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We Were Here
22 Accessibility Features

We've documented 22 accessibility features for We Were Here, including Fully Voiced (Or No Speech), No Quick Reactions, Control Assists, No Button Combos and No Repeated Pressing. Its accessibility is strongest in Controls and Getting Started but it also has features in Visual, Reading, Navigation, Audio 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.

We Were Here is a series of puzzle adventures where you and a fellow explorer awake inside the sinister Castle or similar location with no way out. Play is by exploring your location to find clues and solve puzzles. Uniquely, the puzzles you encounter take the two of you to solve from your different perspectives and only a walkie-talkie for communication.

External examiner, Tyler Brinkman, first checked We Were Here accessibility 18 months ago. It was re-examined by Tyler Brinkman and updated 18 months ago.

NotesAccessibility Notes

Objects the player can interact with change the reticle from a dot a circle and some puzzle elements highlight but only when the player is near.

Audio cues signify when a puzzle is done correctly and incorrectly. Some puzzles are audio based, the audio cues are the only way to tell if progress is being made on a puzzle. Audio cues also signify when switches are being activated.

There is minimal dialog in the game that is meant to add to the creepy atmosphere

Some puzzles have a limited amount of time to solve before players fail and must retry. The amount of time given in these puzzles is pretty generous and the puzzle does not change upon reattempt so any progress made through previous attempts can quickly be reached again.

Players must hold down a button in order to activate push to talk if playing with other players online and communicating in game

DetailsGame Details

Release Date: 03/02/2017, updated in 2023

Out Now: Mac, PC, PS4 and Xbox One

Skill Rating: 9+ year-olds

Players: 2 online

Genres: Adventure, Brain Game, Communication (Narrative, Puzzle and Traversal)

Accessibility: 22 features

Components: 3D First-Person

Developer: We Were Here Game (@WeWereHereGame)

Costs: Purchase cost

 

ControlsControls

We've documented 11 accessibility features for Controls in We Were Here 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:

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.

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

Remap Extra Mouse Buttons: Can remap additional buttons on mice that provide more than the two standard buttons, on systems that support these controls.

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

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.

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 We Were Here, 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 We Were Here 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 We Were Here, and offer accessibility features for Difficulty:

Getting StartedGetting Started

We've documented 3 accessibility features for Getting Started in We Were Here 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.

Reaction-Time Not Critical: Individual game actions don’t need quick reactions, or there are settings to lower the requirement for quick reactions. This means you don't need to quickly press a button in response to an on-screen prompt, target a fast-moving target or skillfully complete a scenario against the clock.

Assistance For Progressing

These features aid your progress through the game offering different ways of maintaining your progression.

Bank Progress With Frequent Checkpoints: If you fail you can retry that level or aspect of the game without losing a lot of progress (less than 5 minutes). This is often provided via Frequent Checkpoints combined with restarting without losing time, equipment or score.

 

Similar Games With More Accessibility Features for Getting Started

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

ReadingReading

We've documented 2 accessibility features for Reading in We Were Here 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.

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 We Were Here, but it doesn't offer the Reading accessibility features you require, these similar games extend the Reading accessibility:

NavigationNavigation

We've documented 1 accessibility feature for Navigation in We Were Here 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.

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 We Were Here, but it doesn't offer the Navigation accessibility features you require, these similar games extend the Navigation accessibility:

VisualVisual

We've documented 3 accessibility features for Visual in We Were Here 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 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.

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.

 

Similar Games With More Accessibility Features for Visual

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

CommunicationCommunication

We've documented 1 accessibility feature for Communication in We Were Here 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.

Voice Chat: Chat to other players on your team or friends list by speaking with headset.

 

Similar Games With More Accessibility Features for Communication

If you want to play We Were Here, but it doesn't offer the Communication accessibility features you require, these similar games extend the Communication accessibility:

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).
 
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.

VSC LogoAccessibility Report supported by VSC Rating Board, PlayabilityInitiative and accessibility contributors @TylerBrinkman23


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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