
DATABASE

We've documented 13 accessibility features for Arms, including Select Difficulty, Fully Subtitled (Or No Speech), High Contrast Text, Minimal Reading and Tutorials. Its accessibility is strongest in Controls and Reading but it also has features in Difficulty, Getting Started, Navigation, Visual and Communication 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.
Our accessibility examiner, Andy Robertson, first checked Arms accessibility 2 years ago. It was re-examined by Andy Robertson and updated 2 years ago.
Accessibility Notes
You can adjust the size of your gloves that gives you an advantage. This is useful to balance the game for new or less experienced players.
Usually motion is used to trigger punches and then twisted to curve them. However, you can opt to press buttons instead. To capitalise on the repeated hitting abilities you need to rapidly press the hit button.
Game Details
Release Date: 16/06/2017
Out Now: Switch
Content Rating: PEGI 12
Skill Rating: 9+ year-olds
Players: 1-4 (4 online)
Genres: Fighting, Physically Active and Action
Accessibility: 13 features
Components: 3D First-Person
Developer: Nintendo (@Nintendo)
Costs: Purchase cost
Controls
We've documented 4 accessibility features for Controls in Arms 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.
Motion
Games that can be played with different sorts of motion controllers.
Motion Tilting: Can use movements of the controller to replace steering or simple movement otherwise controlled by left/right movement of a stick.
Motion Gesture: Can motion with the controller to direct an in-game action. This can be a one-to-one motion for analogue sword or camera movement. It can also be a simple shake to trigger a one-off action. This is sometimes known as Waggle or Shake controls, as popularised by the Wii.
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.
Similar Games With More Accessibility Features for Controls
If you want to play Arms, but it doesn't offer the Controls accessibility features you require, this similar game extends the Controls accessibility:
Difficulty
We've documented 2 accessibility features for Difficulty in Arms 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
Select Difficulty: Select the level of difficulty from a range of presets. This not only offers a way to adjust the challenge of a game but enables you to do so without dealing with individual criteria.
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 1 accessibility feature for Getting Started in Arms which deals 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.
Similar Games With More Accessibility Features for Getting Started
If you want to play Arms, but it doesn't offer the Getting Started accessibility features you require, these similar games extend the Getting Started accessibility:
Reading
We've documented 3 accessibility features for Reading in Arms 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
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.
Navigation
We've documented 1 accessibility feature for Navigation in Arms 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 Arms, but it doesn't offer the Navigation accessibility features you require, these similar games extend the Navigation accessibility:
Visual
We've documented 1 accessibility feature for Visual in Arms which deals with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.
Contrast
Medium Contrast: Game uses generally well contrasting and bright visuals, or has a slider to make this the case.
Similar Games With More Accessibility Features for Visual
If you want to play Arms, but it doesn't offer the Visual accessibility features you require, these similar games extend the Visual accessibility:
Audio
We haven’t documented any accessibility features for Audio in Arms which deal 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. The following games are similar to Arms, and offer accessibility features for Audio:
Communication
We've documented 1 accessibility feature for Communication in Arms which deals with how you can communicate with other players in the game and what options are available to customise and control this interaction.
Player-to-Player Online Communication
This is how players communicate with each other in online games. This can be to plan strategy, chat as they play or co-ordinate resources.
No Online Chat (Or Preset Phrases Only): Game is played online but no verbal or textual player communication. This includes games that offer no communication or communication with word-less icons, sounds or preset phrases.
Similar Games With More Accessibility Features for Communication
If you want to play Arms, but it doesn't offer the Communication accessibility features you require, this similar game extends the Communication accessibility:
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.
Read more about system accessibility settings.
Accessibility Report supported by VSC Rating Board, PlayabilityInitiative and accessibility contributors Hannah Robertson and Andy Robertson