A Plague Tale: Requiem | Motor Accessibility Video

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A Plague Tale: Requiem [PEGI 18] is a third-person action-adventure game. It is the sequel to 2019’s A Plague Tale: Innocence, and continues the story of Amicia and Hugo. The game is available on Xbox Series consoles, PlayStation 5, PC and also Nintendo Switch via the cloud.

The game features a range of different gameplay elements, including stealth, open combat, puzzles, boss battles, and sections where you have to sprint as the rats chase Amicia and destroy the environment around her. The game requires you to work out ways to use the environment to dispose of enemies and also as a way to navigate around the rats. Ammunition can be scarce and attacking enemies without caution can often result in failure. 

The gameplay controls require the use of the inputs on the whole of the controller, but there are a range of settings that can potentially make the game a more accessible experience for some players. In this video, we will be looking at the available options related to the motor accessibility of the game. All footage is captured on an Xbox Series S.

Settings > General Settings

The settings can be accessed either at the main menu, or by pausing the game and scrolling down to ‘Settings’. First, we will have a look at the ‘General’ settings. There are three difficulty settings, ranging from ‘Narrative’, which focusses on the story and exploration, ‘Normal’ which is the default setting, and aims to create a balance between experiencing the adventure and the in-game challenges, and ‘Hard’, which is the most difficult setting. Changing the difficulty also changes some of the other settings, such as ‘Help frequency’.

‘Help frequency’ adjusts the time it takes for the game to offer a helpful tip if it thinks you might be unsure how to progress from a certain area. The settings range from ‘Short’, ‘Normal’ (which is default) to ‘Long’. You can also switch this setting off entirely.

It is possible to switch controller vibration from ‘Normal’, to ‘Low’ to ‘Off’. It is also possible to reduce camera movement and shaking by switching ‘Steady Camera’ to ‘On’.

There are three HUD presets. ‘Standard’ is the default setting, which displays all of the in-game indicators and interfaces displayed. ‘Immersive’ switches most of these settings off, and the developer suggests that this means that players will need to play with more attention. There is also the option to select ‘Custom’, which means that the player can decide which of the HUD options they wish to have switched on or off.

Settings > Gameplay Settings

Moving across to the ‘Gameplay’ settings, there are a range of options that could be helpful for some players.

The first option is ‘Stick Swap’. The standard controls mean that Left Stick controls player movement and Right Stick controls the camera, and also controls aiming. Switching this option to ‘Yes’ reverses the sticks, meaning that Left Stick is for camera and aiming, and Right Stick is for movement.

It is possible to invert the camera for both the horizontal and vertical axis.

‘Camera Sensitivity’ and ‘Aiming Sensitivity’ can be altered separately. So, it would be possible to have the ‘Aiming Sensitivity’ set to maximum, with the ‘Camera Sensitivity’ set to a lower sensitivity, if that is helpful.

‘Movement Sensitivity’ can be adjusted. On the highest levels of sensitivity, you don’t need to move the analog stick all the way to get Amicia to move at her fastest speed. Higher sensitivity settings might be helpful for those who find moving the stick all the way to the edge difficult, whereas lower sensitivity settings might help those who find they sometimes accidentally move the stick, as it takes the full movement of the stick to get Amicia to move at all.

‘Aim Assist’ is usually set to ‘Normal’. This means that the aiming reticule slows down when near to an enemy, to make it easier to target them. This can be changed to ‘Low’.

‘Automatic Timed Inputs’ removes all quick time events, by completing these parts automatically.  

‘Automatic Quick Interactions’ removes the need to act under time pressure, as the game will complete these sequences automatically.

Switching on ‘Invincible Mode’ means that Amicia can no longer be harmed or killed by human enemies. However, environmental dangers such as fire or the rats can still hurt or kill her. 

There are a range of settings to enable players to toggle certain button holds. So, rather than holding the button down, you can tap the button once to start holding, and tap it again to stop.

‘Special Interactions’ include certain puzzles, such as turning cranks to open up the next area of the game. Usually, you have to hold the button down, but this can be set to a press.

 By default, sprinting requires you to hold a button down, but this can be set to a press. You do still need to keep pushing the movement analog stick forwards to move.

You can set the aim button to be a press, so that you don’t have to keep the button held down.

You generally have to hold a button down to open the radial menu to swap weapons, or swap the ammo being used in that weapon. You can set this to a button press.

 At some points during the game, you have to give commands or orders, to your allies. When looking towards the items that you want your allies to use, for example, then you have to hold down the required button when the item is highlighted, and then give your allies the commands by pressing another button. You can set it so that the button hold changes to a press.  

 With the menu open, you have to hold a button down to craft the specific type of ammunition that you want to use. You can change the crafting button to a press. By setting the weapon menu to a press as well, you wouldn’t need to hold down any buttons to craft.

Settings > Controls Settings

The game also has button remapping options. As with the previous settings, these can be accessed either at the main menu or by pausing the game and going to settings. Scroll across to ‘Controls’, and you can swap around many of the button presses. For example, here on Xbox, we press the A button to open up the option to remap vault and climb. Now, we press the button that we want to map it to. So, Left Stick Click will now act as vault and climb. It is not possible to map button presses to joystick directions, or vice versa.

We hope that you found this video helpful. If you have any questions about the motor accessibility of this game, then please contact SpecialEffect.

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

A Plague Tale: Requiem [PEGI 18] is a third-person action-adventure game. It is the sequel to 2019’s A Plague Tale: Innocence, and continues the story of Amicia and Hugo. The game is available on Xbox Series consoles, PlayStation 5, PC and also Nintendo Switch via the cloud.

In this video, we will be looking at the available options related to the motor accessibility of the game such as the ‘Automatic Quick Interactions’ option, which will automatically counter attack or use a knife in some instances when an enemy is attacking you, as well as looking at which actions can be toggled and showing the ‘Invincible’ mode. All footage is captured on an Xbox Series S.

Timestamps:

0:00 | Introduction

1:25 | General Settings

            1:39 | Difficulty

            2:07 | Help Frequency

            2:46 | HUD

3:10 | Gameplay Settings

              3:19 | Stick Swap

              3:37 | Inverted Camera & Sensitivity options

             4:34 | Aim Assist

             4:50 | Automatic Timed Inputs Execution

             4:57 | Automatic Quick Interactions

             5:19 | Invincible Mode

             5:33 | Toggleable Inputs

7:05 | Controls Settings

              7:19 | Controls Remapping


Music: Some Things Were Said by Alon Peretz, I Did It by Alon Peretz, The Tree Who Grew on Water by Yoav Ilan, The Journey Home by Yoav Ilan and Eminence Landscapes (Pizzicato Version) by Ian Post.

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/

Sony’s Project Leonardo for PlayStation 5

A Project Leonardo controller kit with all the parts shown.
Two Project Leonardo controller kits side by side with a DualSense controller above them.

Sony have announced their new PS5 controller, currently codenamed Project Leonardo, which they describe as a “highly customizable accessibility controller kit”. The release date and price are, at the time of writing, yet to be announced.

In a recent blog post, Sony describe Project Leonardo as including several different joystick caps, and different button caps, with different shapes and sizes, that may make it a more accessible control option for some players.  

A Project Leonardo controller kit with all the parts shown.

The base of the Leonardo is flat, so that it should fit onto a table or wheelchair tray, and it can also be attached onto mounts with an AMPS fixing. AMPS is fixing that uses a rectangular pattern of four holes. The analog stick position can be changed, with the distance from the analog stick to the buttons being adjustable. It is also possible to adjust the analog stick orientation, and there are button remapping and profile options, with the possibility of mapping the same action to multiple buttons, or multiple actions to one button. Players will be able to create three different profile options and can switch between them by pressing the profile button.

Four images showing different configuraions of Project Leonardo Cocontroller kits. The first shows on by itself, the second shows one next to a DualSense controller, the third shows  two side by side and the fourth shows  two side by side with a DualSense controller above them.

Players may connect two Project Leonardo controllers at the same time, and also add in a standard PS5 controller, to have up to three devices connected at the same time, with all controlling the same character. This has the potential to allow players to play cooperatively with others, similar to Xbox’s Copilot option, and also to try positioning the controls in different ways, such as one Leonardo by each hand.

Close up image of two 3.5mm ports on the side of a Project Leonardo controller kit. They are labelled E1 and E2.

Project Leonardo also includes four 3.5mm jack ports; this will enable players to have the option to plug in a variety of compatible accessibility switches and analog sticks.

As more information is made available, please use the ‘Project Leonardo’ tag on the website to find more information.

*Update – on 18/05/23 PlayStation shared more information on the now named ‘Access controller’. New images and information on the UI that will allow players to customise how they use the Access controller on PlayStation 5, can be found at the links below:

https://blog.playstation.com/2023/05/18/first-look-at-new-images-and-ui-of-the-access-controller-for-ps5-an-all-new-accessibility-controller-kit/?sf266797741=1 

https://www.playstation.com/en-gb/accessories/access-controller/ 


For information on some of the equipment that we use at SpecialEffect, please check here.

If you would like help with accessing video games, please contact us.

Sniper Elite 5 | Motor Accessibility Options

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Sniper Elite 5 is a third person tactical shooter game, developed and published by Rebellion Developments. The game has a range of different settings that can potentially make it a more accessible experience for some players, and we will be looking the motor accessibility settings, such as ‘Auto Run’ and the option to switch off ‘Bullet Drop’. All footage is captured on an Xbox Series S, and we will be focussing on the console version of the game when played with a standard controller.

Controls Menu

You can access the settings via the main menu, or by pausing the game at any time during gameplay. By heading to ‘Options’, and scrolling across to ‘Controls’, you can choose one of six different controller layouts, including three that are specifically aimed at left handed players. It is not possible to remap your controller to create a custom layout.  During this video, we will be using the ‘Classic’ controls, which is the default control scheme. 

It is possible to invert the Y axis. This means that instead of pushing right stick up to look up, you can pull down on the right stick to look up, and then push it up to look down.

You can adjust the sensitivity of the right stick for general gameplay, the sensitivity when aiming down your scope, and also the ironsights sensitivity. For all of these options, you can adjust both the X and Y axis’ separately.

In this menu you can switch controller vibration on or off. By default, this is set to On. 

By default, when you go from crouching to sprinting, you will stay standing once you have stopped sprinting.  There is the option to turn this setting off, so that when you stop sprinting you would automatically go back to crouching, providing you were crouching when you started sprinting.

Accessibility Menu

Now moving across to ‘Accessibility’, we can scroll down to the Sensitivity settings, to find a range of aim assist options. The Aim Assist options decrease or increase the sensitivity of the right stick when you have an enemy in your sights. Here, with Aim Assist off, the aiming reticle is moving quickly over the enemy. However, with Aim Assist set to strong, the aiming reticle is slowing down, even with the same amount of pressure on the stick. This can help some players when trying to accurately aim and shoot at the target. There are separate settings for aiming when using the scope, over the shoulder, and using ironsights. For each of these aiming types you can set Aim Assist to off, weak, moderate and strong.

 For scoped, aim over shoulder and ironsights there is also the option to switch on Snap to Target. This option can be switched on or off for any of the three aiming types, and for all three are off by default. When switched on, holding down the aim button will cause the aiming reticle to snap directly to an enemy, providing they are in range. You can then snap the aiming reticle across to other in-range enemies by moving the right stick in their direction. If you or the enemy moves out of range, Snap to Aim will stop working.

By default, you have to hold down LB or L1 to open the radial menu, and then move the right stick to select different items and weapons. It is possible to set this to toggle, so a press or L1 or LB will open the menu, and then another single press of the button will close it.

Using the default controls, you hold down the LT or L2 button to aim down sights. By setting this to toggle, you can press the button once to begin aiming, and press it again to stop aiming.

The Auto Run option means that, instead of pushing left stick forwards to move forwards, you can just tap A or Cross to begin jogging straight ahead. You can then use the right stick to steer the character, meaning that if using both sticks together is difficult, you may be able to play with a single stick. Tapping A or Cross again will stop you from running. Pressing B or Circle will cause you to crouch, and you can move forwards slowly this way. Holding B or Circle will make you go prone, and you can crawl forwards by tapping the A or Cross button. This setting ay be helpful for those who find it difficult to access two analogue sticks at the same time.  

It is worth noting that when using custom controls, Left Stick Click is still required to sprint. When using both sticks, it is possible to move whilst aiming by moving the left stick. When using auto run without the left stick, you are not able to move around whilst aiming, as pressing A when aiming changes your aiming type.

 

Campaign Difficulty

There are multiple difficulty options with the game, with the potential to customise the difficulty to suit your skills and playstyle. You can access the Difficulty menu via the main menu or by pausing the game at any time. The Overall Difficulty allows you to change the difficulty for the overall game all at once, where there are also individual settings for Combat, Sniping and Tactical. You could, for example, have Combat set to a lower difficulty but Sniping set to a higher difficulty if that is your preference.

Combat Difficulty Settings

To customise the difficulty further, you can go into the Advanced Difficulty settings. From here you can set the difficulty for Combat to be anything from very easy to authentic, or you can adjust individual settings within this overall preset to create a custom difficulty specifically for Combat.

You can set how fast you would like your health to regenerate, and also how much health you would like to have after you have been revived by another player. There are settings to determine how much ammo and equipment you are likely to find when searching, a setting to determine whether or not you will automatically swap to another weapon when you run out of ammo, and the option to throw away remaining ammo in the clip when you reload, for more realistic ammo management. 

There are separate settings to determine how much damage you can take, and how much damage enemies can take. There are separate settings to change how aggressive, accurate, intelligent and skilled at sniping enemies are. There is a setting to change how perceptive enemies are as well, which will change how likely they are to see or hear you and another to change how quickly they spot and respond to you. There are settings that determine if damage will force you out of Empty Lung or Focus modes, and the option to switch Focus mode off entirely if you prefer. 

Sniping Difficulty Settings

Within the Sniping difficulty options, you can switch bullet drop to be on or off, which means that you can decide whether or not long-range shots will be affected by gravity.

Active reloading is when you press the reload buttons for a second time within a specific window to reload faster. There are options to increase or reduce the amount of time allowed for active reloading.

There is the option to switch off whether or not the wind will affect the flight path of the bullet.

Some players may find that having both of these settings switched on at the same time will be helpful, as your bullet will hit whatever the aiming reticle is pointing at, regardless of distance.

When aiming down the sniper scope, the player has the option to ‘empty lung’, which zooms in further, slows down time and displays a marker for where the shot will hit. This can be especially helpful when accounting for bullet drop over a long distance. There is the option have the assist set to standard, reduce the amount of time it is enabled for, or to switch it off entirely. 

Tactical Difficulty Settings

Within the Tactical difficulty options there is the option to change how much information is provided by the HUD, such as how much ammunition you are carrying and your current health level.

There is also the option to change how much information is provided by the radar.

You can change how long tagged enemies remain tagged, which can be helpful when you are trying play stealthily or when in combat.

The Defusal Radius option controls how large the region for defusing an explosive is, so you may not need to be as precise with your controls or get quite as close to defuse it.

As well as the campaign, there are also some other gameplay modes, including the Shooting Range, which could be a good place to practice the controls.

We hope that this video has been helpful. If you have any questions about motor accessibility in video games, then please contact 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.

Sniper Elite 5 [PEGI 16] is a third-person tactical shooter game. The game has a range of different settings that can potentially make it a more accessible experience for some players. In this video we will be looking at the settings related to motor accessibility, such as Auto Run and the option to switch off Bullet Drop.

All footage is captured on an Xbox Series S, and we will be focussing on the console version of the game when played with an Xbox or PlayStation controller.

Timestamps:

0:00 | Intro

0:49 | Controller Layout Options

1:24 | Sensitivity Options

1:52 | Sprint Forces Stand Option

2:10 | Aim Assist Options

3:29 | Toggle Radial Menu & Aiming Options

4:02 | Auto-Run Option 5:01 Difficulty

5:36 | Combat Difficulty Customisation (e.g. Player / Enemy Resilience options and Enemy Aggression, Accuracy and Skill options)

7:11 | Sniping Difficulty Customisation (e.g. Bullet Drop option, Wind option and Empty Lung Assists)

8:17 | Tactical Difficulty Customisation (e.g. HUD, Radar and Tagging options)

8:54 | Shooting Range

9:03 | 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: Dancing Petals by Mattia Vlad Morleo, Waterbed by Norvik, When the Sunrise (Instrumental Version) by Yehezkel Raz and New World by Ian Post.

PAW Patrol: Grand Prix’s Autopilot Mode

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PAW Patrol: Grand Prix [PEGI 3] is a racing game which is  available on Xbox One, Xbox Series Consoles, PlayStation 4 and 5, Nintendo Switch and PC. In this video we will be focusing on the Autopilot mode on the console version of the game when playing with a controller, which lets you compete in the races using just one or two buttons.  All footage is captured on an Xbox Series S.

The game has one control scheme, with Left  Stick for steering, a button for throttle, another button to use skills and a button to use character skills. There are several other controls, but these are entirely optional when using Autopilot. For players who may find holding down the throttle button and using the Left Stick to steer difficult, there is the option to use the Autopilot setting. By pausing the game and pressing Y on Xbox, Triangle on PlayStation or Y on Nintendo, you can switch Autopilot on. The first time you want to use Autopilot you have to switch it on once the race has started, but once it is on it will stay on for that user, including the next time you load the game up, until you manually switch it off. Once it is switched on, the player doesn’t need to use accelerate or the Left Stick to steer as the car will drive around the track automatically. 

The player can use the Left Stick to steer if they want to, but as soon as they stop steering the autopilot will quickly take over again. This means that the player can concentrate on using the skill and character skills once they have collected the required items during the race. To use skills, press the X button on Xbox, the Square button on PlayStation or the X Button on Nintendo Switch. You earn skills by collecting the PAW Patrol icon during the race. To use character skills, press B button on Xbox, Circle on PlayStation or B on Nintendo Switch. You earn character skills by collecting pup treats during the race.

If the player crashes when manually steering, they can either press the Respawn button, or wait for a few seconds, where the game will automatically respawn their car back onto the track.

When using Autopilot, the car will not try to avoid any items that other characters have thrown. Players will need to manually steer around them, or they may hit them. 

It may be helpful to set up multiple races, so that the player doesn’t need to navigate menus  as much between races. From the Main Menu, go to Race and then Custom Race. Now select a character. You can now select Multiple Races and choose a difficulty setting. Mayor Humdinger will throw obstacles at the player, so there is the option to switch him off. 

We hope that this video has been helpful. If you have any questions about motor accessibility in video  games, then please contact SpecialEffect.

Paw Patrol: Grand Prix [PEGI 3] is a racing game which is available on Xbox One, Xbox Series Consoles, PS4, PS5, Nintendo Switch and PC. This post will focus on the Autopilot setting which some players may find useful.

The console version of the game has one control scheme, with Left Stick for steering, a button for throttle, another button to use skills and a button to use character skills. There are several other controls, such as a button to drift around corners, but these are entirely optional.

For players who may find holding down the throttle button and using the Left Stick to steer difficult, there is the option to use the Autopilot setting.  By pausing the game and pressing Y on Xbox, Triangle on PlayStation or X on Nintendo, you can switch Autopilot on. When you switch Autopilot on, the Autopilot icon in the Pause Menu becomes highlighted, and the icon will also be on the top of the screen during gameplay.

The first time you want to use Autopilot you have to switch it on once the race has started, but once it is on it will stay on for that user, including the next time you load the game up, until you manually switch it off.

Once it is switched on, the player doesn’t need to use accelerate or the Left Stick to steer as the car will drive around the track automatically. The player can use the Left Stick to steer if they want to, but if they stop steering then the Autopilot will quickly take over again. This means that the player can concentrate on using the skill and character skills once they have collected the required items during the race. To use skills, press the X button on Xbox, the Square button on PlayStation and the X Button on Nintendo Switch. You earn skills by collecting the PAW Patrol icon during the race.

To use character skills, press B button on Xbox, Circle on PlayStation and B on Nintendo Switch. You earn character skills by collecting the required number of pup treats during the race. 

If the player crashes when manually steering, they can either press the Respawn button, or wait for a few seconds, where the game will automatically respawn their car back onto the track.

When using Autopilot, the car will not try to avoid any items that other characters have thrown. Players will need to manually steer around them, or they may hit them.

It may be helpful to set up multiple races, so that the player doesn’t need to navigate menus as much between races. From the Main Menu, go to Race and then Custom Race. Now select a character. You can now select Multiple Races, and choose a difficulty setting. Mayor Humdinger will throw obstacles at the player, so there is the option to switch him off.

We hope that this post and video have been helpful. If you have any questions about motor accessibility in video games, then please  Contact Us.


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: Train Travel by Young Rich Pixies (artist.io).

Far Cry 6 | Motor Accessibility Video

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Far Cry 6 is a first-person open world adventure game developed and published by Ubisoft. The game’s controls can be complex and do require access to the majority of the controller to be able to play the game fully, but there are a variety of different settings that can potentially help to make the game a more accessible experience, which we will look at in this video. We will look at accessibility, gameplay and control options related to the motor accessibility of the game, including features such as Auto Steering, removing the need for repeated button presses, combining Move and Look control and the Motor Accessibility Preset option.

Set on the fictional island of Yara, players can participate in story missions, side quests or simply explore the large open world. Players can explore on foot, ride horses, drive cars, trucks, quad bikes and motorbikes, fly aeroplanes and helicopters and drive boats and jet skis. The game features a wide range of weapons to use against enemy characters, from more traditional Sniper Rifles to the fictional Resolver Weapons. Far Cry 6 is available for PS4, PS5, Xbox One, Xbox Series consoles and PC. In this video we will be focussing on the console version of the game when played with a gamepad, and all footage is captured on an Xbox Series S. Some of the in-game settings appear in several different menus, but we will cover each of them once only.

Motor Accessibility Settings

The Motor Accessibility Settings can be accessed via the main menu, and you can also access it by pausing the game at any point, scrolling across to System, and then down to Accessibility. When you first load up the game there is the option to switch on the Motor Preset, but this can also be accessed at any time from the menu. Switching this on will turn on a variety of settings on that the developer feels might be a helpful combination, but you can also adjust each individual setting. Now we will have a look at these settings in a bit more detail.

By default, when using Sniper Rifles, the game has Reticle Sway switched on. This means that the cross hair will sway when aiming, and you have to line up your shot, taking this sway into account. Pressing Left Stick Click or L3 will make your character hold their breath, which helps for a few seconds, but the cross hair will start moving again. If players find aiming difficult, there is the option to switch Reticle Sway off completely.

At times during gameplay, players might need to press a button repeatedly or take part in quick time events. It is possible to reduce these to a single button press by switching Repeated Presses off.

There are Aim Assist and Lock-on options in this menu, which also appear in the Gameplay menu, and we will look at this more detail a bit later on in the video.

Driving and Shooting Aim Assist is on by default. Having this setting on means that, when driving, if you draw your weapon you will automatically aim your gun at the nearest enemy.

Switching the option Convert Holds to Presses on means that actions which are usually activated by holding the button down, such as Aiming Down Sights and Crouching, will now be activated by a single button press. A second button press stops the action. If you would prefer to have Crouch set to Toggle and Aim Down Sights set to Hold, it is possible to leave this option off, and scroll down to select which actions you would like to be either be Toggle or Hold. The options are for Aiming, Crouching and Opening the Weapon Wheel. Switching on Convert Holds to Presses also means that actions such as Opening Crates, which you usually do by holding a button down, will now be activated by tapping the button twice instead.

There is also the option to change the Sprint Type, which by default is activated by pushing forward on the Left Stick with a single press of the Left Stick Click or L3 button. By setting this to Stick Incline, the more you push the Left Stick forward, the faster your character will move until finally sprinting. This could be helpful for those who find clicking the Left Stick difficult. There is also the No Stick Presses option, which automatically sets the Left Stick to Stick Incline and maps other Stick Click actions such as Holding Breath whilst Aiming to Y or Triangle, and Melee to a double tap of B or Circle.

Gameplay Options

There are also options in the Gameplay settings menu that may help to make the game more accessible for some players.

There is the option to change the game difficulty between Action Mode, which is the default Far Cry difficulty, and Story Mode. When playing in Story Mode, your character can take more damage which can help to reduce the challenge when in combat or playing missions.  You can change the difficulty at any time.

There is also the option to switch Aiming Assists on or off. The assist is on by default and helps during combat situations. There is also the option to switch on Lock-on Aim. Lock-on Aim means that when aiming at an enemy, the Aim Assist is a bit stronger and can help by completely locking onto the target. You can also select how long you want the lock on to be activated for.

By default, the Auto Steer option is set to automatic, but can be switched to manual if you prefer. This setting, when set to automatic, means that your car will automatically steer when you are aiming your gun at an enemy whilst driving. Manual means you would have to manage both aiming and steering at the same time.

Automatic Change Seat is on by default. With this setting on, you can climb into the passenger seat of a vehicle and your character will automatically move over to the driver’s seat. Having this setting off means you have to manually change seats.

Switching Disable Autodrive Whilst Aiming on means that your car will not automatically steer whilst aiming.

Controller options

There are a range of options within the Controller settings that could help to make the game more accessible. Far Cry 6 has multiple different gameplay scenarios, from walking, swimming, driving multiple vehicles, flying planes and helicopters and riding horses. Due to this, there are complex controls. However, the game also provides the option to remap controls based on each different scenario, with remapping options for when on foot, when flying a plane, and when driving a car, etc.

One option is to swap the controller from Default to Lefty, which swaps several buttons around and may be useful for players who like playing first-person games in Southpaw Mode.  

There is also the option to set the controller to a One-Handed Layout, picking either Left or Right Handed, which may make it easier to play the game with a single hand.

There are Sensitivity options for looking and aiming, with the higher the value the faster the camera rotation. There are also Sensitivity options for Left Stick Responsiveness and Right Stick Responsiveness, with the higher the value the lower the incline required to reach the maximum value of the stick. This can help reduce how much effort is required to get the stick to its maximum value.

You can set the Hold to Press and Toggle options from this menu as well. There is the option to set the No Stick Presses option on from this menu, which means that the Stick Clicks are remapped to other parts of the controller. Having this option switched on automatically moves the Left Stick to Stick Incline.

It is possible to Combine Move and Look onto the same stick, so Forwards and Backwards on the Left Stick acts as Forwards and Backwards, and Left and Right on the Left Stick acts as Rotate Left and Right.

The developer recommends having Swap Move and Look While Aiming on at the same time as Combining Move and Look, which means that when you aim down sights, the Left Stick will now control aiming. Some players may find it easier to navigate the game with a single stick with these settings on, or may also use both sticks but prefer having the sticks mapped this way. With the Combine Move and Look setting on, the Right Stick will control looking up and down, and strafing left and right.

There are several options to Invert Stick Movement, such as Invert Vertical Look, Invert Horizontal Look and you can also Invert both Third-Person Vertical Look and Horizontal Look. You play the game in third person when at various bases across the map.

When remapping your controller, first scroll down to the control that you would like to swap. Here, we are clicking on Shoot, to swap it from RT. We are going to map it to a single press of A, by clicking on Shoot and then pressing A. You will get a warning if this creates a conflicting action. Here, we now have both Shoot and Jump mapped to A. You can choose to ignore this and continue, or unassign the action. Here we are going to continue with this remapping. Now, when A is pressed, the character will Shoot and Jump at the same time. To get around this, you can reset the controls back to Default, or map either Shoot or Jump over to a different button.

You will notice that some actions are set to Hold, such as having to hold down Right Stick Click to Move a Body, which can be useful if trying to conceal enemies you have killed when playing stealthily. Here we will demonstrate how you set button presses to Holds, by holding down A to remap this action to Hold A. Press Y and then A again to revert back to Default.

By default, some in-game controls, such as Firing the Supremos, are activated by pressing two buttons at the same time. There is the option to map button presses to a single button press, a single button hold, or a double press of a single button. You can also map it to pressing two buttons together, holding two buttons together, or pressing the two buttons together twice.

It is possible to remap some analogue actions to Toggle. Instead of holding Left Stick Up to walk forwards, we are going to set it to Toggle, so a single press of Left Stick Up will start walking forwards, and a second press of Left Stick Up will stop walking. It is also possible to remap walking to digital actions such as a press or hold of the A or Cross button, for example.

It is also possible to toggle Accelerate, although this does work differently. By default, you will accelerate when R2 or RT are pressed. You can have this set so that a single press of the button will start your vehicle accelerating, and to go faster, press the button again. To slow down, press the brake button.

There are a range of different settings in Far Cry 6, and we hope that this video has helped to highlight some of those which we think might be helpful for people who may benefit from motor accessibility options. If you have any questions about video game accessibility, please contact SpecialEffect.

Far Cry 6 [PEGI 18] is a first-person adventure game developed by Ubisoft, and is available to play on Xbox One, Xbox Series X/S, PS4, PS5 and PC. In this video we will take a look at accessibility, gameplay and control options related to the motor accessibility of the game, including features such as Auto Steering, removing the need for repeated button presses, combining Move and Look control and the Motor Accessibility Preset option. All footage is captured on an Xbox Series S.

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

0:00 Intro

1:29 Motor Accessibility Settings (incl. Motor Preset, Reticle Sway, Repeated Presses and Converting Holds to Presses).

4:15 Gameplay Options (incl. Difficulty, Aim Assist, Lock-on Aim and Auto Steer).

6:05 Controller Options (incl. One-Handed Layout, Sensitivity options, Toggle options and Combine Look and Move to the same stick).

11:00 Outro

More posts on accessibility features in games can be found on our site using the Accessibility Feature tag.

If you have any questions, please visit the ‘Contact Us’ page.


Music: Cloud of Memories by Macifif & Tomb by Veshza (artlist.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/

Halo Infinite | Motor Accessibility video

Show Transcript

Halo Infinite is a first-person shooter developed  by 343 Industries, and is available to play on Xbox One, Xbox Series consoles and PC. The game is a single-player campaign with co-op to be added to the campaign at a later date and also consists of a range of free-to-play multiplayer modes. As well as being a first-person shooter with multiple weapons to use when on foot,  there are various vehicles which you can  control from a third-person viewpoint and a variety of different in-game settings that may make Halo Infinite more accessible. There are also several modes which can be both fun to play and useful for practising or for trying control settings. In this video we’ll have a look at the motor accessibility of the game through the controller settings and also some of these game modes. Whilst mouse and keyboard are available on each  platform we’ll be looking at controller settings.  The equivalent setting is often available for mouse and keyboard too, however. All footage is captured on an Xbox Series S.

The controller settings can either be accessed via the Main Menu or by pausing the game at any time.  Pause the game by pressing the Menu button and then go to Settings. Controller Settings are then the first available option. As well as the Default Layout there are five  alternative layouts that gamers can choose from.  These are Legacy, Bumper Jumper, Recon,  Button Puncher and Hell Puncher. Alternatively you can create a Custom  Layout by remapping button presses.  We will cover button remapping a bit later on in the video. There are four different thumbstick layouts. These are Default, Legacy, Southpaw and Legacy Southpaw.

It is possible to Invert Look for  both horizontal or vertical directions and you can also Invert the camera when in flight.

You can toggle the controls for Crouch, Zoom and  Sprint. This means that you can tap the button to start the action and tap it again to stop,  rather than needing to hold the button down.  Crouch and Sprint are toggled by default but Zoom is set to Hold.

By default, driving vehicles in Halo Infinite  requires the use of both analog sticks, by pushing up and down on the Left Stick to accelerate and brake and reverse,  and the Right Stick is used left and right for steering.  With Movement Assisted Steering switched On, you can now use Left Stick left and right to help with steering, in addition to steering with  the Right Stick. It is set to Off by default.

With Maintain Sprint switched Off you will stop  sprinting after certain actions such as jumping.  With it switched on you will continue to sprint after those actions which  means you would not need to press the  Sprint button again. It is on by default.

With Auto Clamper set to On, if you jump near a ledge you do not need to press Jump again to climb onto the ledge. This is also on by default.

By default your in-game jump can be quite high  which is helpful when trying to jump onto higher ledges, but can also make it difficult when  trying to accurately jump to lower heights.  Having Step Jump switched on reduces the  jump height when jumping to lower ledges  meaning it can be easier to accurately reach them. It is set to On by default.

There are a range of Sensitivity, Acceleration and Deadzone settings that may be useful for players. To find the best combination for you it would be best to try experimenting with the different options. Adjusting these may mean that less or more movement of the analog sticks is needed. Look Acceleration allows you to set the  acceleration for the Look thumbstick.  You can set the Look Sensitivity for both horizontal and vertical directions. Holding down Left Trigger in Halo Infinite will cause you to aim down sights and to some extent zoom in depending on which gun you are using at the time. It is possible to change the sensitivity for each of the different zoom levels separately so the sensitivity of an assault rifle could be different than the sensitivity of a sniper rifle when aiming down sights, for example. First select the Zoom Level that you wish to adjust. Now go down to Zoom Sensitivity and adjust how sensitive you want that specific zoom level to be. This will only change the sensitivity of weapons that use that specific zoom level. The Center Deadzone setting allows you to set  how far the Move or Look thumbstick is from the centre before the minimum input registers, with lower values feeling more responsive. The Max Input Threshold setting allows you to set how far from the edge the  Move or Look thumbstick needs to be before the maximum input is registered. The Axial Deadzone setting allows you to change  how far the Move or Look thumbstick is from the X or Y axis before the minimum input registers. The  lower the value the more responsive it will feel.

You can remap your controller by scrolling down to On Foot and selecting which control you would like to remap.  First select the button you would like to remap and press A. Now press the button you would like to remap it to. You may get a warning letting you know that you are now unbinding that button from another action. Press A to continue. You can remap most of the buttons on the Xbox controller but you cannot remap button presses to joystick directions or vice versa.

We will now have a look at some of the  different modes available. The Campaign Mode specifically has several difficulty settings which can make the game more or less challenging. Difficulty can be selected when starting a new campaign or if you want to change it mid-game, go to End Game and then from the Main Menu choose Load Game and choose one of the options:  Easy, Normal, Heroic or Legendary. There are also several different modes that can be both fun to play and also useful for practice for players trying new settings or those who want to progress to playing competitive multiplayer matches online. Bot Bootcamp can be selected from the Multiplayer Menu and is a multiplayer match where four people online can cooperatively play  a variety of different match types versus bots.  Within the Academy Menu players can select a tutorial which is described as basic training, running through the controls and learning how to play the game. There is also the option to participate in weapon drills. One of the guns featured in the game can be selected and there are three different drills for each gun. The first drill has you shooting your chosen weapon at stationary bots for a specific period of time to see how many points you can get. In the second drill the bots are moving which creates more of a challenge and in the third drill the bots are moving but will also try and take cover. To play a game versus bots in Training Mode, first you have to select a map or you can choose to play on the pre-selected map. Once the match has started, pause the game and  you will see multiple options that you can select. You can choose different primary weapons secondary  weapons and two different types of grenade. You can also select different types of  equipment such as swapping out the Grappleshot (or grappling hook) for a Threat Sensor  that highlights enemies if they’re within range. You can also select how many Friendly Bots from 0 – 3 and how many Enemy Bots from 0 – 4 and there  are also four levels of Bot Difficulty. It is possible to have Reveal Enemy Location set to Default or to Always On, potentially making it easier to find enemies on the map. Switching Playfighting On means  that Enemy Bots will not fight back. Switching on Infinite Ammo means that you will not run out of ammunition for any of the weapons that you are using. You will still need to reload  but can do so an unlimited number of times. The Deathless setting makes you invincible when switched On. Although the mode can help as a way to create training matches, it can also be  a fun way to experience the game with no pressure to progress to playing online versus other players. Within Custom Game you can create your own multiplayer matches which you can play online versus other players or offline versus bots. Although it doesn’t have the same number of settings as Training Mode and as such may not be as accessible for all players, it does allow you to replicate the type of matches you’ll be playing if you then choose to go online.

We hope that this post has been helpful. If you would like any help with video game accessibility, please contact SpecialEffect.

Halo Infinite [PEGI 16] is a first-person shooter developed by 343 Industries, and is available to play on Xbox One, Xbox Series X/S and PC. In this video we will have a look at the motor accessibility of the game through the controller settings and also some of the available game modes. All footage is captured on an Xbox Series S.

Timestamps: 

0:00 Intro 

01:14 Controller Settings 

02:14 Movement & Aiming 

04:12 Sensitivity & Acceleration 

06:05 Controller Remapping 

06:42 Game Modes 

10.24 Outro

More posts on accessibility features in games can be found on our site using the Accessibility Feature tag.

If you have any questions, please visit the ‘Contact Us’ page.


Video by: Cara Jessop

Music: Quiet Pull by Tamuz Dekel, from artlist.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/