
We've documented 16 accessibility features for Balan Wonderworld, including Large Subtitles, No Button Combos, No Repeated Pressing, Play Without Hearing and Visual Cues. Its accessibility is strongest in Controls and Audio but it also has features in Getting Started, Visual, Reading and Navigation 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.
Release Date: 26/03/2021
Price: 85% off
Out Now: PC, PS4, PS5, Switch, Xbox One and Xbox X|S
Content Rating: PEGI 7
Skill Rating: 6+ year-olds
Players: 1-2
Genres: Action, Platform (Adventure, Collecting and Traversal)
Accessibility: 16 features
Components: 3D Third-Person and Hand-Made
Developer: Square Enix (@SquareEnix)
Costs: Purchase cost
We've documented 7 accessibility features for Controls in Balan Wonderworld which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.
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.
Can play with the following:
Mouse and Keys: Can play with mouse and multiple keys.
Can customise the controls for the game as follows:
Remap Mouse and Keyboard: Can remap mouse and keyboard key bindings, 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.
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).
If you want to play Balan Wonderworld, but it doesn't offer the Controls accessibility features you require, these similar games extend the Controls accessibility:
We haven’t documented any accessibility features for Difficulty in Balan Wonderworld 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 Balan Wonderworld, and offer accessibility features for Difficulty:
We've documented 2 accessibility features for Getting Started in Balan Wonderworld 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.
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.
These features aid your progress through the game offering different ways of maintaining your progression.
Assisted Progress With Boosts: If you fail frequently the game automatically gets easier to ease the likelihood of failure. Or there’s an option to start this happening, like giving more health, lives or power each time you fail. Sometimes called Rubber Banding.
If you want to play Balan Wonderworld, but it doesn't offer the Getting Started accessibility features you require, these similar games extend the Getting Started accessibility:
We've documented 1 accessibility feature for Reading in Balan Wonderworld which deals 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.
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.
If you want to play Balan Wonderworld, but it doesn't offer the Reading accessibility features you require, these similar games extend the Reading accessibility:
We've documented 1 accessibility feature for Navigation in Balan Wonderworld 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.
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.
If you want to play Balan Wonderworld, but it doesn't offer the Navigation accessibility features you require, these similar games extend the Navigation accessibility:
We've documented 2 accessibility features for Visual in Balan Wonderworld which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.
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.
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.
If you want to play Balan Wonderworld, but it doesn't offer the Visual accessibility features you require, these similar games extend the Visual accessibility:
We've documented 3 accessibility features for Audio in Balan Wonderworld 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.
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.
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.
Play Without Hearing: No audio cues are necessary to play the game well.
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).
PlayStation 5
PlayStation 5 has a range of system-wide accessibility settings.
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.
Accessibility Report supported by VSC Rating Board, PlayabilityInitiative and accessibility contributors Andy Robertson