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We've documented 24 accessibility features for Unto The End, including Large Text, Adjust Speed, Control Assists, Custom Difficulty and No Repeated Pressing. Its accessibility is strongest in Controls and Visual but it also has features in Getting Started, Reading, Difficulty, Navigation and Audio to reduce unintended barriers.
This report is created with input from accessibility experts and the player community to help people find games that have the accessibility features they require. Once you have found potential games on the database, there are excellent specialist accessibility sites that offer in-depth reviews to guide your purchasing decisions.
External examiner, Eamon Gaudio, first checked Unto The End accessibility 3 years ago. It was re-examined by Andy Robertson and updated 2 years ago.
Accessibility Notes
One advance move requires you to hold a button down but nothing else.
Audio feedback is provided to identify whether you have struck the enemy well. There is an audio heart beat that determines when you are near death. These sounds are also spatial.
Game Details
Release Date: 09/12/2020
Out Now: PC, PS4, Stadia, Switch and Xbox One
Players: 1
Genres: Fighting, Traversal (Action, Platform, Role-Play and Simulation)
Accessibility: 24 features
Components: 2D Side-On and Cartoon
Developer: 2 Ton Studios (@2TonStudios)
Costs: Purchase cost
Controls
We've documented 7 accessibility features for Controls in Unto The End which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.
Gamepad
Can play with the following:
Multiple Buttons & Two Sticks: Can play with multiple buttons and two sticks.
Mouse And Keyboard
Can play with the following:
Keyboard Alone: Can play with just the keyboard.
Mouse and Keys: Can play with mouse and multiple keys.
Remap Controls
Can customise the controls for the game as follows:
Remap Buttons: Can re-map all buttons so that you can use alternatives that better suit your play.
Button Combinations
Specific button operation required to play
Holding Down Buttons Optional: Holding down buttons for prolonged periods (a second or more) is not required or can be switched to toggling the action on and off. This is in addition to the movement stick/button which is not considered a hold for this purpose.
Rapid Repeated Pressing Optional: Quick, repeated button pressing (more than 2 times a second) is not required, can be skipped or switched to holding a button to trigger a repeated action.
Controller Vibration
Informative Vibration: Controller vibration indicates events or interactions in the game, echoing visual and audio cues. This can provide additional information about progress, approaching enemies or hitting a target.
Difficulty
We've documented 2 accessibility features for Difficulty in Unto The End which deal with how you can adjust the challenge of play, and whether this is locked once chosen or can be adjusted as you play.
Difficulty Options
Customise Difficulty: Customise different aspects of the game to create a challenge of an appropriate level. Adjusting elements individually enables you to tailor gameplay to suit your needs and style of play.
Adjust After Setting
Adjustable Between Levels: You can adjust the difficulty between levels/rounds. Although you have to restart your checkpoint or level, this enables you to adjust the difficulty after selecting it at the beginning of the game.
Getting Started
We've documented 4 accessibility features for Getting Started in Unto The End which deal with what support is offered to get started with the game. This includes customising the experience when you first open the game via any onboarding processes it provides as well as tutorials and other assistance when you first start playing.
Assistance Getting Starting
These features aid your play of the game in terms of cognitive load on learning controls, dealing with pressure and coping with the environment and challenges.
Tutorials: There are helpful tutorials and instructions on how to play. Information is provided in a timely manner, with appropriate level of detail.
Practice Area: You can practice freely without opponents or time pressures. This can be a specific practice option, or the ability to play levels with the easiest opponents to improve understanding and skill.
Assistance With Controls: The game can automatically assist with aiming, steering, reloading, jumping, running etc. This reduces the challenge of certain aspects of play to remove barriers and make control of characters more accessible.
Adjust Speed: Adjust the speed of the game at critical moments or throughout, or rewind play for a second attempt, to ease reaction times. By slowing the game, you have more time to interpret what is happening and then execute your actions. It also reduces the pressure on getting things right quickly or the first time you attempt them.
Similar Games With More Accessibility Features for Getting Started
If you want to play Unto The End, but it doesn't offer the Getting Started accessibility features you require, these similar games extend the Getting Started accessibility:
- Elden Ring (5 Getting Started Features)
- Divinity: Original Sin II (5 Getting Started Features)
Reading
We've documented 4 accessibility features for Reading in Unto The End which deal with how much reading or listening comprehension is required, how well the game provides visual and audible access to the text and whether subtitles and captions are a good fit for purpose.
Reading Level
How much reading is required to play the game's main path or story and how complex the language is. The presence of voiced characters doesn't reduce this requirement, as it's recorded as a separate datapoint.
Simple Minimal Reading: Minimal reading is required. The quantity and complexity of reading are at a level that a primary/elementary student (9-year-old) could understand.
Text Visibility
Large Clear Text: All essential text is large and clear or can be adjusted to be. The general text used throughout the game in menus, instructions and other key information (excluding subtitles that are assessed separately) is at least 1/20 (46 pixels on 1080 screen) the height on landscape screens and at least 1/40 height on portrait screens. We base this on the full line-height, including the space above and below the letters.
High Contrast Text: Text colour contrasts to the background or can be adjusted to be. The text in menus, instructions and other information is presented in high contrast with a solid background.
Subtitles
All Speech Subtitled (Or No Speech In Game): All spoken content has subtitles, or there is no speech in the game. This means there is no requirement to hear spoken dialogue or narrative to play the game.
Similar Games With More Accessibility Features for Reading
If you want to play Unto The End, but it doesn't offer the Reading accessibility features you require, these similar games extend the Reading accessibility:
- Tails of Iron (5 Reading Features)
- Divinity: Original Sin II (5 Reading Features)
- Sifu (5 Reading Features)
- Ender Lilies: Quietus of the Knights (5 Reading Features)
Navigation
We've documented 1 accessibility feature for Navigation in Unto The End which deals with how the game provides guidance and assistance to navigate its worlds. These are only for games that have traversal and exploration in 2D and 3D spaces.
Clarity
Large Clear Navigation: The in-game navigation and maps are clear to read. They offer large text and offer markers that are large and of high contrast. Where text or information is small, there are settings to zoom-in and increase visibility.
Similar Games With More Accessibility Features for Navigation
If you want to play Unto The End, but it doesn't offer the Navigation accessibility features you require, these similar games extend the Navigation accessibility:
- Tails of Iron (6 Navigation Features)
- Sifu (5 Navigation Features)
- Blasphemous (3 Navigation Features)
- Elden Ring (3 Navigation Features)
Visual
We've documented 5 accessibility features for Visual in Unto The End which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.
Visual Distractions
No Flashes: No flashing strobe effects or you can disable them. This includes the absence of flashing from dramatic visual effects, explosions or weather effects like lightning.
No Busy Backgrounds: No distracting backgrounds or you can make them static or blank. This includes the absence of other movement elements in the background that might distract or confuse the action. Where foreground contrast is high, this includes games with some movement in the background that doesn't make it overly difficult to distinguish what is happening.
Audio Cues for Visual Events
Audio Cues for Visual Events: Audio is provided to indicate visual events. Game events or progress highlighted by visual icons, effects or animations are also accompanied by audio to signify that progress. This is useful for blind players.
Audio Depiction of Event Location: Indication with positional/stereo audio of where directional events are on the screen for things like damage, footsteps, environmental elements. This is useful for blind players.
Colour Options
Colour Blind Friendly: Game doesn’t rely on colour or can switch to colour blind friendly mode with double coding or similar way to avoid colour dependance.
Similar Games With More Accessibility Features for Visual
If you want to play Unto The End, but it doesn't offer the Visual accessibility features you require, this similar game extends the Visual accessibility:
- Chivalry 2 (7 Visual Features)
Audio
We've documented 1 accessibility feature for Audio in Unto The End which deals with how you can adjust the audio of the game and whether audio cues compensate for aspects of the game that are hard to see.
Play Without Hearing
Play Without Hearing: No audio cues are necessary to play the game well.
Similar Games With More Accessibility Features for Audio
If you want to play Unto The End, but it doesn't offer the Audio accessibility features you require, these similar games extend the Audio accessibility:
- Carrion (3 Audio Features)
- Blasphemous (2 Audio Features)
- Tails of Iron (2 Audio Features)
- Sifu (2 Audio Features)
System Accessibility Settings
In addition to the accessibility features provided in the game, you can also use system-wide accessibility settings:
Nintendo Switch
Nintendo Switch has some built-in features, including a lockable zoom, that can be used on all games.
PC
Windows has extensive accessibility features. Some, like colour correction, work with games. Lots of accessibility software can be used with PC games, from voice recognition to input device emulators.
PlayStation 4
PlayStation 4 has a range of accessibility settings. Some are system only, some work in games (invert colours and button mapping).
Stadia
Stadia offers some system accessibility features. Tandem enables you to use two controllers to play one character. This also enables you to connect other controllers like the Xbox Adaptive Controller.
Xbox One
Xbox One has a system features, the excellent co-pilot share controls mode and adaptive controller support for all games.
Read more about system accessibility settings.
Accessibility Report supported by VSC Rating Board, PlayabilityInitiative and accessibility contributors Andy Robertson and @eamongaudio