Biomutant Accessibility Features Teased by Art and Creative Director

Ben Bayliss2 minute read

Later this month, Biomutant from Experiment 101 is slated to launch across PC, PS4, PS5, Xbox One, and Xbox Series X|S. While there hasn’t been anything official in terms of sharing accessibility through a blog or trailer, information was shared on Twitter from one of the developers.

Replying to a user on Twitter, Biomutant’s art and creative director Stefan Ljungqvist, responded to reveal the options available in the game when it launches.

According to Stefan, the controls for both PC and console users will be fully rebindable and players can choose to enable an autocomplete feature for quick-time events. Players will also be able to “toggle to auto-advance dialogue without input”.

Subtitles are available for dialogue and can be adjusted for both size and colour and a toggleable background can be enabled with changes to opacity being available. It’s also noted that the HUD can be scaled as well.

Additionally, Stefan confirms that there will be an “aim-assist” feature for ranged weapons but melee targeting is less precise. And that the aiming is done manually with no hard lock-on.

At the moment this tweet appears to be all we have to go off for now, but it’s refreshing to see information being confirmed if at all. Examples would be nice to see closer to launch, perhaps through a blog or a trailer.

Biomutant is a third-person action-adventure game where the player takes control of a cute but combat-ready warrior. Players progress through the world battling other mutated creatures as they attempt to help save the Tree of Life from a poisonous oil that has seeped up through the ground.

CIPT may be looking into reviewing Biomutant for accessibility when it’s closer to launch, so we’ll be sure to keep you updated for a closer look at these and other features available in the game and perhaps one of our new deep dives.

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Ben is the one in charge of keeping the content cogs at Can I Play That? turning. Deafness means that he has a focus on discussing captions, but with experience in consultancy and advocacy, he covers what bases he can. Having written about accessibility in video games at DualShockers, GamesRadar+,, Wireframe, and more he continues his advocacy at CIPT. He was actually awarded a Good Games Writing award for an article he wrote here! He enjoys a range of games, but anything that’s open-world and with a photo mode will probably be his cup of tea. You can get in touch with him at:

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