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Bloodborne
16 Accessibility Features

We've documented 16 accessibility features for Bloodborne, including Fully Voiced (Or No Speech), Low Pressure, Control Assists, No Button Combos and Audio Cues. Its accessibility is strongest in Controls and Reading but it also has features in Getting Started, Navigation, Visual 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.

Bloodborne is a fighting game where you defeat monsters in demanding combat. As you navigate the labyrinthine levels, you use weapons, which can transform between fast-paced and weak and slower but more powerful forms, to attack, dodge, and parry enemies. It stands out from other Souls-like games for its unique weapon system, Lovecraftian setting, and attack systems that let you slowly regenerate health.

Our accessibility examiner, Ben Kendall, first checked Bloodborne accessibility 7 months ago.

NotesAccessibility Notes

You can enable a target lock-on feature that assists with controls by eliminating the need to continually re-orient your camera to look at enemies. There are no difficulty settings, and the game is very hard, requiring you to rapidly press buttons to attack, dodge and parry, all at the perfect time. You also need to hold buttons down to perform some attacks.

There's lots of text throughout the game in menus essential to understanding what your weapons and abilities do, and while it's all high in contrast, it's less than 1/20th the height of the screen with no way to adjust it. All actual speech has subtitles but sounds such as coughs, which in one case indicate the direction of someone you can speak to, aren't subtitled. In general, there are no visual cues for any sounds, which makes sound essential to play.

There is no map or navigational assistance, and moving through the interconnected alleys, buildings, and courtyards can be confusing.

There is motion blur in the game. Many scenes are very low in contrast, with low overall brightness and lots of dark colours on the screen.

DetailsGame Details

Release Date: 24/03/2015

Out Now: PS4

Skill Rating: 14+ year-olds

Players: 1 (4 online)

Genres: Adventure, Fighting (Action, Narrative and Role-Play)

Accessibility: 16 features

Components: 3D Third-Person

Developer: From Software PR (@FromSoftware_PR)

Costs: Purchase cost, In-Game Purchases and In-Game Pass

 

ControlsControls

We've documented 6 accessibility features for Controls in Bloodborne 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.

Remap Controls

Can customise the controls for the game as follows:

Invert X/Y Axis: Can invert the direction required to control looking and aiming. This enables you to match your instinctive orientation when looking.

Button Combinations

Specific button operation required to play

No Simultaneous Buttons: Only one button or key required at a time, in addition to direction stick(s).

Controller Vibration

Vibration Optional: Controller vibration not used in the game or you can disable it.

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.

Sensitivity

You can adjust

Adjust Mouse/Stick/Touch Sensitivity: Adjust how sensitive touch/mouse/stick controls are.

 

Similar Games With More Accessibility Features for Controls

If you want to play Bloodborne, but it doesn't offer the Controls accessibility features you require, these similar games extend the Controls accessibility:

DifficultyDifficulty

We haven’t documented any accessibility features for Difficulty in Bloodborne 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. The following games are similar to Bloodborne, and offer accessibility features for Difficulty:

Getting StartedGetting Started

We've documented 2 accessibility features for Getting Started in Bloodborne 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.

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.

Low Pressure: Game tasks aren't time-limited or there's a low-pressure mode. This avoids the pressure of being put on the clock for overarching missions, or failing tasks because you didn't reach a destination in time.

 

Similar Games With More Accessibility Features for Getting Started

If you want to play Bloodborne, but it doesn't offer the Getting Started accessibility features you require, these similar games extend the Getting Started accessibility:

ReadingReading

We've documented 4 accessibility features for Reading in Bloodborne 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.

Moderate Reading: Moderate reading required. The quantity and complexity of reading are at a level that a high school student (14-year-old) would appreciate.

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

Some Speech Subtitled: Some spoken content has subtitles. This reduces the pressure on interpreting all the spoken content, although not everything is captured textually.

Voice Acted

All Dialogue is Voice Acted (Or No Speech In Game): All of the game dialogue and narrative can be voiced, or there is no speech in the game. This means there is no requirement to read the dialogue and narrative text to play the game.

 

Similar Games With More Accessibility Features for Reading

If you want to play Bloodborne, but it doesn't offer the Reading accessibility features you require, these similar games extend the Reading accessibility:

NavigationNavigation

We've documented 2 accessibility features for Navigation in Bloodborne which deal 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.

Head-Up Display

Adjust Head-Up Display: Resize and adjust the content of the head-up display. This enables it to be made more visible. It can also enable the removal of too much information that can be distracting or confusing.

Menu Navigation

Digital Menu Navigation: Menu choices with Gamepad can be made without using an analogue stick to guide a cursor to a selection. For example, using D-Pad, buttons or the Stick to change menu selection in a single action.

 

Similar Games With More Accessibility Features for Navigation

If you want to play Bloodborne, but it doesn't offer the Navigation accessibility features you require, these similar games extend the Navigation accessibility:

VisualVisual

We've documented 1 accessibility feature for Visual in Bloodborne which deals with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.

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.

 

Similar Games With More Accessibility Features for Visual

If you want to play Bloodborne, but it doesn't offer the Visual accessibility features you require, these similar games extend the Visual accessibility:

AudioAudio

We've documented 1 accessibility feature for Audio in Bloodborne 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.

Adjustable Audio

Balance Audio Levels: Set music and game sound effects separately. This enables you to select your preference as well as ensure critical game sounds aren't obscured by other audio.

 

Similar Games With More Accessibility Features for Audio

If you want to play Bloodborne, but it doesn't offer the Audio accessibility features you require, these similar games extend the Audio accessibility:

CommunicationCommunication

We haven’t documented any accessibility features for Communication in Bloodborne which deal with how you can communicate with other players in the game and what options are available to customise and control this interaction. The following games are similar to Bloodborne, and offer accessibility features for Communication:

System Accessibility Settings

In addition to the accessibility features provided in the game, you can also use system-wide accessibility settings:

PlayStation 4
PlayStation 4 has a range of accessibility settings. Some are system only, some work in games (invert colours and button mapping).
 
Read more about system accessibility settings.

VSC LogoAccessibility Report supported by VSC Rating Board, PlayabilityInitiative and accessibility contributors Ben Kendall


Taming Gaming Book Written by parents for parents, the database complements the in-depth discussion about video game addiction, violence, spending and online safety in the Taming Gaming book. We are an editorially independent, free resource without adverts that is supported by partnerships.

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