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Halo
Infinite
49 Accessibility Features

We've documented 49 accessibility features for Halo Infinite, including Fully Voiced (Or No Speech), Large Subtitles, Large Text, Select Difficulty and No Holds. Its accessibility is strongest in Controls and Navigation but it also has features in Visual, Reading, Communication, Getting Started, Audio and Difficulty 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.

Halo Infinite is the latest release in the longstanding Halo series of first-person shooting games. This latest entry continues the story, while adding new abilities, such as the grapple and weapons, differentiating it from the other games and adding a new layer of strategy and tactics. It also has a large open world, which you explore as you play through the story which focuses on responsibility, regret, and grief.

Our accessibility examiner, Ben Kendall, first checked Halo Infinite accessibility 2 years ago. It was re-examined by Ben Kendall and updated 12 months ago.

NotesAccessibility Notes

You can adjust the difficulty of the campaign, but when playing in multiplayer matches no difficulty settings are available. there are 4 difficulties to change from; Easy, Normal, Heroic, and Legendary.

You can change the size of the text throughout the game, and while the subtitles are high contrast, there are some parts of UI text that can be difficult to make out from the background, such as the time. You can change the colours of other players' names in multiplayer, and can make opponents' colour a different colour to your teammate's colour.

Your teammates are highlighted, and can clearly be seen, even through walls and obstacles. Enemy players are outlined in a different (adjustable) colour, but this cannot be seen unless you have a direct line of sight, and it is very slight, making it on occasion difficult to see. If you get shot, the location from where the shot is fired from is displayed both through stereo sound and also a visual indicator.

Although the game can technically be played without sound, many of the visual elements required are very small and taxing to continually stay on top of.

DetailsGame Details

Release Date: 15/11/2021

Out Now: PC, Xbox One and Xbox X|S

Skill Rating: 13+ year-olds

Players: 1 (24 online)

Genres: Action, Shooting (Fighting and Traversal)

Accessibility: 49 features

Components: 3D First-Person, Day and Night and Open World

Developer: Halo (@Halo)

Costs: Purchase cost, In-Game Purchases and In-Game Pass

 

ControlsControls

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

  • PC: 13 keys, 2 buttons and 1 mouse.
  • Xbox: 9 buttons, 2 triggers and 2 sticks.
You can access the game remapping settings via the Main menu or by pausing the game with the Menu button and selecting Setting.
  • On controller you can remap all buttons, but can't map sticks to buttons.
  • On keyboard controls, you can remap all keys, including WASD movements keys but can't remap aim with mouse.
You can set Crouch, Aim and Sprint to be toggles or holds. Crouch and Sprint are toggle by default but Aim is a hold by default. Additionally, the following can assist with the number of presses:
  • Maintain Sprint (on by default) keeps the sprint toggle on after jumping and other actions.
  • Auto Clamber (on by default) means a single jump near a ledge doesn't require a second press to climb onto it.
  • Step Jump (on by default) reduces the height of your jump when near ledges.
  • Movement Assisted Steering (off by default) means you can use the Left Stick to steer in addition using the camera direction (Right Stick) to determine forward motion.
You need to use RB for specific items in the campaign Grapple, Scan, Thrusters. The Grapple is a required action just once. The others are optional but not using them makes the game more difficult.
The following tables guide you through which buttons you can map to custom controllers:

Driving Xbox PC Notes Required
Hit / Melee Right Stick Press F Key
Brake Right Bumper SpacebarCan also not accelerate to slow down.
Accelerate Left Stick Forward/Back to Go/Stop.
Steering Left Stick + Right Stick Mouse MovementUse Movement Assisted Steering to use both sticks
Fire Right Trigger Left Mouse Button
Reload X Button R KeyAuto reload on empty.
Accelerate Boost Left Trigger Shift (Left) Key

Driving Xbox Notes Required
Hit / Melee Right Stick Press
Brake Right BumperCan also not accelerate to slow down.
Accelerate Left StickForward/Back to Go/Stop.
Steering Left Stick + Right StickUse Movement Assisted Steering to use both sticks
Fire Right Trigger
Reload X ButtonAuto reload on empty.
Accelerate Boost Left Trigger

On Foot Xbox Notes Required
Pause / Menu Menu Button
Interact X Button
Select Weapon / Ammo Y Button
Jump / Vault A Button
Crouch B ButtonToggle by default.
Sprint Left Stick PressToggle by default.
Select Item D-Pad LeftSelect Grenade.
Use Item Right BumperUse Grenade/Hookshot/Scan/Thrusters.
Movement Left Stick
Aim / Look / Camera Right StickHold by default.
Aim Shot Left Trigger
Fire Right Trigger
View Scores View Button
Reload X ButtonAuto reload on empty.
Aim Zoom Left Stick Press
Drop Item D-Pad RightDrop Grenade.
Mark Enemy D-Pad Up
Scan D-Pad Down
Hit / Melee Right Stick Press
Throw Item / Grenade Left Bumper

Driving PC Notes Required
Fire Left Mouse Button
Hit / Melee F Key
Brake SpacebarCan also not accelerate to slow down.
Steering Mouse MovementUse Movement Assisted Steering to use both sticks
Reload R KeyAuto reload on empty.
Accelerate Boost Shift (Left) Key

On Foot PC Notes Required
Fire Left Mouse Button
Aim Shot Right Mouse Button
Interact E Key
Select Item N KeySelect Grenade.
Use Item Q KeyUse Grenade/Hookshot/Scan/Thrusters.
Select Weapon / Ammo V Key
Movement WASD Keys
Jump / Vault Spacebar
Crouch Ctrl (Left) KeyToggle by default.
Sprint Shift (Left) KeyToggle by default.
Pause / Menu Escape
Aim / Look / Camera Mouse MovementHold by default.
Aim Zoom Right Mouse Button
Hit / Melee F Key
Throw Item / Grenade G Key
Reload R KeyAuto reload on empty.
Mark Enemy X Key
Scan Z Key
View Scores Tab

On Foot Xbox PC Notes Required
Pause / Menu Menu Button Escape
Interact X Button E Key
Select Weapon / Ammo Y Button V Key
Jump / Vault A Button Spacebar
Crouch B Button Ctrl (Left) KeyToggle by default.
Sprint Left Stick Press Shift (Left) KeyToggle by default.
Select Item D-Pad Left N KeySelect Grenade.
Use Item Right Bumper Q KeyUse Grenade/Hookshot/Scan/Thrusters.
Movement Left Stick WASD Keys
Aim / Look / Camera Right Stick Mouse MovementHold by default.
Aim Shot Left Trigger Right Mouse Button
Fire Right Trigger Left Mouse Button
View Scores View Button Tab
Reload X Button R KeyAuto reload on empty.
Aim Zoom Left Stick Press Right Mouse Button
Drop Item D-Pad Right Drop Grenade.
Mark Enemy D-Pad Up X Key
Scan D-Pad Down Z Key
Hit / Melee Right Stick Press F Key
Throw Item / Grenade Left Bumper G Key

Similar Games Requiring Fewer Controls

If you want to play games like Halo Infinite, but with fewer controls required, the following similar games are worth considering:

We've documented 15 accessibility features for Controls in Halo Infinite 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.

Remap Controls

Can customise the controls for the game as follows:

Inputs Documented: The inputs required to complete the game in campaign mode or play competitively are documented on the database (or in other official documentation).

Select Preset Controller Mappings: You can select preset button layouts from options provided by the developer.

Remap Buttons: Can re-map all buttons so that you can use alternatives that better suit your play.

Swap Sticks: Can swap the sticks over so that you can use the opposite sticks to control the game.

Remap Sticks: Can remap the stick controls to controller buttons for easier access of direction controls.

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 Game Menu Access: Can remap buttons to pause, access and navigate the game menu. This enables you to specify which buttons pop-up the game menu.Whether you can remap menu navigation buttons isn't considered here.

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.

Controller Vibration

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

Informative Vibration: Controller vibration indicates events or interactions in the game, echoing visual and audio cues. This can provide additional information about progress, approaching enemies or hitting a target.

Sensitivity

You can adjust

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

DifficultyDifficulty

We've documented 2 accessibility features for Difficulty in Halo Infinite 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.

Adjust After Setting

Adjustable Between Levels: You can adjust the difficulty between levels/rounds. Although you have to restart your checkpoint or level, this enables you to adjust the difficulty after selecting it at the beginning of the game.

Getting StartedGetting Started

We've documented 3 accessibility features for Getting Started in Halo Infinite 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.

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.

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.

 

Similar Games With More Accessibility Features for Getting Started

If you want to play Halo Infinite, but it doesn't offer the Getting Started accessibility features you require, these similar games extend the Getting Started accessibility:

ReadingReading

We've documented 6 accessibility features for Reading in Halo Infinite 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.

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.

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

Large Clear Subtitles: Subtitles are large, clear and of good contrast. They are at least 1/20 (46 pixels on 1080 screen) the height of a landscape screen and at least 1/40 height on portrait screens, or can be adjusted to be. We base this on the full line-height, including the space above and below the letters. Considered separately from the general text of the game, the subtitles are large, clear and of good contrast.

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: Textual captions indicate who is speaking (or there is only ever one person speaking). This can also be indicated visually in the game with character icons or placing 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 Halo Infinite, but it doesn't offer the Reading accessibility features you require, this similar game extends the Reading accessibility:

NavigationNavigation

We've documented 11 accessibility features for Navigation in Halo Infinite 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

Large Clear Navigation: The in-game navigation and maps are clear to read. They offer large text and offer markers that are large and of high contrast. Where text or information is small, there are settings to zoom-in and increase visibility.

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.

Visual Directional Cues: Additional in-game visual cues that signpost where to go next and how close you are to arriving. This can be with camera movement to focus on your destination or important items. It can use light, breadcrumb trails, in-world pointers to identify your mission's target location.

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.

Head-Up Display Narrated: Key information displayed via text or icons is narrated. This enables the player to know their health, weapons, ammunition and other items without reading the head-up display.

Menu Navigation

Digital Menu Navigation: Menu choices with Gamepad can be made without using an analogue stick to guide a cursor to a selection. For example, using D-Pad, buttons or the Stick to change menu selection in a single action.

Menu Narrated: All of the game menus can be narrated for easier navigation. The game menus can therefore be navigated without reading text.

Menus Don't Wrap: Menus don't wrap and stop the cursor at the bottom of the list if you press down. Or menus do wrap but make it clear that you are back at the top of the list with sound or narration.

Remap Game Menu Access: Can remap buttons to pause, access and navigate the game menu. This enables you to specify which buttons pop-up the game menu.Whether you can remap menu navigation buttons isn't considered here.

VisualVisual

We've documented 8 accessibility features for Visual in Halo Infinite 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.

Interactive Elements

Outline Interactive Elements: Characters, platforms and enemies can be outlined or highlighted for visibility. This can be with a large border around the character or a special visual mode that adjust the colour to make characters more visible.

Visual Distractions

No Screen Shake: No screen shake effect or it is included but it can be disabled. This includes the absence of screen shake for dramatic effect as well as to indicate hits on a target.

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.

Audio Depiction of Event Location: Indication with positional/stereo audio of where directional events are on the screen for things like damage, footsteps, environmental elements. This is useful for blind players.

Narration for Visual Elements

This is the audible narration of in-game text. Sometimes talk about as Text To Speech, although it may include the narration of no-textual elements. This is different to Text To Voice, which provides player-player textual communication audibly.

Menu Narrated: All of the game menus can be narrated for easier navigation. The game menus can therefore be navigated without reading text.

Head-Up Display Narrated: Key information displayed via text or icons is narrated. This enables the player to know their health, weapons, ammunition and other items without reading the head-up display.

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.

AudioAudio

We've documented 3 accessibility features for Audio in Halo Infinite 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.

Visual Depiction of Directional Audio: Indication on-screen with arrows, icons, located colour splashes and the like, to show where directional audio for damage, footsteps, environmental or way-finding sounds are coming from.

 

Similar Games With More Accessibility Features for Audio

If you want to play Halo Infinite, but it doesn't offer the Audio accessibility features you require, this similar game extends the Audio accessibility:

CommunicationCommunication

We've documented 4 accessibility features for Communication in Halo Infinite which deal with how you can communicate with other players in the game and what options are available to customise and control this interaction.

Player-to-Player Online Communication

This is how players communicate with each other in online games. This can be to plan strategy, chat as they play or co-ordinate resources.

Text Chat: Chat to other players by typing text.

Voice Chat: Chat to other players on your team or friends list by speaking with headset.

Online Communication Assistance

Text-to-speech: Convert text messages from other players to voiced messages. Game converts text typed by the player into synthesized audio that's read aloud to all other players in the voice channel. This feature allows players who can't speak verbally to have their thoughts expressed aloud to the rest of the players in their party.

Speech-to-text: Convert voice from other players to text messages. Transcribes incoming speech from other players into text onscreen in real time. Players who can't hear voice chat can read what other players have said aloud on their screen.

 

Similar Games With More Accessibility Features for Communication

If you want to play Halo Infinite, but it doesn't offer the Communication accessibility features you require, this similar game extends the Communication 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.
 
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 Ben Kendall and 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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