Ratchet and Clank Rift Apart Accessibility Features Revealed

Ben Bayliss4 minute read

Insomniac Games showcased a range of Ratchet and Clank Rift Apart accessibility features on Twitter today. The features that were shown in the Twitter thread are all that players can expect to see when the game launches exclusively on the PS5 next month. In addition, Insomniac has a more extensive list of features available on its support site 3-weeks in advance of the release of the game.

First up, the features were shown off through Insomniac’s official account and included as part of this year’s Global Accessibility Awareness Day. The studio said that “developing games that are playable and inclusive for people from a wide variety of backgrounds is crucial to our mission”. This was followed by a thread of features.

Fire mode is detailed to allow players to choose from default, hold, or toggle inputs modes. Toggle on/off and hold inputs can be used for aiming as well. Ratchet and Clank Rift Apart will also feature auto-aim which will point the camera toward the nearest enemy when the player is firing.

Aim assist will also be available as will a lock-on feature when the player is aiming. This Ratchet and Clank Rift Apart accessibility feature was shown off in action in a short GIF on the tweet itself. Player’s will also be able to avoid inadvertently falling off ledges with the off-screen ledge guard feature.

Ratchet and Clank Rift Apart will feature some Hoverboots, and players can make use of auto-pump which will automatically pump those boots to maximum speed. As for the flying sections in the game, a flight assist is available which will help keep players level.

Players will also be able to adjust the contrast of the game’s image as well as enabling various shaders and a high contrast feature that we saw teased during PlayStation’s State of Play. These shaders can be used as presets or have each setting customized for a more personalised experience. This feature looks as if it’ll work similarly to The Last of Us Part 2‘s high contrast mode.

Motion blur and screen shake can be turned off, although motion blur can have lower settings and higher settings. And with waypoints, players can choose to have them displayed all the time, or appear only when a button is pressed.

Icon’s and prompt sizes can be adjusted, meaning waypoints can be made bigger for better clarity and prompts should be more legible. There will be a centre dot available at all times if players want it to be there, and when players are aiming with a throwable, the colour of the arc guide itself can be changed as can the target area for that throwable.

Text can be changed from its default colour, and the control scheme can be fully customised to how the player wishes to have it, or they can choose from presets. For traversal, Ratchet and Clank Rift Apart will allow simplified inputs for accessibility, allowing the use of a single button for various traversal methods.

There are also shortcuts available for actions such as activating photo mode, toggling different contrast options, adjusting game speed, etc. These shortcuts can be mapped to a shortcut slot.

All types of camera controls can be inverted, with sensitivity options to go with them. The player can choose whether they wish to use the left or right analogue stick for flight control meaning they aren’t tied to a specific input.

Vibration options will allow players to switch between different settings, such as experimental vibration, functional vibration, or having it off completely. The intensity of these can also be adjusted. In addition, the DualShock’s adaptive triggers also have experimental and functional settings and the ability to turn them off.

If you’re a fan of the DualShock’s controller speaker, this is also supported in Ratchet and Clank Rift Apart with the option to adjust the speaker volume.

Ratchet and Clank Rift Apart is slated to launch on PS5 on June 11.

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Ben
BaylissEditor-in-ChiefHe/Him

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+, GamesIndustry.biz, 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: ben@caniplaythat.com

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