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Evolve Game Accessibility Breakdown

Below is a list (as recommended by the Game Accessibility Guidelines) of accessibility options and features we’ve included in Evolve . We are currently exploring how we can improve on these features in the future. Stay tuned to our forums for updates to these features down the line, where applicable.

 

Mobility:

– Controller support:

– Button remapping based on swapping inputs on preset control schemes

– 5 Hunter Pre-set controller schemes

– 4 Monster Pre-set controller schemes

– 4 Left stick/right stick layouts

– Look sensitivity

– Look Inversion

– Vibration toggle

– Aim assist toggle

– Automatic Sprint

– Remappable controls for controllers are currently not supported

 – Keyboard/Mouse Support:

– Keybinding Remapping

– Mouse Sensitivity

– Look inversion

– 2 Monster ability trigger settings

– Aim toggle

– Automatic sprint

– Most gameplay does not require simultaneous actions (such as click and drag), but some menus and observer mode does require this action

– The mouse must be used to navigate the menu, keyboard does not work for this

 – No button mashing or quick time events

 

Auditory:

– Separate sliders for Music, Effects/Cinematics, Voice Chat and Dialog

– Subtitles (all spoken word) provided:

– Asked preference before starting the game

– Speaker listed at start of each line

– Centered at the bottom of the screen

– Letterboxed

– Sanserif font

– High contrast for easy reading

– Deaf players will have some information lost for non-speech that is not subtitled (ie Daisy howl, monster footsteps, wildlife, etc) but with only minor impact to gameplay

 

Visual:

– All interactive objects are clearly marked

– Colorblind Mode:

– Settings Deuteranopia, Tritanopia, Protanopia

– Changes to Hunter name tags to show the icon above them while the mode is on (for other Hunters)

– Custom FX implementation for the following:

– Markov’s mines

– Blitz Markov’s mines

– Blitz Markov’s Lightening gun

– Hank’s Orbital Barrage targeting

– Cabot’s Dust Tagging Targeting

– Ping updates to use symbols

– General ping (yellow circle)

– Monster ping

– Elite Wildlife

– Threatening wildlife

– Non threatening wildlife

 

General:

– Additional PC Options

– 3 Head bobbing settings

– Supports Windowed Mode

– Field of view adjustments

 – Tutorials available

– Available to replay at any time, as many times as wanted

– No timer for completion

– No way to fail

 – In-game notifications can be turned on and off

– Help text can be reset at any time

– Single player – 3 difficulty levels

– Can be adjusted dynamically in game without restarting

 – Players are able to mark locations on screen via a ping.

– When contextually appropriate, the player character will speak about an item that has been pinged (such as monsters or wildlife locations)

 – All areas of the UI can be accessed by using the same input as gameplay (no switching between keyboard and controller needed)

– Autosave feature implemented