Sony released the PS Access Controller this week, a new PS5 peripheral designed to make gaming more accessible to those with disabilities or mobility issues. This concludes years of progress from the platform holder, which has seen it win awards for ground-breaking accessibility innovation in titles like The Last of Us: Part 2 and God of War Ragnarok.
Due to the nature of this product, we felt it was important as a publication to deviate from our usual review style. As such, we recruited the talented Sam Greer to share her personal experience with the product, as we know everyone will have a different relationship with the controller. We hope that you find her thoughts insightful and interesting.
To get into why I'm so impressed with Sony's new PS Access Controller, a bit of context: I suffer from benign essential hand tremors. I don't often talk about them publicly, partly because it's relatively quite minor compared with other more serious impairments. Over the last decade it's become worse and worse. While critical things have become affected (such as the essential ability to carry a cup of tea without spilling it) it's also impacted my ability to play games.
You don't quite realise how many games rely on precise controls until you become incapable of doing them. For me, the shaking and lack of fine control in my hands make it very difficult to coordinate button presses and use analogue controls. Aiming with action games in particular has become a real challenge since my fingers are constantly twitching and shaking. Fast-paced competitive games with "twitch shooting" like Apex Legends have become basically impenetrable. I also find difficulty with coordinating button presses. Getting my fingers to where they need to be is one thing but buttons that are too stiff or too sensitive leave me constantly hitting things at the wrong time or not at all. Armored Core VI (which I've completed twice now) became a significant challenge owing to the difficulty in using all of a controller's buttons. Even typing up this review takes significantly longer due to constantly hitting the wrong keys.
At my computer, I've benefited a lot from switching my regular mouse out for a vertical one. With a vertical mouse, my hand is at rest, meaning I'm not required to do any fine movement with my fingers and moving the mouse relies much more on my arm. It's got extra buttons positioned under my fingers so that they don't need to move to reach them. It has helped a lot. So when Sony talked about the Access Controller, my curiosity was piqued. I've not found a substitute for a joypad for the majority of my games and the most enticing part of the Access Controller was the promise of being able to have my hand at rest, with all the necessary buttons under it. Would this make coordination easier and more comfortable?
Sony sent two controllers for review, since the Access Controller can be used in conjunction with multiple devices, including the standard DualSense. That speaks to the versatility Sony is aiming for but it's nothing compared to how impressively customisable the device is. Every button can be swapped for one with a different size or shape, making it concave or convex. It comes with three types of thumbsticks that each feel wildly different to use. All the labels are rubber plugs that can be moved around so you can easily map out your layout how you wish. Not only is the box full of options impressive to have at your disposal, the ease of swapping things around has to be commended thanks to a gentle switch release and magnetic grips. The thumbstick arm can also be extended/retracted at any time so you can adjust it to make it more comfortable.
Users of the regular PS5 DualSense controller will also be delighted to hear that not only does the Access Controller come with a long USB-C cable (a bigger deal than it should be), the battery life is considerably longer. I’m used to charging my DualSense after every session of playing so the Access lasting a whole week without charge was very impressive. Perhaps that's because of the lack of haptic feedback but I'll be quick to admit I missed that very little and appreciated the longer battery life a whole lot. Even the packaging it comes in has been made considerate, with a single pullable paper strip making it possible to open the box one handed.
At first glance you can see it's been built with a completely different mindset from standard controllers. This isn't a device you clutch in your hand, it's something your hands sit on. Even the big central circle is its own button, depressed at a gentle squeeze from your palm. Admittedly this will probably require more space than most controllers, though I was able to sit comfortably with two controllers on my lap, so I didn't need to be hunched over a desk or table.
That's only half of it, though. The other half is the software side, mapping button layouts through the controller's "profile" system, where you can create multiple layouts, name them and assign them to slots (which can be flicked through via a button on the controller's base) as well as to different controllers all together. There's a clean logic to how Sony has organised this interface with a lot of necessary fail safes given players will be altering inputs but I have to say, the most difficult part was interacting with this. It's unavoidable given the extent of the options, and the ease of accessing this menu at any time does offset the hardships considerably. All the same, I had to spend a lot of time in this menu, experimenting and tweaking layouts, then hopping into a game to try them out, realising what was wrong, then going back to the menu to make more changes.
This trial and error process was somewhat fun of course. There's a profound novelty to being able to arrange a piece of hardware to fit your needs as opposed to adjusting yourself to learn how something is expected to be used. It's just a bit time consuming is all. I hope that once these are out in the wild players will be swapping layout ideas to help each other more quickly land on something that works, though sadly, there's no way to share layout profiles that I saw. Being able to swap them through the PlayStation Network would be a huge boon.
For the purposes of review and getting a feel for the controller, I simply played the games I usually play on the PS5: Returnal, Armored Core VI, Dead Space, Ratchet & Clank, The Last of Us: Part II, God of War, and Demon's Souls. Returnal and Armored Core VI, as you might expect given they are action games which tout incredible difficulty as a feature, proved to be the most demanding but the obstacles really came from not yet being familiar enough with the setup (not helped by the need to make several adjustments). In spite of this, even after a few days, I was surprised how quickly I got on board and was able to enjoy having all my buttons immediately available without me having to move my fingers at all. The standard joypad configuration I'd taken for granted for so long now only makes sense on the merits of its familiarity rather than its actual ease of use.
After dozens of hours, the above picture was what I landed on across all the titles I played. I have a profile for the "left" and "right" controllers, splitting the usual interface across both hands which are able to lie comfortably on top of the whole setup. In a word, it is luxurious. A setup with my hands at constant rest, hitting buttons with a press of my palm or gentle nudge of my finger. Getting used to this after a lifetime of basically the same joypad over thousands of games, is not easy and the muscle memory still isn't quite there. Yet I can honestly say I might never have been so comfortable playing games. No crab claw grip, no fidgeting with keys or buttons in a hurry, no dealing with accidental pushes of the shoulder buttons. As a piece of hardware this might undoubtedly be one of the most impressive things I have ever used in all my time playing games. The designers have built a device that can accommodate not only a user's impairment but also their imagination and ingenuity.
Mileage will vary and as noted at the beginning, my impairment is relatively minor. I can't say how others will fare with it but I would expect, given how specifically it was able to address my issues, and given the degree of customisation, many others will be able to create a layout that meets their needs. Genuinely, the Access Controller feels like one of a kind right now. Though that does touch on some of my issues and concerns.
If you're looking at the above picture of my ideal setup you might be struck by the same thing I was: you need two Access Controllers. The biggest obstacle facing the use of the Access Controller is the fact that for the overwhelming majority of games you're going to need dual analogue stick control. The Access only comes with a single joystick. To have a second, you either need to use it in conjunction with an already owned DualSense, purchase an expansion peripheral that can be connected to the device, or pair it as I did with a second Access Controller. Either way, to play games with dual analogue controls (which, I should point out, is a lot) you're going to need something extra which seems like a big ask for a peripheral already priced considerably higher than a regular DualSense (at time of writing, $89.99/£79.99). It's new hardware with an extensive array of kit, the high price point isn't a surprise, but I don't think it's unreasonable to hope that the default setup should accommodate a feature essential to the majority of videogames on the console. To achieve my ideal setup you're looking at spending a considerable amount!
Which begs some scrutiny over how this device will fare long term: how committed is Sony to supporting it? The platform holder famously restricted PS4 controller use on the PS5, so will the same apply when the PS6 launches in four or five years, rendering this accessory useless? And what good is this for the health of the industry if it's a patented bit of technology kept exclusive to one console? For this device to become the gold standard there needs to be a re-think about its price point and a real show of commitment to its ongoing support.
Conclusion
Divorced from the price, two paired Access Controllers customised to my personal needs is the most comfortable way to play games I've ever had in my life. What a delight it is to so easily have options about how to accommodate my impairments and play games on my own terms. I've never been afforded this freedom before. Which only makes it more painful that such accessibility is kept behind a high price point. This is ultimately very expensive for the best controller setup available, and it's a lot to ask not knowing if that investment will be supported long term and into the next generation of consoles. If this becomes another abandoned peripheral alongside the likes of the EyeToy, and confined to a single system, is the Access Controller really the answer to disabled gamers problems or another failure from the industry?
Here's hoping Sony can address those concerns because I really do think this is a special, much needed alternative to a standard that has endured for almost my entire life.
Comments 24
As an older gamer with arthritis, I think this is a fantastic device to have. Granted I am not fully disabled, but Sony has to be thanked for all they have done to make sure no one is locked out of being able to enjoy the hobby. Most reviews I have seem state that this solution really shines when you have 2 of these controllers so having that price in mind at the start might be the best way to go.
With this, and Sony's commitment to accessibility inside of their games, (Horizon, TLOU2, Ragnarok, etc.) I have no problem recommending a PS5 to anyone that enjoys gaming no matter their specific challenges.
I can see this kind of controller being very comfortable to use. It's a similar situation with Arcade sticks, playing fighting games etc is much less tiring for your hands than on a traditional controller.
Little bit of a d**k move that to get these you gotta spend more then a normal controller.
Thank you for a wonderful and thorough review, Sam. It was really interesting reading your experiences with this!
@TechaNinja My wife is disabled and almost everything disabled people need is over priced.
@TechaNinja I'm not sure it is. For example, the immediate comparison is Xbox's much lauded adaptive controller, which has a base price of $100 but is essentially limited to a unified adapter, requiring several other peripherals to reach the desired functionality. The full price of a suitable controller will depend on one's needs, but it's almost certainly going to be a very expensive affair.
In comparison, this one seems to come with a ton more functionality right out of the box at a lower price and probably requires fewer additional purchases.
Neither are perfect, but then again creating a single solution for such a wide variety of needs is pretty much impossible at a reasonable price.
@Ainu20 it does cost more I checked.
of course its pricey, look at how complex these things are.
plus, they probably dont manufacture as much of them as the regular controllers.
yeah its kind of bad, but its inevitable. but at least the option is there and they made sure the quality was at the rendez-vous.
Great review and a great product from Sony at a great price too!
On the topic of price, I think it's unfair to suggest this is expensive. It's surely more comparable to the elite controllers Xbox and Sony have released in the £200 range than it is the standard controller. In that respect, circa £80 is beyond reasonable.
Having worked with a few charities that specialise in this area in the past, I know for a fact that some of the bespoke controller setups they create run into the many hundreds of pounds. This controller won't be an alternative solution for all, but it is certainly going to help a lot and the price is really respectable. Good job Sony.
@TechaNinja I meant, I'm not sure it's a dick move, rather than an expected extra cost.
Sony should enable DS4 controller support for all PS5 games.
The DS4 is more comfortable, seems better built (no cheap sharp edges) and more importantly has all the buttons you need.
Haptic feedback is just some rather lacklustre buzzing controller motors that (IMO) don't seem to add anything over what the DS4s could do. In some cases, it's worse - Elder Scrolls Online on the PS4 gives proper feedback with the DS4, giving varying degrees of vibration when trying to pick a lock whereas the DS5 just sits there buzzing all the time!? Immersion breaker that one.
Great review. Mines arriving this afternoon so I’ll be messing around with it after work. It’s such a shame the device doesn’t come with a second analog stick.
I’ll stick with RTS/point and click games for a bit then see how I’m going to manage with other complex games further down the line. Logitech are releasing buttons etc for the Access but for £69.99 (last I checked) it’s not cheap.
Classy move with this review, very good read as well.
@TechaNinja Kind of a dick move that installing a lift in my house is more expensive than a staircase.
This not expensive. To see expensive look at how much Inclusive Technology charge for their Pointit! Bluetooth Joystick. The cheap option is £912 inc VAT
Really great review. A facinating product.
I dont want to be a stick in the mud but why is everyone crying about the price it's €10 more and it looks quite advanced. Sometimes people complain to complain.
Oh wow. Sony finally released a new product this year with actual utility and value, not just a disappointing revision of an existing console, VR system that will gather dust and a Remote Play accessory with latency and stuttering issues.
The article is incredibly well-written, clear, honest. The sort of review we used to get lots of in the 90s and were spoilt by.
Although Microsoft beat them to it, and was the first thing I thought of when this was revealed, seems like Sony innovated after all. A win for accessibility.
As concerns the price, well, it's still cheaper for two of these than a DualSense Edge. And they have better battery life. People buy the Edge for better control, so you might say this is the Edge Accessibility Edition.
@sanderson72 obviously you never played games like Returnal and Astro's Playroom where you can feel the increased nuances of the newer haptics as compared to the DS4 which was about the same as the DS3 and back. Not every game uses them deftly which is a shame but then without cross platform support features like that do get neglected.
I disagree that the DS4 is a better controller. Same disappointing battery life as the DualSense, a bit less likely to stick drift, but overall not as well thought out a controller. I think both of them lose to the DualShock 3 though. Best controller Sony ever made, my thumbs don't slide off the sticks as much, the battery life is amazing, never seen one contract stick drift.
@Flaming_Kaiser To be fair, only one person is crying about the prcie.
@zekepliskin Played Astro's Playroom but I just found myself saying "oh, the controller's vibrating".
I know a lot of people claim to like it but didn't add anything for me. It's up there with the PS2 'feel the rain' slogan - I never did but I enjoyed excellent gaming.
TBH, I'm finding the whole PS5 era a bit "emperor's new clothes" - lots of things are reported to be so much better and yet...
It's ridiculous how companies are into 'accessibility' because it makes them look good, but then they make things overpriced. That's also accessibility.
Like Naughty Dog adding all these features, but asking 80€ for a remaster. They should call it 'accessibility for the privileged'
@TechaNinja Not really. Considering more take has gone into these controllers than the Dual Sense. These aren't even being sold at a profit. Not even getting into the cost to try to produce these kinds of solutions every console generation. Kind of a d**k move to be calling out the price, when no money is being made off of it and the massive benefit they provide.
@sanderson72 I have to disagree with you 100% the rumble alone is a difference of night and. The triggers and the extras make it my favorite controller and i started on the PS1.
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...