PS5

Sony's Project Leonardo is a controller kit to help people with disabilities play PS5​

Sony is building a better PlayStation 5 controller with Project Leonardo, a kit that promises to make games easier to play for people with limited motor control. In initial images, Project Leonardo is a set of circular gamepads lined with buttons and directional input methods, all of it customizable. Sony says the system will work "out of the box" with the PS5, allowing players to craft their ideal gamepad by mapping buttons, swapping out hardware bits and creating distinct profiles.

Project Leonardo can be used on its own or paired with DualSense controllers — up to two Leonardos and one DualSense can be read as one gamepad by the PS5. This grants players flexibility and also allows other people to help control games.

The hardware includes four 3.5mm AUX ports to accommodate a variety of existing accessibility accessories and switches. The controller itself lies flat on a table or can be mounted on a tripod; it doesn't need to be held. Sony partnered with a handful of organizations, including AbleGamers, SpecialEffect and Stack Up, while designing Project Leonardo.

With Project Leonardo, Sony is taking clear cues from Microsoft, which has been a leader in accessibility tech, particularly in the gaming space. Microsoft released the Xbox Adaptive Controller in 2018 and it had many of the same selling points as Sony's new endeavor, but in a longer and flatter package. Microsoft has a new laboratory focused on building inclusive hardware and a five-year plan to improve the technology landscape for people with disabilities.

One of the major draws of the Xbox Adaptive Controller is its price, which was also designed to be accessible: $100. There's no word on how much Project Leonardo will cost; there's also no release window.


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Sony's Project Leonardo is a controller kit to help people with disabilities play PS5​

Sony is building a better PlayStation 5 controller with Project Leonardo, a kit that promises to make games easier to play for people with limited motor control. In initial images, Project Leonardo is a set of circular gamepads lined with buttons and directional input methods, all of it customizable. Sony says the system will work "out of the box" with the PS5, allowing players to craft their ideal gamepad by mapping buttons, swapping out hardware bits and creating distinct profiles.

Project Leonardo can be used on its own or paired with DualSense controllers — up to two Leonardos and one DualSense can be read as one gamepad by the PS5. This grants players flexibility and also allows other people to help control games.

The hardware includes four 3.5mm AUX ports to accommodate a variety of existing accessibility accessories and switches. The controller itself lies flat on a table or can be mounted on a tripod; it doesn't need to be held. Sony partnered with a handful of organizations, including AbleGamers, SpecialEffect and Stack Up, while designing Project Leonardo.

With Project Leonardo, Sony is taking clear cues from Microsoft, which has been a leader in accessibility tech, particularly in the gaming space. Microsoft released the Xbox Adaptive Controller in 2018 and it had many of the same selling points as Sony's new endeavor, but in a longer and flatter package. Microsoft has a new laboratory focused on building inclusive hardware and a five-year plan to improve the technology landscape for people with disabilities.

One of the major draws of the Xbox Adaptive Controller is its price, which was also designed to be accessible: $100. There's no word on how much Project Leonardo will cost; there's also no release window.

Awesome to see. But it's frustrating when games like Elden Ring, Cuphead, Returnal, Sekiro, God of War's berserkers and valkyrie etc. think they're being edgy and cool with heightened difficulty without any accessibility options to dial it way, way down. I know physically disabled people at a centre here in PE I volunteer at occasionally, and 'easy' games are all that some people can physically play. It's sad af to me when gamers like that prefer to just watch others play most of the time because they have zero hope.

I really wish it would become standard and expected practice to give gamers a huge degree of control over game difficulty, even if it negatively impacts the intended experience.

One game that does this so well is the Uncharted Legacy of Thieves Collection. Maybe even the only game I've seen with ideal accessibility options.
 
Awesome to see. But it's frustrating when games like Elden Ring, Cuphead, Returnal, Sekiro, God of War's berserkers and valkyrie etc. think they're being edgy and cool with heightened difficulty without any accessibility options to dial it way, way down. I know physically disabled people at a centre here in PE I volunteer at occasionally, and 'easy' games are all that some people can physically play. It's sad af to me when gamers like that prefer to just watch others play most of the time because they have zero hope.

I really wish it would become standard and expected practice to give gamers a huge degree of control over game difficulty, even if it negatively impacts the intended experience.

One game that does this so well is the Uncharted Legacy of Thieves Collection. Maybe even the only game I've seen with ideal accessibility options.
I really dislike this argument. Accessibility options and difficulty are not mutually inclusive topics.

Secondly, not every form of media is made for every single human's vast array of preferences and physical abilities. This is OK, since enough alternatives exist for said persons to be catered for.

Finally, games are already moving towards accessibility features as the above controller and expansive in-game accessibility options are anything to go by:
  • GoWR as an example had an unbelievable number of options external to difficulty settings.
  • Uncharted as you mentioned did as wel, but is also a game that already lends itself to being accessible since it is not by any means a complex game to begin with.
Negatively biasing a majority is not the answer here, nor can industry afford (from a time/cost perspective) to shape their entire game around a minority. At best the cost-benefit is not there, at worst it impacts the final product for the majority.
 
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Awesome to see. But it's frustrating when games like Elden Ring, Cuphead, Returnal, Sekiro, God of War's berserkers and valkyrie etc. think they're being edgy and cool with heightened difficulty without any accessibility options to dial it way, way down. I know physically disabled people at a centre here in PE I volunteer at occasionally, and 'easy' games are all that some people can physically play. It's sad af to me when gamers like that prefer to just watch others play most of the time because they have zero hope.

I really wish it would become standard and expected practice to give gamers a huge degree of control over game difficulty, even if it negatively impacts the intended experience.

One game that does this so well is the Uncharted Legacy of Thieves Collection. Maybe even the only game I've seen with ideal accessibility options.

Seems Naughty Dog only ones that care about accessibility. I vaguely remember reading somewhere that a blind player managed to beat the last of us
 
I really dislike this argument. Accessibility options and difficulty are not mutually inclusive topics.

Secondly, not every form of media is made for every single human's vast array of preferences and physical abilities. This is OK, since enough alternatives exist for said persons to be catered for.

Finally, games are already moving towards accessibility features as the above controller and expansive in-game accessibility options are anything to go by:
  • GoWR as an example had an unbelievable number of options external to difficulty settings.
  • Uncharted as you mentioned did as wel, but is also a game that already lends itself to being accessible since it is not by any means a complex game to begin with.
Negatively biasing a majority is not the answer here, nor can industry afford (from a time/cost perspective) to shape their entire game around a minority. At best the cost-benefit is not there, at worst it impacts the final product for the majority.
I don't get that counter-argument though.

No one is saying that devs need to impair their creativity. They can develop the games they want to, and just take a few minor steps to massively improve accessibility.

Even at the most basic level, hugely reducing enemy damage or increasing health (or providing a god mode) can allow a gamer with accessibility needs to make it through most of the games I'm referring to.

Devs could easily implement such options, and provide a little notice about it altering the intended user experience. Disabling certain achievements would be fine in these cases. As an example, Cuphead could have an option where instead of taking damage your character just makes 'ow' sounds or something similar.

I don't think it's cool to just brush off accessibility concerns by saying that not every form of media can accommodate everyone. Are you impeded from basically any form of media right now? Books, films, TV shows, games, theatre productions, websites etc? I assume not. The specific genres you're into aren't relevant.

And with a relatively small amount of effort, such as accessible entrances to buildings, space for wheelchairs, support for software and hardware assistants, following best a11y practices as a web developer, and a few extra options in games, we can include a huge portion of people with accessibility requirements in all the things we enjoy and take for granted.
 
No one is saying that devs need to impair their creativity. They can develop the games they want to, and just take a few minor steps to massively improve accessibility.

I don't think that's universally true. Hades, for example, relies on the player to die repeatedly in order to drive the lore and story further, the more you die the more conversations you unlock and the more conversations you unlock the more items and permanent power-ups you unlock and so on, same thing with Returnal - the story is inherently tied to the difficulty:

“[For example], the character, Celine, she is talking about dying over and over and how these are insurmountable odds, and she can’t keep going on, and there’s this descent into madness that is happening purely because of the challenges she’s facing, and her challenges are the player’s challenges as well in many ways.

It feels like if you were allowed to just power through a boss without any challenge, or just go from A to B to C through the narrative points, it almost feels like it would create a bit of dissonance.

The game is telling you this is really challenging, and that you’re overcoming these obstacles but you wouldn’t have had to experience that friction. So that’s always a line to walk, but it’s something we’re going to keep in mind.”

How would these things work if there was just a god mode, developers would 100% need to either do a ton more work or change the direction completely. Returnal has some accessibility settings, just no difficulty slider. GoWR I believe was praised for its accessibility options, and anyways you don't have to do the Valkyrie challenges to complete the story (at least in the 2018 GoW iirc, haven't played the new one).

As for FS games, well I think they are a bit of a thing on their own, I understand it makes people feel left out, but on the other hand it I also think the developers should have freedom over their work, it's not such a straightforward debate.
 
I wish the soulsborne and roguelike games had difficulty settings. I'd love to visit the world of Elden Ring if it had an easy mode with no achievements.
Just add some presets which alter player heath, player dealt damage, enemy health, enemy dealth damage etc. Hardly any work.

The original design remains intact, people can still have a gruelling experience if they choose to do so but it opens up to a broader audience.

But that hasn't happened and probably never will. Their fanbases thrive on gatekeeping. They can't see themselves in a future where they play Elden Ring 2 on Ultra Hard while some guy has fun with it on Easy, it will ruin their enjoyment obviously. Bunch of nonsense if you ask me.
 
I wish the soulsborne and roguelike games had difficulty settings. I'd love to visit the world of Elden Ring if it had an easy mode with no achievements.
Just add some presets which alter player heath, player dealt damage, enemy health, enemy dealth damage etc. Hardly any work.

The original design remains intact, people can still have a gruelling experience if they choose to do so but it opens up to a broader audience.

But that hasn't happened and probably never will. Their fanbases thrive on gatekeeping. They can't see themselves in a future where they play Elden Ring 2 on Ultra Hard while some guy has fun with it on Easy, it will ruin their enjoyment obviously. Bunch of nonsense if you ask me.

Yeah I largely agree.. its why I haven't picked up the Soulsborne games. They are really interesting and have always got me curious, but haven't gotten around to playing them because after a hard day's work, I don't really want to sit down in a sweaty gaming session to "git gud".

EDIT: I probably will end up getting Elden Ring at some point though
 
No one is saying that devs need to impair their creativity. They can develop the games they want to, and just take a few minor steps to massively improve accessibility.

Even at the most basic level, hugely reducing enemy damage or increasing health (or providing a god mode) can allow a gamer with accessibility needs to make it through most of the games I'm referring to.
Again difficulty and accessibility options are not the same thing. I am very much in support of accessibility features and accessibility related hardware.

Devs could easily implement such options, and provide a little notice about it altering the intended user experience. Disabling certain achievements would be fine in these cases. As an example, Cuphead could have an option where instead of taking damage your character just makes 'ow' sounds or something similar.
What is the impact on time and cost? What is the cost-benefit for that outlay to serve a minority? Gaming is a for profit venture after all.

As I mentioned above certain games lend themselves to accessibility options and others do not. Those that do not would need extensive revision to make it accessible to all.

We cannot, say, compare the efforts required to make Uncharted accessible to a multitude of disabled persons with Elden Ring. These are vastly different efforts with different outcomes.

I don't think it's cool to just brush off accessibility concerns by saying that not every form of media can accommodate everyone. Are you impeded from basically any form of media right now? Books, films, TV shows, games, theatre productions, websites etc? I assume not. The specific genres you're into aren't relevant.

And with a relatively small amount of effort, such as accessible entrances to buildings, space for wheelchairs, support for software and hardware assistants, following best a11y practices as a web developer, and a few extra options in games, we can include a huge portion of people with accessibility requirements in all the things we enjoy and take for granted.
I was not brushing it off. I was stating a fact that is visible in other aspects of life:
  • Do we radically change the way all cars work to accommodate limbless individuals driving? Do we make the rules of driving any different for them? No, we modify certain aspects to make a vehicle accessible.
  • Do we radically change the way traffic rules/regulations operate to accommodate those that are legally blind? Perhaps change the speed limit to 20km for them? No. For them (unfortunately) driving is not accessible. This is a simple reality.
The point I'm trying to make here is that it is possible to make games more accessible (not simply easier) and we should should strive for that., but when it comes to fundamentally changing the vision/core mechanics of a game in such a way that it impacts the majority I have a problem with that.
 
The whole point of Souls likes is the atmosphere and feeling of accomplishment . You look. You learn. You adapt. You try again.

You don't go around one shotting everything in one encounter and end up finishing a 50 hour game in 5. You didn't look. You didn't learn. You didn't adapt. You missed the point.

So no, you did not experience a game its developers envisioned.

And besides, all From games have 7 difficulties, the first playthrough being easy mode.

From's also on the easier side of the spectrum actually, as they are fair, balanced and best at what they do. Disagree? Go boot up Nioh on WotN and experience what bs difficulty really feels like.
 
The whole point of Souls likes is the atmosphere and feeling of accomplishment . You look. You learn. You adapt. You try again.

You don't go around one shotting everything in one encounter and end up finishing a 50 hour game in 5. You didn't look. You didn't learn. You didn't adapt. You missed the point.

So no, you did not experience a game its developers envisioned.

And besides, all From games have 7 difficulties, the first playthrough being easy mode.

From's also on the easier side of the spectrum actually, as they are fair, balanced and best at what they do. Disagree? Go boot up Nioh on WotN and experience what bs difficulty really feels like.

FS games come with an even easier mode: following a FightinCowboy walkthrough :D
 
I was not brushing it off. I was stating a fact that is visible in other aspects of life:
  • Do we radically change the way all cars work to accommodate limbless individuals driving? Do we make the rules of driving any different for them? No, we modify certain aspects to make a vehicle accessible.
  • Do we radically change the way traffic rules/regulations operate to accommodate those that are legally blind? Perhaps change the speed limit to 20km for them? No. For them (unfortunately) driving is not accessible. This is a simple reality.
The point I'm trying to make here is that it is possible to make games more accessible (not simply easier) and we should should strive for that., but when it comes to fundamentally changing the vision/core mechanics of a game in such a way that it impacts the majority I have a problem with that.

They can just change the code that alters damage dealt/received by players/enemies. They don't have to develop a whole different game or cut it down for the purists.

Sifu got an easy mode after 3 months. Did it ruin the fun people had for the first 6 months grinding out the game ? Of course not.


And for "playing the game the developer envisioned", what a bunch of crap. You have people playing in VR, on 1440p monitors, on 1080p TVs, on 4K HDR OLEDs, on 7.1 Surround sound setups that cost more than a small car, on headphones cheaper than a PS5 game, on Performance mode, on quality mode, on a lesser console with cut down visuals, etc.

So which way did the developer envision ? Lol, modern devs have always catered for a broad range. But once again, gatekeeping... I've had my say. Thankfully on PC I can just trainer my way around the BS.
 
They can just change the code that alters damage dealt/received by players/enemies. They don't have to develop a whole different game or cut it down for the purists.

Sifu got an easy mode after 3 months. Did it ruin the fun people had for the first 6 months grinding out the game ? Of course not.


And for "playing the game the developer envisioned", what a bunch of crap. You have people playing in VR, on 1440p monitors, on 1080p TVs, on 4K HDR OLEDs, on 7.1 Surround sound setups that cost more than a small car, on headphones cheaper than a PS5 game, on Performance mode, on quality mode, on a lesser console with cut down visuals, etc.

So which way did the developer envision ? Lol, modern devs have always catered for a broad range. But once again, gatekeeping... I've had my say. Thankfully on PC I can just trainer my way around the BS.
The fact that you use a term like "gatekeeping" so freely to describe people's opinion is ridiculous.

For every one ******* Souls fan that wants to brag about finishing a difficult title there are 10 others who simply appreciated the grind. There are far more people in the Soul's community encouraging people to stick with the titles and giving them tips than telling them to give up.

As @Rayne mentions above: You look. You learn. You adapt. You try again. It painfully obvious by your own admission you don't get that not having spent the time on these titles. If you choose to cheat your way through instead of applying yourself then by all means go for it, but you will not have derived the same value from the game as others.

Anyway, this is a general gaming topic, I don't think we need to further clog the PS5 thread any longer.
 
I don't think that's universally true. Hades, for example, relies on the player to die repeatedly in order to drive the lore and story further, the more you die the more conversations you unlock and the more conversations you unlock the more items and permanent power-ups you unlock and so on, same thing with Returnal - the story is inherently tied to the difficulty:



How would these things work if there was just a god mode, developers would 100% need to either do a ton more work or change the direction completely. Returnal has some accessibility settings, just no difficulty slider. GoWR I believe was praised for its accessibility options, and anyways you don't have to do the Valkyrie challenges to complete the story (at least in the 2018 GoW iirc, haven't played the new one).

As for FS games, well I think they are a bit of a thing on their own, I understand it makes people feel left out, but on the other hand it I also think the developers should have freedom over their work, it's not such a straightforward debate.

God mode was just one example though. In the case of Hades or Returnal, or any game (which is likely quite a few) where god mode would just break the experience, the player's health can just be adjusted in other ways.

The Hades and Returnal devs would have had those games playtested half to death to get the balance right at different difficulties. So either they can add players with accessibility needs to a playtest group to gauge the additional resources needed to enjoy the game as intended, or just suck some values out their thumbs in the hope of prolonging the amount of time an accessible player can spend fighting before they die. Or just give that option to players in the accessibility settings so they can tweak it as needed.

Yeah I largely agree.. its why I haven't picked up the Soulsborne games. They are really interesting and have always got me curious, but haven't gotten around to playing them because after a hard day's work, I don't really want to sit down in a sweaty gaming session to "git gud".

EDIT: I probably will end up getting Elden Ring at some point though

Couldn't agree more. I play games to relax and have fun. Nothing about that Soulsborne stuff looks relaxing or fun to me.

The whole point of Souls likes is the atmosphere and feeling of accomplishment . You look. You learn. You adapt. You try again.

You don't go around one shotting everything in one encounter and end up finishing a 50 hour game in 5. You didn't look. You didn't learn. You didn't adapt. You missed the point.

So no, you did not experience a game its developers envisioned.

And besides, all From games have 7 difficulties, the first playthrough being easy mode.

From's also on the easier side of the spectrum actually, as they are fair, balanced and best at what they do. Disagree? Go boot up Nioh on WotN and experience what bs difficulty really feels like.

Looking, learning and adapting for you is very, very different to looking, learning and adapting for someone with physical disabilities. The challenge is no different - it's about including other people in the experience.

Elden Ring does not have difficulty settings last I checked.

And for "playing the game the developer envisioned", what a bunch of crap. You have people playing in VR, on 1440p monitors, on 1080p TVs, on 4K HDR OLEDs, on 7.1 Surround sound setups that cost more than a small car, on headphones cheaper than a PS5 game, on Performance mode, on quality mode, on a lesser console with cut down visuals, etc.

So which way did the developer envision ? Lol, modern devs have always catered for a broad range. But once again, gatekeeping... I've had my say. Thankfully on PC I can just trainer my way around the BS.

Yeah that's a good point. There's only so much devs can enforce when it comes to the 'desired experience' of any game.

I do miss trainers on PC. They can be immensely useful. I used a trainer to slightly adjust the XP earn rate in AC Odyssey, and the game was amazing as a result. It felt perfectly balanced, whereas I saw most gamers complaining about what a grind the game was.
 
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Looking, learning and adapting for you is very, very difficult to looking, learning and adapting for someone with physical disabilities. The challenge is no different - it's about including other people in the experience.

Elden Ring does not have difficulty settings last I checked.
What does physical disabilities have to do with games down to their very core designed to be challenging? Accessibility options does not difficulty options make.

People finished it with one hand, blindfolded and on dance mats. Someone with only one leg's not going to win a dance competition now are they? So what do you guys want? Should people stop dancing? Should competitions be scrapped? Should competition rules be amended?

Being disabled doesn't make you entitled to everything you want. Very, very far from it in fact.

As for Elden Ring difficulty settings yeah it does, just like all 3 Souls, Bloodborne and Sekiro before it did. You not knowing it (if you are playing it) means you are on your first playthrough, the easiest difficulty, already.

/That said and as others mentioned let us rather take game specific topics to another thread as this one is PS5 and accompanying hardware related. I don't want to continue steering it off topic. My bad for having done so already.
 
People finished it with one hand, blindfolded and on dance mats
Those challenges were pretty insane to witness.
Also, a content creator who's paralysed from the neck down finished the game in 4 hours (using his mouth), which is actually nuts.
 
I really dislike this argument. Accessibility options and difficulty are not mutually inclusive topics.

Secondly, not every form of media is made for every single human's vast array of preferences and physical abilities. This is OK, since enough alternatives exist for said persons to be catered for.

Finally, games are already moving towards accessibility features as the above controller and expansive in-game accessibility options are anything to go by:
  • GoWR as an example had an unbelievable number of options external to difficulty settings.
  • Uncharted as you mentioned did as wel, but is also a game that already lends itself to being accessible since it is not by any means a complex game to begin with.
Negatively biasing a majority is not the answer here, nor can industry afford (from a time/cost perspective) to shape their entire game around a minority. At best the cost-benefit is not there, at worst it impacts the final product for the majority.

All that’s required are option to take punitive artificial difficulty or time-based elements away, not an entire re-design of the games.

Most of the time persons with disabilities simply need more time to accomplish the same tasks as normal folks.

Other times it’s physically impossible for them to perform an action and therefore need the ability not to be punished.

Control’s God Mode and One Shot Kill options come to mind as excellent accessibility choices that could easily be in every single game.
 
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