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Evil Genius 2 (Series) Accessibility Report

We've documented 39 accessibility features for Evil Genius 2 in the Controls, Difficulty, Getting Started, Reading, Navigation, Visual and Audio areas to aid enjoyment of the game for different players. 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.

Evil Genius 2 is a tongue-in-cheek strategy game where you play the evil villain. You must build a detailed, functional lair from where you can take control of the world. Similar to Sim City and 2 Point Hospital, you use your resources wisely as you mark out rooms, train your minion workforce and create new specialists.

NotesAccessibility Notes


The first time you start the game you are prompted to confirm some accessibility settings including colour-blind filter, brightness and auto-pause/auto-save.

The game can automatically pause when your character is attacked or when you start building your base to reduce time-pressure. While paused you can still execute commands without the clock ticking.

The game generally has good contrast and you can hover the cursor to highlight any object. Screen shake and flashes only occur in one instance - upon firing the doomsday device. You can disable Depth of Field to make the game kinder for motion sickness.

You can adjust how long Short, Medium and Long pop-up information stays on the screen.

You can't adjust the size of the user interface but you can make the cursor larger.

Video GameEvil Genius 2
ACCESSIBILITY REPORT
PEGI 12 Video Game Age Rating for Evil Genius 2 in UK and Europe

DetailsGame Details

Release Date: 30/03/2021

Platforms: Mac, PC, Xbox One and Xbox Series X|S

Content Rating: PEGI 12

Skill Rating: 9+ year-olds

Players: 1

Genres: Narrative, Open World, Puzzle, Simulation and Strategy

Accessibility: 39 features

Developer: Rebellion (@Rebellion)

Costs: Purchase cost. Season pass and in-game purchases

 

ControlsControls

To complete the main campaign of the game you need to use a minimum of:

  • PC: 17 keys, 1 mouse and 1 button.
  • Xbox: 12 buttons, 2 triggers and 1 stick.
The following tables guide you through which buttons you can map to custom controllers:

Building Xbox PC Notes Required
Build Rotate Item Y Button R Key + Left Mouse Button + T Key
Build Place Item A Button Left Mouse Button

Building Xbox Notes Required
Build Rotate Item Y Button
Build Place Item A Button

General Xbox Notes Required
Interact View Button + X Button
Aim / Look / Camera Left Stick
Use Ability Left Trigger + Right TriggerHigh Alert (Hold Both)
Time - Pause Left Stick Press
Time - Fast Forward Right Stick Press
Rotate Camera Right Stick
Zoom Aim Left Trigger + Right Trigger

Menu Xbox Notes Required
Pause / Menu Menu Button
Menu - Open Menu Y Button
Menu - Select/Advance A Button
Menu - Back/Undo B Button
Menu - Navigate D-Pad
Menu - Previous Page Left Bumper
Menu - Next Page Right Bumper
Map - Change Floor Left Bumper + Right Bumper

Building PC Notes Required
Build Place Item Left Mouse Button
Build Rotate Item R Key + Left Mouse Button + T Key

General PC Notes Required
Interact Left Mouse Button
Action Shortcuts L Key + V Key + K Key + C Key + X Key
Aim / Look / Camera WASD Keys
Time - Fast Forward Period Key
Rotate Camera E Key + Q Key
Toggle UI Y Key + T Key + R Key + L Key + M Key + O Key + G Key + Z Key
Time - Pause Spacebar
Photo (Mode) F4 Key

Menu PC Notes Required
Menu - Select/Advance Left Mouse Button
Map - Change Floor Page Up + Page Down
Menu - Open Menu B Key
Menu - Next Page E Key
Menu - Previous Page Q Key
Pause / Menu F7 Key
Menu - Navigate Mouse Movement

General Xbox PC Notes Required
Interact View Button + X Button Left Mouse Button
Aim / Look / Camera Left Stick WASD Keys
Use Ability Left Trigger + Right Trigger High Alert (Hold Both)
Action Shortcuts L Key + V Key + K Key + C Key + X Key
Time - Pause Left Stick Press Spacebar
Time - Fast Forward Right Stick Press Period Key
Rotate Camera Right Stick E Key + Q Key
Zoom Aim Left Trigger + Right Trigger
Toggle UI Y Key + T Key + R Key + L Key + M Key + O Key + G Key + Z Key
Photo (Mode) F4 Key

Menu Xbox PC Notes Required
Pause / Menu Menu Button F7 Key
Menu - Open Menu Y Button B Key
Menu - Select/Advance A Button Left Mouse Button
Menu - Back/Undo B Button
Menu - Navigate D-Pad Mouse Movement
Menu - Previous Page Left Bumper Q Key
Map - Change Floor Left Bumper + Right Bumper Page Up + Page Down
Menu - Next Page Right Bumper E Key

We've documented 12 accessibility features for Controls in Evil Genius 2 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

Multiple Buttons & Two Sticks: Can play with multiple buttons and two sticks.

Mouse And Keyboard

Mouse Alone: Can play with just the mouse/mouse-button/mouse wheel.

Mouse and Keys: Can play with mouse and multiple keys.

Remap Controls

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.

Remap Extra Mouse Buttons: Can remap additional buttons on mice that provide more than the two standard buttons, on systems that support these controls.

Remap Mouse Wheel: Can remap the mouse wheel to control aspects of the game when you move it up/down, 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.

Button Combinations

Specific button operation required to play

Holding Down Buttons Optional: Holding down buttons for prolonged periods (a second or more) is not required or can be switched to toggling the action on and off. This is in addition to the movement stick/button which is not considered a hold for this purpose.

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).

Controller Vibration

Vibration Optional: Controller vibration not used in the game or you can disable it.

Sensitivity

You can adjust

Adjust Mouse/Stick Sensitivity: Adjust how sensitive mouse/stick controls are.

DifficultyDifficulty

We've documented 3 accessibility features for Difficulty in Evil Genius 2 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.

Adjust After Setting

Adjustable Anytime: You can adjust the difficulty while playing, without having to restart the level you are on. This enables you to quickly adjust the game to suit your needs and see the difference immediately.

Getting StartedGetting Started

We've documented 9 accessibility features for Getting Started in Evil Genius 2 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.

Onboarding Before Play

Before you are presented with the home screen, onboarding settings aim to aid you accessing the menus you need to adjust the game to your requirements. They can also provide an easier way of turning on important adjustments without digging through menus.

Onboarding: The first time you open the game, you are asked to confirm options for control, navigation and accessibility settings. Games can differ in what they present at this stage, but will count for this, provided they include a streamlined onboarding process.

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.

Tutorials: There are helpful tutorials and instructions on how to play. Information is provided in a timely manner, with appropriate level of detail.

Practice Area: You can practice freely without opponents or time pressures. This can be a specific practice option, or the ability to play levels with the easiest opponents to improve understanding and skill.

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.

Reaction-Time Not Critical: Individual game actions don’t need quick reactions, or there are settings to lower the requirement for quick reactions. This means you don't need to quickly press a button in response to an on-screen prompt, target a fast-moving target or skillfully complete a scenario against the clock.

Low Pressure: Game tasks aren't time-limited or there's a low-pressure mode. This avoids the pressure of being put on the clock for overarching missions, or failing tasks because you didn't reach a destination in time.

Adjust Speed: Adjust the speed of the game at critical moments or throughout, or rewind play for a second attempt, to ease reaction times. By slowing the game, you have more time to interpret what is happening and then execute your actions. It also reduces the pressure on getting things right quickly or the first time you attempt them.

No Jump Scares: No sudden loud noises or popping-up scary visuals that unexpectedly appear without warning, or the option to disable them.

Assistance For Progressing

These features aid your progress through the game offering different ways of maintaining your progression.

Save Progress Anytime: The game automatically saves progress or you can save any time. This doesn’t mean you never lose progress, but it does mean you can stop whenever you want (without having to get to a save point) without losing progress.

ReadingReading

We've documented 4 accessibility features for Reading in Evil Genius 2 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 and how complex the language is. This doesn't include subtitles as required reading if they are fully voiced.

Moderate Reading: Moderate reading required. The quantity and complexity of reading are at a level that a high school student (14-year-old) would appreciate.

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.

Captions

Speaker Indicator and their Tone: Textual captions indicate who is speaking and their tone. This can also be indicated visually in the game with character icons or character expressions with text in speech bubbles next to the person speaking.

Voice Acted

All Dialogue is Voice Acted (Or No Speech In Game): All of the game dialogue and narrative can be voiced, or there is no speech in the game. This means there is no requirement to read the dialogue and narrative text to play the game.

 

Similar Games With More Accessibility Features for Reading

If you want to play Evil Genius 2, 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 Evil Genius 2 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.

Clarity

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.

Head-Up Display

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.

Menu Navigation

Digital Menu Navigation: Choices in game and in menus can be selected without an analogue stick precision cursor.

 

Similar Games With More Accessibility Features for Navigation

If you want to play Evil Genius 2, but it doesn't offer the Navigation accessibility features you require, these similar games extend the Navigation accessibility:

VisualVisual

We've documented 5 accessibility features for Visual in Evil Genius 2 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.

Visual Distractions

No Busy Backgrounds: No distracting backgrounds or you can make them static or blank. This includes the absence of other movement elements in the background that might distract or confuse the action.

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.

Motion Sickness Friendly

Motion Sickness Friendly: Doesn't have 3D movement elements that may trigger motion sickness, like motion blur, depth of field and field-of-vision. Or includes the ability to disable motion blur, depth of field and field-of-vision effects.

Colour Options

Colour adjustments: Adjust colours of characters or game elements for greater visibility. Includes the ability to select which type of colour blind mode you require.

 

Similar Games With More Accessibility Features for Visual

If you want to play Evil Genius 2, but it doesn't offer the Visual accessibility features you require, these similar games extend the Visual accessibility:

AudioAudio

We've documented 3 accessibility features for Audio in Evil Genius 2 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.

Play Without Hearing

Play Without Hearing: No audio cues are necessary to play the game well.

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.
 
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.

VSC LogoAccessibility Report supported by VSC Rating Board, PlayabilityInitiative and accessibility contributors @GeekDadGamer, Jo Robertson and @CariWatterton


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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