Tom Clancy’s Ghost Recon Breakpoint | Input Accessibility Options

Screenshot of the Gamepad remapping screen, showing a gamepad and a list of in-game actions with their corresponding input next to them. Next to some, there is the option to alter how it is interacted with such as with a press, a hold or a double tap.
Screenshot of the Gamepad remapping screen available on console and PC

 The latest in the Ghost Recon tactical shooter series, Tom Clancy’s Ghost Recon Breakpoint (Ubisoft, PEGI 18), has released today with a range of customisation options aimed at aiding accessibility to the game. Below we take a look at some of the input options available, that we will look to utilise in our work.

Remapping – There is gamepad remapping on all platforms (PC, Xbox One & PS4) including joystick directions as well as triggers and buttons (including stick clicks). Actions can be mapped to individual directions on the joysticks, however when changing a Movement and Look/Aim direction input, both directions on an axis must be remapped to another input if moving one e.g. if mapping Walk Forwards to another input, Walk Backwards would also need to be moved from the Left Stick axis.

Inputs can be mapped to create a layout to use in different contexts e.g. during movement, during combat and whilst controlling different vehicles.

Screenshot of the keyboard and mouse remapping screen, showing a image of a keyboard and mouse alongside a list of in-game actions with their corresponding input next to them. Next to some, there is the option to alter how it is interacted with such as with a press, a hold or a double tap.
Screenshot of the Keyboard and Mouse remapping screen on PC

On PC Keyboard Keys and Mouse Buttons can also be remapped, however you cannot map to mouse axis’.

With the freedom offered by the remapping you are able to double up actions on inputs e.g. you could map the Vault action to Up on the Left Stick as well as Walk Forwards meaning to could Vault/Climb just by moving towards an appropriate object with Up on the Left Stick and continue pushing Up to Vault or Climb it rather than using an additional input such as A/Circle by default.

Input Interaction Type – Other input options include choosing an interaction type for appropriate inputs such as whether an action will be triggered by a press (sometimes this may be for a set duration), a hold or a double tap. This means that as well as choosing a preference for how an input is pressed or held, the number of inputs required in certain contexts could again be reduced by doubling up an input and using it for different actions depending on the interaction type e.g. a single Press of an input may do one action, whilst a Hold or Double-Tap may do another.

Screenshot of Ghost Recon Breakpoint showing a 3rd person view of a someone on a motorcyle on a tarmac road in a wooded area passing by an all-terrain vehicle.
Auto-Throttle can be used to toggle on the throttle when in a vehicle so it does not need to be held

Auto Move -There are options to enable Auto-Move and/or Auto-Throttle allowing for a player to move forward either on foot and/or in a vehicle by using an input (remappable) to instigate the action, which does not need to be held afterwards. To stop this movement, applying the brakes, gas or handbrake when in a vehicle will cancel it or pressing a movement direction input will stop it when on foot. There is also Helicopter Auto-Throttle available.

Sensitivity – There are sensitivity settings available to adjust for look and aim between 0-100 in increments of 1 and also advanced sensitivity options including the option to adjust acceleration by axis 0-100 in increments of 1. For controllers the deadzone of each stick can also be altered between ‘None’, ‘Low’ and ‘High’.

Screenshot of the Accessibility settings screen including the Simultaneous Input option. The image onscreen to represent this is a monitor with two gamepads connected, a joystick and a steering wheel.
Screenshot of the Accessibility settings screen including the Simultaneous Input option

Simultaneous Inputs – On PC there are options to enable a gamepad (which can be used alongside keyboard and mouse inputs if required) or disable it which can be useful when using a gamepad to emulate keyboard or mouse inputs, for instance. There is also an option to allow ‘Simultaneous Input’s’, which means multiple gamepads and other compatible controllers can be used at the same time as each other (alongside keyboard and mouse if needed) allowing for playing alongside someone else controlling the same player or splitting controls in a customised setup for one person to use multiple control input devices themselves.

For example, at SpecialEffect we work with people who may use part of a gamepad with one part of the body, such as the chin or feet, and the other may be used with another such as in the hand. In Breakpoint this setting allows all connected compatible devices to be read by the game and used at the same time.

Screenshot showing the Menu control settings screen, with Cursor Speed highlighted.
Screenshot showing the Menu control settings screen

Menu – Menu control options also offer ways to personalise navigating outside gameplay also. As is increasingly common in menus, a cursor is used to navigate on all platforms. The speed can be adjusted as can the friction (how it slows down when passing an onscreen button). Scroll speed can also be adjusted.

More information from Ubisoft on accessibility features available in the game can be found on the Ghost Recon Breakpoint site here: https://ghost-recon.ubisoft.com/game/en-us/news-updates/7cPcuKMCJgyRytzsrMYDty/ghost-recon-breakpoint-to-launch-with-extensive-accessibility-features