Microsoft to launch Adaptive Controller for players with limited mobility
It'll cost $99.99 when it comes out later this year.
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
Microsoft will launch a new controller designed for players with limited mobility later this year.
The Xbox Adaptive Controller, which will be compatible with Windows 10, comes with two large, central buttons plus a number of attachment slots on the top, each of which corresponds to a button on the standard Xbox controller. You'll be able to plug other buttons, joysticks, foot pads, and supported third-party controllers into those slots, essentially creating your own custom control scheme that you can remap whenever you want.
It was developed alongside organisations including The AbleGamers Charity, The Cerebral Palsy Foundation, Craig Hospital, SpecialEffect, and Warfighter Engaged, as well as directly with players that have limited mobility.
Microsoft will reveal more details at E3, and the controller is set to go on sale exclusively through the Microsoft Store later this year for $99.99.
"For gamers with limited mobility, finding controller solutions to fit their individual needs has been challenging," Microsoft said. "The solutions that exist today are often expensive, hard to find, or require significant technical skill to create. Our goal was to make the device as adaptable as possible, so gamers can create a setup that works for them in a way that is plug-and-play, extensible, and affordable."
Dr Mick Donegan, founder and chief executive of SpecialEffect—a UK charity that helps people with disabilities enjoy video games—said: "This has been a milestone collaboration for us. Our experience in helping people with complex physical disabilities to access video games has enabled us to provide not only very relevant advice about features and design, but also direct feedback from a user-centred perspective.
"Microsoft have a competitively-priced product here that has massive potential to help many more people globally to enjoy the magic of video games."
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
The video below sheds some more light on the controller, and shows some of the possible setups. It looks very flexible, and at the moment it's compatible with PDP’s One-Handed Joystick for the Xbox Adaptive Controller, Logitech’s Extreme 3D Pro Joystick, and Quadstick’s Game Controller.
If you're interested, this post might be worth a read, too: it describes how the controller came about alongside the individual stories of some of the players it has helped so far.
Samuel is a freelance journalist and editor who first wrote for PC Gamer nearly a decade ago. Since then he's had stints as a VR specialist, mouse reviewer, and previewer of promising indie games, and is now regularly writing about Fortnite. What he loves most is longer form, interview-led reporting, whether that's Ken Levine on the one phone call that saved his studio, Tim Schafer on a milkman joke that inspired Psychonauts' best level, or historians on what Anno 1800 gets wrong about colonialism. He's based in London.


