You'll find the Accessibility Features supported in LEGO Batman: Legacy of the Dark Knight below. If you'd like to share feedback on your experience with these features, please see Accessibility Feedback.
General
Accessibility Presets
During first launch, players can select from the following presets:
- Vision Accessibility
- Hearing Accessibility
- Motor Accessibility
- Motion Sickness
Event Skipping
Puzzles and combat encounters can be skipped via the pause menu if this option is enabled. Skippable events will be indicated on the HUD.
Difficulty Selection
Players can select from three difficulty levels; two of them ('Classic' and 'Caped Crusader') have no fail state.
- Classic: A traditional LEGO experience with unlimited lives and fewer enemies.
- Caped Crusader: A balanced focus between combat and story with unlimited lives, more enemies, and a greater focus on advanced enemy types.
- Dark Knight: A heavy combat focus with more enemies and a greater focus on advanced enemy types. Most missions will have limited lives.
Studs Loss on Defeat
Can be toggled off to prevent any loss of earned studs upon defeat.
Auto-Save
The game is automatically saved as players progress. In story missions, there are multiple restore points saved over the course of a mission to prevent players from losing too much progress when quitting, and in open world content the game is saved whenever players obtain a new collectible or make significant progress in an event.
Pause Anytime
The game can be paused during gameplay and cinematics.
Players must manually progress past loading screens to ensure they are ready to continue.
Tutorials Review
Tutorials and tips can be reviewed at any time from the pause menu.
Speech Text Log
Recent dialogue can be reviewed in text form.
Visual
Note: We plan to introduce Screen Reader support in a future patch. Please stay tuned for future updates.
Audio Description
Enables audio descriptions, which narrate events happening on screen during cinematics.
High Contrast Mode
High Contrast Mode changes relevant elements to bright colors to improve identification. Colors for specific elements can be adjusted individually or via presets. Backgrounds are faded by default when this setting is enabled, but they can be re-enabled. Outlines for objects and characters can be toggled on or off in this mode.
Color Blindness
Minigames and HUD elements that use color to convey information also use a second method to convey feedback (e.g., shapes).
Fullscreen Effects
Fullscreen effects can be toggled on or off as a group or individually. Adjustable effects include chromatic aberration, motion blur, vignettes, post effects, weather effects, repeating visual effects, bloom, and depth of field.
Adjustable Text Size
Text can be adjusted across three size options.
Subtitles
Subtitles can be enabled and will transcribe all main and ambient dialogue, including speaker names.
Subtitles Text Size
Subtitles can be adjusted across three size options.
Subtitles Background
The subtitles background opacity can be adjusted (default: 100%).
HUD Visibility
HUD visibility can be set to None, All, or Dynamic.
Markers Display
Key markers (e.g., mission markers) can be set to Always, Dynamic, or Never.
Adjustable Field of View (FOV)
FOV can be adjusted from 60 to 90 degrees (default: 75).
Dynamic Field of View Adjustments
Gameplay-driven FOV changes can be adjusted in strength or disabled entirely.
Camera Shake Adjustments
Camera shake can be adjusted in strength or disabled entirely.
Persistent Center Dot
An optional center dot can be enabled to help reduce motion sickness during gameplay.
Third-Person Camera Reset
The camera will attempt to stay behind the player character. The recenter speed can be adjusted.
Auditory
Volume Controls
Volume sliders are available for master audio, music, sound effects, and dialogue.
Closed Captions
Captions can be enabled for key sound effects.
Voice Over Icons
Voice over icons can be enabled to indicate who is speaking during gameplay segments.
Night Mode
Reduces the volume difference between loud and quiet sounds.
Audio Output
Audio profiles can be selected from the following: Default, Headphones, Sound Bar, Home Cinema, TV Speakers, and Mono.
Motor
Remappable Controls
All gameplay inputs, except the map and pause buttons, can be remapped.
Stick Remapping
Stick controls can be swapped. By default, the left stick controls movement, and the right stick controls the camera.
Camera Control Inversion
Camera controls can be inverted. The X and Y axes can be inverted independently.
Controller Deadzone
Deadzone can be adjusted for each stick separately.
Camera Sensitivity
Camera sensitivity can be adjusted, including separate aiming sensitivity.
Aim Snap
When entering gadget aiming mode, aim snap can automatically lock onto targets close to the reticle.
Lock-On Assist
Aim assist when using gadgets can be adjusted to be high, low, or off.
Adjustable Game Speed
Gameplay can be slowed down, making time-based gameplay easier to complete. Default speed is 100%; options include 90% speed, 75%, and 50%.
Gadget Aiming Mode
Aiming can be adjusted to be a held input, or a toggle.
Gadget Rapid Fire
Adjusts the input method to use gadgets. Aimed gadgets can be used each time the gadget button is used, or it can be set to be used continuously so long as the input is held.
Held Button Inputs
Hold interactions can be changed into repeated taps.
Repeated Button Press Inputs
Rapid button taps can be changed into hold interactions.
One Touch Interactions
When enabled, this setting turns most hold interactions and repeated taps into one single button tap.
QTE Auto-Complete
Quick-time events (QTEs) can be set to be automatically completed. QTEs cannot be failed regardless of settings.
Simplified QTE Inputs
When enabled, any button can be pressed or held when a quick time event prompt appears. QTEs cannot be failed regardless of settings.
Adaptive Trigger Adjustment (DualSense® Wireless Controller Exclusive)
Adaptive triggers can be adjusted.
Prefer Keyboard Prompts (PC Exclusive)
When enabled, keyboard prompts are shown instead of mouse prompts when possible.
Accessibility Feedback
Accessibility (aka: a11y) means avoiding and correcting any unnecessary friction or barriers that prevent people with a range of impairments from enjoying games. We believe games are for everyone and strive to create and maintain accessible titles for all our players.
This includes game problems related to any form of impairment such as visual, motor, auditory, cognitive, or other, as well as any issues related to accessibility legislation such as the FCC’s CVAA (21st Century Communications and Video Accessibility Act).
Please email us at able@wbgames.com for any issues you experience related to accessibility (aka: a11y). For issues not related to accessibility, please contact us by clicking here to submit a ticket.