For a long time, Microsoft’s Accessibility Controller was lauded as a comprehensive building tool for accessibility rigs on both PC and Xbox consoles. Sony’s take on the idea of an Accessibility controller is largely different in scope and has some interesting ideas involved. However, gaming Accessibility is not a one-size-fits-all situation, and the Access Controller showcases that well.
Before we get too deep in the weeds here, I want to mention several things. First of all, please take this review as an informative look at the efficacy of the upsides and downsides of the controller as a whole. I am not going to be reviewing the controller based on my experience with specific games but rather based on my experience with the controller across the board. I tried out several different games to see how the controller handled specific concepts and ideas.
Secondly, unlike the Dualsense controller and other PlayStation controllers, the adaptive controller is not currently compatible with PC gaming. As such, this does limit the efficacy of the controller in a broader spectrum. However, considering Sony has a lot of exclusives, this will likely make it appealing for those people who want to play things like Marvel’s Spider-Man 2 or Final Fantasy XVI and lack the proper capability to use a Dualsense controller.
Thirdly, as I previously mentioned, Accessibility is not a one-size-fits-all situation. As such, while there are things about the Access Controller that I found cumbersome or clunky (such as its size) you may not have those same issues. At an $89.99 price point, this is comparable to purchasing a regular controller, and it provides a variety of options for your gaming needs.
The Access Controller provides a variety of customizable buttons and joysticks to give you a versatile experience. You can have 3 user profiles which can be customized and toggled at will. This will allow you to set up button configurations for specific kinds of games (such as racing), or simply change things up for when your needs are different. For people with chronic pain problems, you may have higher needs on certain days and lower needs on others.
Each button can be set to either a single press or a long hold. Rather than having to look in options menus for toggles for things like sprinting or crouching, now the Access controller allows you to “bake in” those settings yourself. Sadly, this doesn’t provide a “turbo” function for rapid button presses, though I imagine that might be difficult to manage as an accessibility function these days.
Multiple buttons can be mapped to the same key as well. That functionality makes it so that you can do multi-button presses for games like fighting games or context-specific actions. I tried it out on Mortal Kombat 1, and it was highly effective for combos. The Access controller is great for things like fighting games, giving an almost Arcade Cabinet feel.
Additionally, the Access controller can connect to a variety of other bits of adaptive equipment, including other Access controllers and the Dualsense controller. I found myself trying several configurations, including several different button configurations. Frustratingly, I needed help changing out button caps because I was not physically strong enough to change them.
This is a place where the controller both suffers and is exemplary at spotlighting how varied accessibility needs are. I have small hands, and my fingers were not long enough to comfortably reach across the controller at certain configurations. Or, if they reached, some buttons were difficult to press with certain fingers. Plus, it can be frustrating for certain users to have to ask for help to either switch up cap combinations for more comfortable play or switch profiles if they can’t comfortably reach the button.
Things like RPGs and casual games like Dreamlight Valley play well with the Access Controller. However, more intensive active games like Final Fantasy XVI and DmC 5 are still a bit hard on my hands. I could compensate for the length of my fingers by adjusting control mapping but it still wasn’t ideal for long play sessions.
I do like the versatility of the Access controller, and I love that the joystick length, as well as various other aspects of the joystick, can be adjusted. Also, the capability of connecting to other devices makes it endlessly modular, which is always a good thing. It may not entirely meet my needs, but I can think of a variety of players who will finally be able to enjoy PlayStation gaming with the Access controller. It would be nice to see PC support for it as well since it does a few things that Microsoft’s Adaptive controller doesn’t.
Overall, the PlayStation Access controller is a big win for Accessibility in gaming. From a software standpoint, it allows players to bypass inaccessible elements in games that developers might have overlooked in terms of controls. However, for those with strength problems or range of motion issues, there may be a learning curve or assistance required to use the controller to its fullest potential.
Two Access Controllers were provided by Sony for the purposes of this Review.
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