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BPM:
Bullets Per Minute
15 Accessibility Features

We've documented 15 accessibility features for BPM: Bullets Per Minute, including Large Text, Control Assists, Custom Difficulty, Select Difficulty and Visual Cues. Its accessibility is strongest in Reading and Navigation but it also has features in Controls, Difficulty, Visual, Audio and Getting Started 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.

BPM: Bullets Per Minute is a shooting game where shots and attacks must be timed to the beat of the music. The gameplay is focused on motion and shooting, like the Doom games, only here you can only shoot, dodge and reload on the beat. It's repetitive and requires considerable practice - not unlike learning a real instrument.

NotesAccessibility Notes

You can adjust the difficulty by turning off the need to perform actions in time with the music. This Auto Rhythm setting then gets the game records your presses then executes them on the next beat for you. You can also adjust how accurate Rhythm Detections is.

DetailsGame Details

Release Date: 15/09/2020, updated in 2021

Price: 75% off

Out Now: PC, PS4 and Xbox One

Skill Rating: 12+ year-olds

Players: 1

Genres: Rhythm, Shooting (Action and Traversal)

Accessibility: 15 features

Components: 3D First-Person

Developer: Playtonic Games (@PlaytonicGames)

Costs: Purchase cost

 

ControlsControls

We've documented 2 accessibility features for Controls in BPM: Bullets Per Minute 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.

 

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If you want to play BPM: Bullets Per Minute, but it doesn't offer the Controls accessibility features you require, these similar games extend the Controls accessibility:

DifficultyDifficulty

We've documented 2 accessibility features for Difficulty in BPM: Bullets Per Minute 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.

Difficulty Options

Select Difficulty: Select the level of difficulty from a range of presets. This not only offers a way to adjust the challenge of a game but enables you to do so without dealing with individual criteria.

Customise Difficulty: Customise different aspects of the game to create a challenge of an appropriate level. Adjusting elements individually enables you to tailor gameplay to suit your needs and style of play.

 

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If you want to play BPM: Bullets Per Minute, but it doesn't offer the Difficulty accessibility features you require, this similar game extends the Difficulty accessibility:

Getting StartedGetting Started

We've documented 1 accessibility feature for Getting Started in BPM: Bullets Per Minute which deals 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.

 

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If you want to play BPM: Bullets Per Minute, but it doesn't offer the Getting Started accessibility features you require, these similar games extend the Getting Started accessibility:

ReadingReading

We've documented 3 accessibility features for Reading in BPM: Bullets Per Minute 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.

No Reading: No reading is required, other than simple menus. The game either has no text or can communicate textual content with visuals and interactions. If reading isn't required because the text is voiced the All Dialogue is Voiced feature indicates this.

Text Visibility

Large Clear Text: All essential text is large and clear or can be adjusted to be. The general text used throughout the game in menus, instructions and other key information (excluding subtitles that are assessed separately) is at least 1/20 (46 pixels on 1080 screen) the height on landscape screens and at least 1/40 height on portrait screens. We base this on the full line-height, including the space above and below the letters.

Subtitles

All Speech Subtitled (Or No Speech In Game): All spoken content has subtitles, or there is no speech in the game. This means there is no requirement to hear spoken dialogue or narrative to play the game.

 

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If you want to play BPM: Bullets Per Minute, but it doesn't offer the Reading accessibility features you require, these similar games extend the Reading accessibility:

NavigationNavigation

We've documented 3 accessibility features for Navigation in BPM: Bullets Per Minute which deal 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.

Head-Up Display

Head-Up Display Navigation: Indication of where to go next with overlaid arrows, minimaps and waypoint markers. This supplements in-game visual and audible cues with additional guidance about where you are and where you need to go.

Adjust Head-Up Display: Resize and adjust the content of the head-up display. This enables it to be made more visible. It can also enable the removal of too much information that can be distracting or confusing.

Game Map: View a map of the game world during play, with the landscape, points of interest and missions highlighted throughout the entire game. This enables the orientation of the player and the world, confirming a direction of movement and the location of destinations or points of exploration.

 

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If you want to play BPM: Bullets Per Minute, but it doesn't offer the Navigation accessibility features you require, these similar games extend the Navigation accessibility:

VisualVisual

We've documented 2 accessibility features for Visual in BPM: Bullets Per Minute which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.

Contrast

Medium Contrast: Game uses generally well contrasting and bright visuals, or has a slider to make this the case.

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.

 

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If you want to play BPM: Bullets Per Minute, but it doesn't offer the Visual accessibility features you require, these similar games extend the Visual accessibility:

AudioAudio

We've documented 2 accessibility features for Audio in BPM: Bullets Per Minute 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.

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.

Audio Events

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.

 

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If you want to play BPM: Bullets Per Minute, but it doesn't offer the Audio accessibility features you require, these similar games extend the Audio 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 Andy Robertson


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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