+006: The Xbox Adaptive Controller is for everyone
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Of the several mass market options for accessibility controllers, the Xbox Adaptive controller easily leads the pack. The initial package doesn’t include much, but in exchange it packs a huge host of features, expansive remapping software and compatibility with more devices than any competitor. Alongside a dedicated accessibility development team, it’s easy to see that Microsoft has real investment in gaming accessibility.
It’s those same features that make the Xbox Adaptive Controller a fantastic device for everyone. Marketing and coverage of the XAC has focused on the disability angle, but there’s been little talk or curiosity about how the damn thing works, and the absolutely tremendous features of this unassuming package. If you’re like me, and have any DIY spirit, or love the bespoke controls of arcade games, the XAC should have your attention.
The Xbox Adaptive Controller is designed similar to other adaptive setups, using standard 3.5mm TRS/TRRS headphone jacks to connect external controls. One of the least documented features of this system is exactly how many options there are for switches, outside the officially branded ones. The TRS connections enable the XAC to use not only dedicated accessibility switches, but any switch that uses TRS jacks. This includes several accessories for the 8bitdo Lite SE 2.4ghz, the 8bitdo Keyboard, or even something like sustain pedals used for synthesizers. There’s also a small industry dedicated to creating accessibility switches, and if you’re handy you can even create your own out of generic switches like pushbuttons, knobs, and flick switches.
The XAC’s headliner feature--the one that sold me on the device, and puts it above all the rest--is the ability to plug in USB controllers. One either side of the XAC are USB ports, each which maps to one half of a standard Xbox controller, allowing you to access the left stick, right stick, face buttons and triggers by plugging in two devices to combine them into a single unit. Any HID gamepad can be plugged in, though you’ll need to experiment to see which ones are recognized, and which inputs are available to be remapped, since the XAC will only recognize a select number of them.
A costly series of individual switches can be replaced by a single controller, offering multiple inputs and alternative analog solutions such as sliders, trackpads, handheld joysticks or flight sticks.
As an example, I built a mech cockpit setup for Armored Core by using two flight sticks and a set of pedals. Each flight stick controlled one analog stick, with the triggers and thumb buttons used to control the arm and shoulder weapons, and pedals controlling the ascent and boost functions. The two large buttons on the XAC itself acted as the scan and repair functions, two important, but auxiliary functions.
I’ve also personally tested a few 8bitdo Switch controllers, as well as arcade sticks, which were able to be paired with the XAC as well.
A big advantage of the XAC is that by doing this through hardware, you can store multiple control profiles on the device itself, then migrate the setup between multiple devices, including other systems. Through the use of a controller converter, I’ve been personally able to use the XAC on multiple generations of Playstations and the Switch. All without the need to use software remapping.
If playing on the Xbox or Windows, however, you do get access to Xbox Assist--formerly Copilot--which allows you to pair the XAC with additional controllers, once again being read a single unit. This allows another player to assist in activating other buttons, or use one controller as the primary device, while complimenting it with buttons on your other controller.
I’ve used this to combine my controller with my pedal set, handling stick clicks with pedals, allowing me to sprint and melee but stepping on a switch. You could also use something like the Xbox Adaptive Joystick, and handheld joystick in the style of the Wii nunchuk, to control the primary movement, while resting another controller on a flat surface and pressing the buttons.
It’s worth noting that Xbox Assist isn’t restricted only to the XAC, and can be used with various other Xbox controllers, including the Adaptive Joystick, 8bitdo Lite SE, or just two standard controllers.
These options give a huge amount of flexibility to the controller, allowing you to mix and match what parts of a modern control setup work for you. Modern controllers have mostly agreed on a standard for button layouts and shapes, but at the cost of the more unorthodox options and ideas that made controllers part of the game or console experience.
The XAC gives you ways to interface with the same games, with remapping software that makes up for the often underwhelming options built into the consoles themselves. Buttons can even be remapped on the fly by physically plugging and unplugging cords into ports, allowing you to experiment with different setups quickly. It’s totally analog, and has the same satisfaction as manually rewiring devices and circuits.
Modern controllers are designed to be invisible. To meld into the background and allow experienced players to not think about how they control their characters. But when that doesn’t match someone’s ability or experience, the opposite can happen, turning a controller into something that fights against you. The same features that allow disabled people the flexibility to build a solution that works for them also gives everyone the option to change the way we interface with games, and build something new.
For interested parties, I've collected more info on the XAC below:
A dedicated page for information on the Xbox Adaptive Controller. Continuously updated. A more detailed breakdown is available past the jump
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The latest in Microsoft’s accessibility focused controllers, the Adaptive Joystick builds on the form factor the Wii Nunchuk, with a similar setup of an analog stick with triggers, and the addition of four face buttons. Like the controller it’s imitating, the Adaptive Joystick is intended to be paired with another controller, either a standard Xbox controller, a selection of licensed third party options, or preferrably, the Xbox Adaptive Controller.
Even with the added face buttons, the Adaptive Joystick only has enough buttons for half a controller, without any of the menu buttons. It can still function as a standard Xbox controller when wired, and with some tweaking you can take one of its seven buttons and turn it into six more, expanding its possible use cases.
By using the Xbox Accessories app to assign a button as the Shift button--in my case the stick click-- you can assign secondary functions to the other buttons. For example, you can have the default binds act as the left analog stick, face buttons and right side trigger and shoulder buttons, then click or hold the stick to swap the functions to the right analog stick, shoulder and trigger buttons, dpad, or menu functions. This can enable you to play many simpler games with a single hand, with the additional face buttons only accessible when needed. For my personal use case, I used it to play several shoot-em-ups, with the trigger buttons allowing me to place the main buttons at my fingertips, with my thumb handling the movement and bombs.
Any simpler game is a good use case for the Adaptive Joystick, making retro systems like the NES, PC Engine, and Megadrive very playable, with turn based RPGs or visual novels good options to relax with. A dpad might be preferable in this situation, but for casual play the analog stick is good enough, with similar tension and response to a standard Xbox analog stick, and the ability to change how rapidly the stick responds through the Xbox Accessories app.
If that’s still not enough controls for you, you can pair it with another Adaptive Joystick to get the second half of the controller, or pair it with any of the previously mentioned full size controllers. This is where you can remap the buttons, save and load controller profiles, and turn on Xbox Assist to combine it with other controllers. Previously named, Xbox Copilot, it was renamed after Microsoft’s push to add its “AI” machine learning tech into all its devices, so you may find older resources still calling it Copilot. The option to enable Xbox Assist is nested under the more options icon, shown as three dots. When enabled, it will take your connected controllers and make them all read as a single unit.
This can allow you to control movement with one controller, while performing actions with the other. This is also how you’ll pair two Adaptive Joysticks together, if you’ve directly connected both of them through USB. A pair will still be missing enough buttons for the menu functions, so you’ll need to set Shift modifiers, or use a keyboard or additional controller to access everything. If you’re someone who enjoys using Nintendo’s Joycons in a split configuration, you might enjoy this setup.
By decoupling the two halves of a controller, it also allows you to set the buttons wherever you find most comfortable, not limited by the form factor of a standard controller. Like the Xbox Adaptive Controller, the Adaptive Joysticks have a standard mounting thread for camera accessories. This allows you to mount it on a tripod, table stand, webcam or microphone arm, or attach wrist straps and other accessories.
With this you could say, mount an Xbox Adaptive Joystick on a camera arm, then swing it in and out to access the controller as needed, or mount two of them to set up as your mech cockpit controls. The Adaptive Joystick’s thumbsticks have a similar tension and size as standard Xbox controllers, which allows you to use different thumbstick caps and toppers.
Options like the Kontrol Freeks can raise the height and add grip for better precision, or you can decorate it with various themed caps. Microsoft also offers a free design service that allows you to choose from a variety of shapes and heights, then download the files for 3D printing. There’s also an existing industry of independent creators who design similar products.
I’ve been personally testing the Adaptive Joysticks with the Thumb Soldiers, which provide various shapes to cater to different abilities and experiences. The mushroom cap is my current favorite, which dramatically expands the surface area, allowing both quick and precise movements, or changing the grip style to control the stick while having better reach for a claw style grip on the triggers. There’s also shapes designed for racing games, or flight stick style experiences.
Paired with the 8bitdo Lite SE Xbox controller, each can cover the other’s weaknesses. The Adaptive Joystick allows you to more easily hold the trigger buttons while operating the joystick, while the Lite SE can lay flat for fightstick style access to the rest of the controls, as well as providing two remappable TRS ports for adding external switches.
The Adaptive Joystick is ultimately a niche accessory that’s intended to supplement, rather than replace a controller, but with a little ingenuity, a wide number of games can be made playable with a single unit. It’s initial appearance seems limiting, but it’s got much more potential to explore.
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In an effort to help make gaming available to everyone, Microsoft teamed up with various partners like The AbleGamers Charity, The Cerebral Palsy Foundation, Craig Hospital, SpecialEffect, and Warfighter Engaged to create the Xbox Adaptive Controller for Xbox One and Windows 10. Xbox also worked with third-party manufacturers to support external inputs to be used with the new controller.
For another look at how the controller works check out Xbox’s other video.
The Xbox Adaptive Controller will run $99.99 USD and consumers will also need to purchase the other external devices.
Without a doubt, 2018 has been a hallmark year for inclusivity in gaming. From individual platforms and games introducing more features for gamers with accessibility needs to physical hardware like the Xbox Adaptive Controller, there has never before been such a high point for inclusivity in gaming. Available at Microsoft Stores and GameStop Online for $99.99, the first-of-its-kind Xbox Adaptive Controller will be available starting today, so even more gamers from around the world can engage wit