead. Other actions you can map include game speed adjustments and opening the Friendly Neighbourhood Spider-Man app.

We hope you found this video useful. If you have any questions about the motor accessibility of this game, please get in touch with SpecialEffect. For game developers interested in more video examples of motor accessibility features, please visit the SpecialEffect DevKit at specialffectdevkit.info.

Marvel’s Spider-Man 2 [PEGI 16] is an action-adventure game that’s available on PS5. It follows Peter Parker and Miles Morales as they both take on the role of Spider-Man and attempt to keep New York safe.

In this video, we will be looking at the options available that are related to the motor accessibility of the game, such as the Web-Shooter Burst setting that allows you to fire three web balls with a single press instead of one, and Game Speed options that enable to you slow down the speed of the game.

A written post about these features can be found here https://gameaccess.info/marvels-spider-man-2-motor-accessibility-options/

Timestamps:

0:00 | Intro

0:35 | Accessibility Presets

1:10 | Challenge Level

1:51 | Gameplay Assists

4:40 | Controls Settings

6:20 | Camera Assists

6:47 | Motion Sensitivity

7:18 | Shortcut Select Options 

Video by Tom Williams 

Music (artlist.io): FewDoors – Stay With Me and Christopher Galovan – Sentimentality feat L E O V I


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/

More examples of features related to those demonstrated in the Marvel’s Spider-Man 2 video above, can be found in the following modules of the SpecialEffect DevKit:

PlayStation 5 Access Controller Video | An Introductory Look

Show Transcript

The PS5 Access controller is an official PlayStation 5 controller kit. It has been created for players who are unable to use DualSense or DualSense Edge controllers.

In this video, we will be taking an introductory look at the controller kit’s components, and initial set-up, which may help with learning if right for you. The Access controller is designed to enable players to create their own customised controller layout.

The controller kit features an adjustable control stick, programmable buttons and it allows you to connect external devices, such as switches, joysticks, and mounts. You can use two Access controllers together or use one or two Access controllers with a DualSense or DualSense Edge to be split across different parts of the body, or to be used with another player to share the controls alongside you.

Unboxing

The tape on the box has a loop that can be pulled. And all the components are all organised in a single layer for easy access.

Components

The controller has 10 remappable buttons and a single joystick that are all built into the controller. There is also a PS button and a Profile button near the joystick.

There’s a selection of caps that you can place on all the buttons. These attach with a magnet that can also be removed by holding down the push-bar and pulling up. The caps range in various curvatures and sizes, with one being able to cover two buttons so that simultaneous button presses can be pressed with a single button. Each cap also has a hole in it where you can place a tag. This can show what button it would function as once you have assigned a controller layout to it.

The joystick on the controller can be adjusted to come out and away from the buttons. If you press the “Lock” button, and let it go, the joystick position can be adjusted. Pressing the “Lock” button again locks the joystick into position.

The joystick comes with 3 different toppers: a ball-shape one, a dome-shaped one, and a standard DualSense joystick topper. Each topper can be removed by pulling the top of it.

The Access Controller also has four ports where you can plug in accessibility joysticks and switches that have a 3.5mm jack.

For example, at SpecialEffect we use the Celtic Magic Mini Joysticks, OneSwitch Mini Sticks and Evil Controllers Mini Thumbsticks. All of which have a 3.5mm connection. Here we’ve also connected some Logitech, Marblesoft and AbleNet switches.

It also has some connections on the bottom for mounting. Here, we have connected it to a Manfrotto Variable Friction Arm.

Software

Before you can use the Access controller on your console, you have to ensure the latest software has been installed, so you can configure it. When you plug in your Access controller in your PS5 console for the first time, you can create your own custom layout with the 10 remappable buttons, a single joystick and the four ports.

You can decide the orientation you want the controller to be in and this will determine the joystick directions in-game. There are 4 orientations to choose from where the joystick is either positioned to the left, the right, above or below the buttons. You are able to remap the 10 built-in buttons and the four ports on the controller. You can then assign them to be any button function found on the PS controller, with the exception of individual joystick directions and Touchpad swipes. The joystick can be either Left Stick, Right Stick or Unassigned. The PS button and the Profile button found near the joystick cannot be remapped.

You can create up to 30 profiles to be saved on the console and assign up to 3 profiles on the Access controller. You can also copy a profile into a new profile. So, if there is a similar controller layout you have, but you want to change only a few buttons, then you can assign a previous profile, instead of starting from scratch. If you have more than one profile on the controller, pressing the Profile button will cycle through each controller layout. There are horizontal lights that correspond to which profile is currently active. For example, if Profile One is active, then a single light will be lit. Profile 2 will display 2 lights. Holding down the Profile button will display your currently selected controller layout. If you find that the button assignments aren’t working for you, you can hold down the Profile button for approximately 6 seconds. This will reset the controller to its base controller layout, which includes Cross, Circle, Options, and Left Stick.

You can also assign a second button so that a single button will act as two inputs. This can be useful for games that require simultaneous button presses. You can also assign the same input to multiple buttons.

You can assign a button to be a Toggle. Certain games require holding down a button to perform an action, such as aiming. However, a Toggle can remove the need to hold a button down. Pressing a button assigned as a Toggle will allow you to perform the action with a single press rather than holding down the button. Pressing the button again will stop performing this action. When a Toggled button is active, an icon will be displayed at the bottom of the screen. This icon can be switched off if you prefer. The default layout includes Left Stick, Cross, Circle, and Options. This is so you can always navigate menus, select, and cancel, even if you fully delete a controller profile. If you haven’t assigned these functions after creating a controller layout, a message will appear to let you know. You can view your current controller layout while remapping by looking at the icon in the bottom right of the screen.

You can adjust the joystick sensitivity and deadzone. You can see how much each setting has been adjusted by looking at the controller input and adjusted input bars. The sensitivity has 5 increments which can be adjusted, and the deadzone has 30 increments.

You’re able to connect two Access controllers to work alongside each other, in case you need to use the extra buttons or use a second joystick. You can create a customised button layout and its own orientation for each controller. You can also add a DualSense or DualSense Edge to work alongside one or two Access controllers. For example, if you can use certain parts of a DualSense, such as the left side of the controller, but need to use extra buttons or an extra joystick, then you can use the Access controller alongside the DualSense to make up the right side of the controller. There are lights on the centre button that let you know what number the controller is assigned as. Whether it’s controller 1 or 2.

We hope you found this video useful. For more information on PlayStation 5 access, please use the ‘PS5 Access’ tag on the SpecialEffect GameAccess website.

In this video, we take an introductory look at the PlayStation 5 Access controller that was released on 6th December 2023.

The controller has been created as an alternative controller for some players who are unable to use the PS5’s DualSense or DualSense Edge controllers and is designed to enable players to create their own customised controller layout.

It features an adjustable control stick, programmable buttons and 3.5mm ports that allow you to connect external devices such as accessibility switches and compatible joysticks.

You can use two Access controllers together or combine one or two Access controllers with a DualSense or DualSense Edge controller to split the controls between different parts of the body, or to share controls with another player alongside you.

For more information on accessing PS5 games on a PS5 console, please use the ‘PS5 Access‘ tag.

Timestamps:

0:00 | Introduction

0:43 | Unboxing

0:58 | Components

1:55 | 3.5mm ports

2:20 | Mounting to a Manfrotto VFA

2:28 | Software Introduction

2:38 | Newly connected Access controller

2:48 | Orientation

3:01 | Remapping buttons and 3.5mm ports

3:13 | Joystick mapping

3:18 | Profiles

4:14 | Assigning one button as two inputs

4:28 | Toggled Action

5:16 | Joystick Sensitivity and Deadzone

5:30 | Using two controllers together

5:43 | Using alongside a DualSense


PS5 Access controller (unaffiliated) link, for further information: https://www.playstation.com/en-gb/accessories/access-controller/

Video by Tom Williams

Marvel’s Spider-Man 2 | Motor Accessibility Options

Marvel’s Spider-Man 2 [PEGI 16] is an action-adventure game that’s available on PS5. It follows Peter Parker and Miles Morales as they both take on the role of Spider-Man and attempt to keep New York safe.

In this post, we will be looking at settings and options that are related to the motor accessibility of the game, such as the Accessibility Presets, the Web-Shooter Burst option and the Game Speed options.

*Update 31/1/2024* A video to accompany this post has been made and can be viewed here: https://gameaccess.info/marvels-spider-man-2-motor-accessibility-video/

Accessibility Presets

Screenshot of the Initial Setup menu, showing the Presets screen.

When you start the game for the first time, you can perform an Initial Setup. You can select a motor accessibility preset which will turn on a variety of motor accessibility settings that may assist players to access the game more easily. You can also select the preset in-game by pausing the game and going into the Accessibility menu found in Settings and also access it when starting a New Game save.

The Motor Preset adjusts the following settings:

  • Toggles: Aim Mode, Web Wings Mode, Air Trick Mode (‘Toggle-Maintain’), Swing/Parkour Mode, Melee Mode (‘Combo’).
  • Enables: Web-Shooter Burst, Continuous Dodge, Slow Corner Timescale, Enhanced Auto Aim, Look At Waypoint, Chase Assist and QTE Autocomplete.
  • Disables: Vibration.
  • Repeated Button Presses: Hold.
  • Dodge/Parry Timing: Increased.

You can alter these settings in the Accessibility, Controls Settings or Gameplay Assists menus to create your own customised setup.

Challenge Level

You can select your Challenge Level from the Initial Setup menu and also when starting a new game. If you want to change the difficulty during the game, you can do this by pausing the game and going to Settings and then Gameplay. You can choose from the following Challenge Level options:

  • Friendly Neighborhood: combat provides minimal challenge, and you cannot be knocked out in combat.
  • Friendly: aimed at players who wish to enjoy the story.
  • Amazing: provides a balanced combat experience.
  • Spectacular: enemies are stronger and more aggressive.

You can also customise the Challenge Level of specific game elements to create a bespoke experience. These include:

  • Enemy Health: how much health enemies have, increasing the challenge level increases their health.
  • Enemy Damage: how much damage enemies provide, increasing the challenge level provides more damage.
  • Stealth Awareness: how long it takes for an enemy to detect you, increasing challenge level means enemies will detect quicker.

Gameplay Assists

The Gameplay Assists can be found in the Accessibility menu or in the Gameplay menu. The assists include the following options:

  • Game Speed: slows the game speed to 30%, 50% or 70%. These alternate speeds can be assigned to D-pad Left or Right as a shortcut to toggle them on or off during the game (see Shortcuts option at the bottom of this post). A gameplay example of each of these speeds being used during combat can be found in the video, below:

  • Chase Assist: lowers the top speed of vehicles being pursued which provides a longer window before the target escapes. When within range of the vehicle, Spider-Man will automatically land on it without the need to press a button.
  • Simplify Puzzles: lowers the complexity of some puzzles found in the game.
  • Dodge/Parry Timing: provides a longer window to dodge and parry enemy attacks.
  • Enhanced Auto Aim: entering Aim Mode will snap to the nearest target on-screen.
  • QTE Autocomplete: allows you to skip the quick-time events and carnival game sequences which require you to press certain buttons quickly.
  • Auto-Heal: if low on health, a full Focus Bar (if available) is consumed to heal automatically.
  • Slow Corner Timescale: slows game speed when web-swinging around corners to maintain constant visual speed.
  • Swing Steering Assistance: adjusts the assistance added to web-swinging on a scale ranging from 0 to 10. Higher values allow for easier web-swinging, with the default value set to 10.

Controls Settings

The following Controls Settings can be found in the Accessibility menu and the Controls Settings menu, too:

  • Invert Look Control: inverts the up/down (Y-axis) and left/right (X-axis) camera movements in which you can swap individual axes or both at the same time.
  • Repeated Button Presses: allows you to change the input type from a repeated tap to a hold for on-screen button prompt sequences.
  • Continuous Dodge: holding Circle allows you to dodge continuously.
  • Swing/Parkour Mode: choose between a hold or a toggle. If set to toggle, an icon is displayed on-screen when the action has been toggled on.
  • Aim Mode: choose between a hold or a toggle. If set to toggle, an icon is displayed on-screen when the action has been toggled on.
  • Melee Mode: when pressing the melee button, you can set it so a single tap performs a single strike, a 4-hit combo or a continuous action. If set to combo or continuous, an icon is displayed on-screen.
  • Web-Shooter Burst: allows you to fire three web balls with a single press instead of one, which is enough to web regular enemies and gear puzzles.
  • Invert Web Wings Control: inverts the up/down (Y-axis) and left/right (X-axis) Web Wings movements in which you can swap individual axes or both at the same time.
  • Air Trick Mode: choose between a Hold, a Toggle-Auto Clear, or Toggle-Maintain. Toggle-Auto Clear allows other actions to interrupt any current air tricks, and Toggle-Maintain will ensure that air tricks are not interrupted by other actions.

Camera Assists

The following options can be found in the ‘Camera’ part of the Accessibility menu or the Camera menu:

  • Look at Waypoint: turns the camera towards the objective waypoint when scanning.
  • Camera Follow: automatically turns the camera when swinging or running, making Right Stick movements less frequent.
  • Combat Camera: rotates the camera to allow you to keep your enemies in view if they’re not on-screen.

Sensitivity Options

The following two options can be found in the Motion Sensitivity part of the Accessibility menu and in the Controls Settings menu access via the Settings menu:

  • Look Sensitivity: adjusts the camera sensitivity, ranging from 0 being the slowest, and 10 being the fastest.
  • Aim Sensitivity: adjusts the aiming sensitivity, ranging from 0 being the slowest, and 10 being the fastest.

Shortcut Select Options

Screenshot shoring the Settings Menu with the Left and Right D-Pad Shortcut options empty.

In the Settings menu, the game also allows you to assign up to two shortcuts to D-pad Left and D-pad Right by default. The actions you can choose to assign as a shortcut include:

  • Open FNSM App
  • Launch Photo Mode
  • Toggle Camera Gadget
  • Toggle Contrast Options
  • Game Speed 70%
  • Game Speed 50%
  • Game Speed 30%
  • Yank and Throw Environment (Hold L1 + R1 by default)
  • Throw/Yank/Disarm Enemies (Hold Triangle by default)
  • Air Launcher/Swing Kick (Hold Square by default)
  • Finisher (Press Triangle + Circle by default)
  • Charge Jump (Hold R2 + Cross by default)
  • Zip to Point (L2 + R2 by default)
  • Toggle Ability Mode (Hold L1 by default)
  • Cross Ability (Press L1 + Cross by default)
  • Square Ability (Press L1 + Square by default)
  • Triangle Ability (Press L1 + Triangle by default)
  • Circle Ability (Press L1 + Circle by default)
  • Toggle Gadget Mode (Hold R1 by default)
  • Web Grabber (Press R1 + Square by default)
  • Upshot (Press R1 + Triangle by default)
  • Concussion Burst (Press R1 + Circle by default)
  • Ricochet Web (Press R1 + Cross by default)
  • Symbiote Surge/Mega Venom Blast (L3 + R3 by default)

We hope you found this post useful. If you have any questions about the motor accessibility of this game, please contact SpecialEffect.

Developer Resource:

SpecialEffect DevKit logo

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

More information for developers interested in further examples showing similar features to those demonstrated in the Marvel’s Spider-Man 2 above, can be found in the following modules of the SpecialEffect DevKit:

Resident Evil 4 Remake | Motor Accessibility Video

Show Transcript

In this video, we will be looking at the settings in Resident Evil 4 Remake that are related to the motor accessibility of the game, such as when using the ‘Running Camera Assist’ option, the ‘Reset Scope Magnification’ option and the ‘Aim Assist’ option.

The game is a third-person action game available on PS4, PS5, Xbox Series, and Windows PC. We will be looking at the console version of the game. However, all settings can also be found on the PC version.

You play as agent Leon Kennedy as he embarks on a rescue mission to save the president’s daughter, Ashley Graham. During the game, you have puzzles to solve and encounter various enemies who have been infected with a parasite called Las Plagas.

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

Game Mode Difficulty

Before starting a game, you have to select a difficulty. You can choose between Assisted, Standard, or Hardcore. Professional difficulty is unlocked after completing the game on any difficulty. Assisted is the easiest difficulty where enemies have reduced health, Leon receives less damage, and more ammo is created when crafting.

If your health is in danger, you automatically heal if you don’t receive damage after a period of time. Items will also be cheaper and the Aim Assist option is turned ‘On’ by default, on this difficulty.

If playing on Standard, and you are defeated, you can change the difficulty to Assisted at the Game Over Menu.

Professional is the most difficult option where enemies have more health and Leon takes more damage. Specific items will cost more, and parrying is more precise. This difficulty also disables the autosave option, so you have to make a manual save to save your progress.

Controls Menu

Next, we will look at the options in the Controls Menu.

There is no custom input remapping within the game. However, you can choose between 6 Control Types, each with their own different controller layout. The main differences are the Crouch, Run, Command Partner and Quick Turn actions being rotated between inputs on the different layouts.

The default is called A-1 and is described as being ‘optimized for playing Resident Evil 4.’ A-2 is the same as A-1 but switches the inputs for the ‘Crouch’ and ‘Command Partner’ actions over.

B-1 is described as being ‘for players accustomed to the Resident Evil series.’ B-2 is the same as B-1 but switches ‘Crouch’ and ‘Command Partner.’

C-1 is described as being ‘for players accustomed to the controls of Resident Evil 4’ from 2005. C-2 is the same as C-1 but switches ‘Crouch’ and ‘Command Partner’ over.

Run and Crouch actions are set by default to be toggled to use them, requiring a single press of the input to start the action and another to stop them. There is an option to change this to a hold instead.

Quick Turn Type allows you to change the button for Quick turning. The chosen button needs to be pressed simultaneously while pressing Left Stick Down. You can choose between R1, L3 and Circle on PlayStation, or RB, LS and B on Xbox. It is set to R1 by default.

As well as Parrying with L1, you can set it so you can Parry with R2 for PlayStation, or LB and RT for Xbox.

There are certain parts of the game where you have to repeatedly tap a button to progress. You can change this to a Hold input instead by changing the Repeated Button Input Type option.

Aim Assist Type can reduce the accuracy needed for aiming with the Right Stick. Turning on Snap will lock your crosshair onto an enemy after aiming. Snap and Follow does the same as Snap but tracks the enemy if they move. This may be set to ‘Off’, by default, depending on the difficulty setting you have chosen.

You can adjust the speed of the camera when using assist mode by altering the Aim Assist Max Speed. The further right you set it on the scale, the faster you can move your aim between enemies or body parts when aiming.

You can change the speed of the Reticle Deceleration. The further right you move on the scale, the slower the reticle will slow down when aiming at enemies.

Auto-Reload will reload your weapon automatically when you run out of an ammo clip. The setting is already ‘On’ by default.

If you switch the Reset Scope Magnification setting to ‘Off’ when aiming with a weapon that uses a scope, such as a rifle, it remains on the same scope magnification when exiting and entering Aim Mode.

You can turn off the controller vibration.

On the PS5 version of the game, you can turn off the Adaptive Triggers.

Camera Menu

Next, we will look at the options available in the Camera Menu.

You can invert the up/down and left/right camera movements by changing the Camera Inversion option. 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 left and right camera movements by turning on ‘Invert X Axis’. You can choose to swap a single axis or swap them both.

You can also do the same for When Aiming and when examining items in your inventory.

The Maximum Camera Speed can be adjusted for normal gameplay and for aiming. In many games, this would be referred to as ‘camera sensitivity and controls’, meaning the camera will rotate faster or slower when moving the analog stick on your controller.

You can also adjust the Camera Acceleration for both normal gameplay and for aiming. The higher you go on the scale, the faster the camera will respond to movement on your stick input and reach the maximum speed you have set.

Running Camera Assist can help with moving the camera so the Right Stick is used less often. This only occurs when holding the Run button. You can choose between Off, Horizontal only, or Horizontal and Vertical.

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

For game developers interested in more video examples of motor accessibility features, please visit the SpecialEffect DevKit at specialeffectdevkit.info

In this video, we will be looking at the settings in Resident Evil 4 Remake [PEGI 18], that are related to the motor accessibility of the game, such as when using the ‘Running Camera Assist’ option, the ‘Reset Scope Magnification’ option and the ‘Aim Assist’ option. 

The game is a third-person action game available on PS4, PS5, Xbox Series, and Windows PC. You play as agent Leon Kennedy as he embarks on a rescue mission to save the president’s daughter, Ashley Graham. During the game, you have puzzles to solve and encounter various enemies who have been infected with a parasite called Las Plagas. 

We will be looking at the console version of the game. However, all settings can be found on the PC version. Footage has been captured directly off a PS5 console from the PS5 version of the game. 

Video Timestamps:


0:00 | Intro

1:26 | Game Mode Difficulty

2:57 | Controls Menu:

            2:59 | Control Layouts

            4:02 | Toggled Actions

            4:16 | Quick Turn Type

            4:40 | Parry with Right Trigger

            4:55 | Repeated Button Input Type

            5:09 | Aim Assist

            5:50 | Reticle Deceleration

            6:17 | Auto-Reload

            6:29 | Reset Scope Magnification

            6:49 | Controller Vibration

7:04 | Camera Menu:

            7:06 | Camera Inversion

            8:18 | Maximum Camera Speed

            8:42 | Camera Acceleration

            9:03 | Running Camera Assist

9:19 | Outro


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/

Music:

Identify by Or Chausha, A Twist of Fate by Or Chausha, Connect Now by Jimmy Svensson and Eminence by Ian Post (all Artlist.io)