Close search results
Close search results
Far Cry 6
49 Accessibility Features

We've documented 49 accessibility features for Far Cry 6, including Environmental Captions, Large Subtitles, Large Text, Control Assists and Select Difficulty. Its accessibility is strongest in Controls and Navigation but it also has features in Visual, Reading, Audio, Getting Started, Communication and Difficulty 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.

Far Cry 6 is the sixth in the series of shooting games. Set on a fictional Caribbean island ruled as a dictatorship, you are guerrilla fighter Dani Rojas aiming to topple the regime. You explore the world and work to liberate the people you find - with crafting, covert action and (most commonly) guns.

Our accessibility examiner, Andy Robertson, first checked Far Cry 6 accessibility 2 years ago. It was re-examined by Andy Robertson and updated 5 weeks ago.

NotesAccessibility Notes

Far Cry 6 has extensive accessibility.

Sound effects can have a caption, which points towards the location of the sound with an on-screen pointer. (This doesn't distinguish between harmless and dangerous animals.) You can outline enemies and loot in the game to make them more visible. You can adjust the reticule thickness and colour.

There is full menu narration, and some HUD elements can be narrated as well (ie. "Push Square to talk to an in-game character"), but much of the HUD, including your health and other details, isn't. Due to the extensive subtitling and closed captions, the game can be played without sound.

DetailsGame Details

Release Date: 07/10/2021, updated in 2023

Out Now: PC, PS4, PS5, Stadia, Xbox One and Xbox X|S

Players: 1 (2 online)

Genres: Action, Adventure (Shooting, Simulation and Strategy)

Accessibility: 49 features

Components: 3D First-Person, Day and Night and Open World

Developer: Ubisoft Toronto (@UbisoftToronto)

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

 

ControlsControls

To complete the main campaign of the game you need to use a minimum of:

  • PC: 6 keys and 1 mouse.
  • Xbox: 8 buttons, 2 triggers and 2 sticks.
  • PlayStation: 8 buttons, 2 triggers and 2 sticks.
You can select the Motor Preset option to turn on a range of useful settings, as outlined in the Special Effect video. You can also adjust individual settings.
  • Reticule Sway: Turn off the movement when sniping.
  • Repeated Presses Off: Means you don't need to repeatedly press buttons for specific events
  • Convert Holds to Presses: Means that actions requiring a hold are now a toggle, such as aiming or crouching. Opening crates is a double press. You can also select a mix of toggles or holds for Aiming, Crouching, Sprinting and Weapon Wheel.
  • Driving and Shooting Aim Assist: Means shooting while driving automatically aims at nearest enemy.
  • Sprint Type: Stick Incline removes the need to press the stick to sprint and instead uses the degree to which you press the stick.
  • Aim Assist: Helps you target enemies when shooting.
  • Lock-On Aim: Means you are always aiming directly at enemies.
You can remap controls for different scenarios via the Controls menu:
  • Lefty Mode: Swaps several buttons around for left handed players.
  • One Handed Layout: Swaps controls to make it easier to play with a single hand.
  • Combine Move and Look: Enables you to move around with a single stick.
  • Swap Move and Look While Aiming: This is useful with Combine Move and Look so you can also aim with the same single stick.
Although there are some actions that require multiple buttons, you can remap these to a button hold or double press.
The following table guides you through which buttons you can map to custom controllers:

On Foot PlayStation Xbox PC Notes Required
Interact ◻ Square X Button
Heal / Repair △ Triangle Y Button Hold.
Jump / Vault ✕ Cross A Button
Crouch ◯ Circle B Button
Sprint L3 Left Stick Press Left Stick Press Shift (Left) Key
Hit / Melee R3 Right Stick Press Right Stick Press F Key
Select Weapon / Ammo Shortcuts L1 Top Bumper Left Bumper Hold for Weapon Wheel.
Use Item R1 Top Bumper Right Bumper Use active gadget.
Movement Left Stick Left Stick WASD Keys
Aim / Look / Camera Right Stick Right Stick Mouse Movement
Aim Shot L2 Left Trigger Left Trigger
Fire R2 Right Trigger Right Trigger
Map Touchpad Press View Button
Pause / Menu Options Button Menu Button
Select Weapon / Ammo △ Triangle Y Button Cycle last two weapons.

On Foot Xbox Notes Required
Interact X Button
Heal / Repair Y ButtonHold.
Jump / Vault A Button
Crouch B Button
Sprint Left Stick Press
Hit / Melee Right Stick Press
Select Weapon / Ammo Shortcuts Left BumperHold for Weapon Wheel.
Use Item Right BumperUse active gadget.
Movement Left Stick
Aim / Look / Camera Right Stick
Aim Shot Left Trigger
Fire Right Trigger
Map View Button
Pause / Menu Menu Button
Select Weapon / Ammo Y ButtonCycle last two weapons.

On Foot PlayStation Notes Required
Sprint L3 Left Stick Press
Hit / Melee R3 Right Stick Press
Select Weapon / Ammo Shortcuts L1 Top BumperHold for Weapon Wheel.
Heal / Repair △ TriangleHold.
Crouch ◯ Circle
Jump / Vault ✕ Cross
Interact ◻ Square
Use Item R1 Top BumperUse active gadget.
Movement Left Stick
Aim / Look / Camera Right Stick
Aim Shot L2 Left Trigger
Fire R2 Right Trigger
Pause / Menu Options Button
Select Weapon / Ammo △ TriangleCycle last two weapons.
Map Touchpad Press

On Foot PC Notes Required
Hit / Melee F Key
Movement WASD Keys
Sprint Shift (Left) Key
Aim / Look / Camera Mouse Movement

We've documented 15 accessibility features for Controls in Far Cry 6 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 & Single Stick: Can play with multiple buttons and a stick.

Multiple Buttons & Two Sticks: Can play with multiple buttons and two sticks.

Remap Controls

Can customise the controls for the game as follows:

Inputs Documented: The inputs required to complete the game in campaign mode or play competitively are documented on the database (or in other official documentation).

Select Preset Controller Mappings: You can select preset button layouts from options provided by the developer.

Remap Buttons: Can re-map all buttons so that you can use alternatives that better suit your play.

Swap Sticks: Can swap the sticks over so that you can use the opposite sticks to control the game.

Remap Sticks: Can remap the stick controls to controller buttons for easier access of direction controls.

Remap Mouse and Keyboard: Can remap mouse and keyboard key bindings, on systems that support these controls.

Remap One Action to Multiple Buttons: Can remap multiple buttons to perform the same action to reduce the need to memorise buttons and make the action easier to access.

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

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

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.

DifficultyDifficulty

We've documented 2 accessibility features for Difficulty in Far Cry 6 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.

 

Similar Games With More Accessibility Features for Difficulty

If you want to play Far Cry 6, but it doesn't offer the Difficulty accessibility features you require, this similar game extends the Difficulty accessibility:

Getting StartedGetting Started

We've documented 3 accessibility features for Getting Started in Far Cry 6 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.

Onboarding Before Play

Before you are presented with the home screen, onboarding settings aim to aid you accessing the menus you need to adjust the game to your requirements. They can also provide an easier way of turning on important adjustments without digging through menus.

Onboarding: The first time you open the game, you are asked to confirm options for control, navigation and accessibility settings. Games can differ in what they present at this stage, but will count for this, provided they include a streamlined onboarding process.

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.

View Control Mapping: You can view a map of controls during play. This clearly displays the mappings of actions to buttons/keys/mouse/keyboard without having to leave the game. This includes games that always display buttons to press during play.

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.

 

Similar Games With More Accessibility Features for Getting Started

If you want to play Far Cry 6, but it doesn't offer the Getting Started accessibility features you require, these similar games extend the Getting Started accessibility:

ReadingReading

We've documented 6 accessibility features for Reading in Far Cry 6 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

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

Large Clear Subtitles: Subtitles are large, clear and of good contrast. They are at least 1/20 (46 pixels on 1080 screen) the height of a landscape screen and at least 1/40 height on portrait screens, or can be adjusted to be. We base this on the full line-height, including the space above and below the letters. Considered separately from the general text of the game, the subtitles are large, clear and of good contrast.

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.

Captions

Speaker Indicator, their Tone and Environment Sounds: Captions indicate who is speaking (or there is only ever one person speaking) and their tone, game sound and music. This can also be indicated visually in the game with character icons or character expressions with text in speech bubbles next to the person speaking. Environmental sounds are provided as extra text within the subtitles.

 

Similar Games With More Accessibility Features for Reading

If you want to play Far Cry 6, but it doesn't offer the Reading accessibility features you require, this similar game extends the Reading accessibility:

NavigationNavigation

We've documented 9 accessibility features for Navigation in Far Cry 6 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.

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.

Clear Mission Objectives: The game provides clear, structured missions with directional guidance and advice on which can be attempted next. This also indicates (ideally on maps where they are provided) which missions can't be attempted because you do not have the appropriate items yet.

Head-Up Display

Head-Up Display Navigation: Indication of where to go next with overlaid arrows, minimaps and waypoint markers. This supplements in-game visual and audible cues with additional guidance about where you are and where you need to go.

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.

Game Map: View a map of the game world during play, with the landscape, points of interest and missions highlighted throughout the entire game. This enables the orientation of the player and the world, confirming a direction of movement and the location of destinations or points of exploration.

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.

Menu Narrated: All of the game menus can be narrated for easier navigation. The game menus can therefore be navigated without reading text.

Menus Don't Wrap: Menus don't wrap and stop the cursor at the bottom of the list if you press down. Or menus do wrap but make it clear that you are back at the top of the list with sound or narration.

Game Choices Narrated: Player choices through textual user interface are narrated. This enables selections such as dialogue, weapon-choice or character upgrades to be made without reading text.

VisualVisual

We've documented 9 accessibility features for Visual in Far Cry 6 which deal 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.

Interactive Elements

Outline Interactive Elements: Characters, platforms and enemies can be outlined or highlighted for visibility. This can be with a large border around the character or a special visual mode that adjust the colour to make characters more visible.

Visual Distractions

No Screen Shake: No screen shake effect or it is included but it can be disabled. This includes the absence of screen shake for dramatic effect as well as to indicate hits on a target.

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.

Narration for Visual Elements

This is the audible narration of in-game text. Sometimes talk about as Text To Speech, although it may include the narration of no-textual elements. This is different to Text To Voice, which provides player-player textual communication audibly.

Menu Narrated: All of the game menus can be narrated for easier navigation. The game menus can therefore be navigated without reading text.

Game Choices Narrated: Player choices through textual user interface are narrated. This enables selections such as dialogue, weapon-choice or character upgrades to be made without reading text.

Motion Sickness Friendly

Motion Sickness Friendly: Doesn't have 3D movement elements that may trigger motion sickness, like motion blur, depth of field and field-of-vision. Or includes the ability to disable motion blur, depth of field and field-of-vision effects.

Colour Options

Colour Adjustments: Adjust colours of characters or game elements for greater visibility. Includes the ability to select which type of colour blind mode you require.

AudioAudio

We've documented 4 accessibility features for Audio in Far Cry 6 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.

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.

Audio Events

Visual Cues for Audio Events: Text or other visual indicators of audio events. This mirrors audio indicators of progress in the game with a corresponding visual indication.

Visual Depiction of Directional Audio: Indication on-screen with arrows, icons, located colour splashes and the like, to show where directional audio for damage, footsteps, environmental or way-finding sounds are coming from.

Play Without Hearing

Play Without Hearing: No audio cues are necessary to play the game well.

CommunicationCommunication

We've documented 3 accessibility features for Communication in Far Cry 6 which deal 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.

Text Chat: Chat to other players by typing text.

Online Communication Assistance

Ping Communication: Send quick preset messages to teammates as safer alternative to open communication.

Speech-to-text: Convert voice from other players to text messages. Transcribes incoming speech from other players into text onscreen in real time. Players who can't hear voice chat can read what other players have said aloud on their screen.

System Accessibility Settings

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

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).
 
PlayStation 5
PlayStation 5 has a range of system-wide accessibility settings.
 
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.
 
Xbox Series X|S
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.

VSC LogoAccessibility Report supported by VSC Rating Board, PlayabilityInitiative and accessibility contributors Andy Robertson and 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.

Subscribe to our free newsletter

Subscribe
Carina Initiatives
PlayStation
HSBC
GameOpedia
Xbox
YouTube
Facebook
Twitter
Discord
Contact Us
About