Road 96 Accessibility — Menu Deep Dive

Ben Bayliss3 minute read

Road 96 is a wonderful-looking game of which accessibility has been implemented from the start of its development. The game’s dedicated accessibility may feel lacking, but that’s because most features have been built into the game’s design. Our review explores how those features feel in play so if you’re wanting to find out more about the experience, go give that a read.

However, if you’re here to see what specific options are available in the settings are itself, then you’re in the right place. We’ll run through each section of the available settings below, and give you some insight into what certain settings do. One thing to note, there is no accessibility boot menu for Road 96.


The first dedicated group of settings focuses on your display. You’ll find the majority of usual settings for this category here, such as adjusting your resolution, playing the game windowed, fullscreen, or windowed-borderless, enabling V-Sync., setting a frame rate limit, graphic and texture settings, and the game’s anti-aliasing type.


As already noted above, the accessibility is fairly bare on account of the majority of features being tucked into the game’s design. The language can be changed in this area and the vibration can be toggled on or off. Subtitles can be enabled, and they come with a size slider, although there’s no example given meaning you have to venture back to the game to see how much they change. There’s also an interaction size slider to make those more legible, but again, there are no previews available.


In the audio settings, all your usual sliders are present, allowing you to adjust the overall master volume, the sound effects, voices, ambient volume, and music volume. At its default, I found the music to be incredibly overpowering at times and had to knock it down to about 50%.


For controls, a good chunk of the game can be remapped. Although most of these inputs are for the gameplay itself which is largely due to the game not really having a plethora of menus to browse through. You can, however set remapping for navigating through tabs in the pause menu, but that’s mostly it.

As I stated in my review, it could have been nice to have an alternative D-Pad input or some form of keyboard input to snap and lock to interaction choices.

Underneath the remapping options are a few more control choices. Camera sensitivity is helpful as there’s an incredible amount of looking around. There are also selection speed factors, which when set low means your cursor and look sensitivity will slow down so that you can aim more precisely, although as the review highlights, the fact interaction boxes move with the characters doesn’t make this speed factor choice much help in some cases.

There’s also a run speed factor that changes your sensitivity when you’re sprinting, but honestly, I didn’t find myself doing all that much sprinting in the game unless I was at the border.

All in all, Road 96 and its bare accessibility menu may strike some people to become concerned, but with a number of features built into the design as highlighted in the review, there’s actually a good deal available.

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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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