How Naughty Dog made The Last of Us Part II so accessible

How Naughty Dog made The Last of Us Part II so accessible

Naughty Dog said The Last of Us Part II is the most ambitious game he never did, and the studio also noted that it is also the most accessible game it has created.

The PlayStation 4 game coming June 19 has more than 60 settings which are intended to help everyone play the game, including those who have low vision or are blind.

Matthew Gallant, chief systems designer at Naughty Dog, said in a blog post that from the start of development, the goal was to make sure that as many fans as possible got the chance to experience the game.

The company had already created a robust accessibility feature set with Uncharted 4: A Thief’s End. And now The Last of Us Part II has expanded fine motor and hearing options, as well as new features that benefit blind and visually impaired players.

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This shows that the developers have given a lot of thought to the challenge, just as Microsoft did when it launched the Xbox Adaptive Controller for people with reduced mobility.

Optional presets

Above: Sony lets players remap the controller the way they want in The Last of Us Part II.

Image credit: Naughty Dog / Sony

To get sound to the right place for those who need it, Naughty Dog has created three accessibility presets that configure all of the recommended settings for vision, hearing and motor accessibility. Users can then change the options to suit them.

Players can get text-to-speech translations through the menus. They can get high-contrast display settings, increase the font and head-up display images, add aiming lock, automatic targeting, and add crossing and combat audio cues.

There are things like navigation and crossing aids, edge protection, improved listening mode, invisible when lying down, puzzle jump options and a variety of accessibility adjustments in combat.

The game also includes awareness indicators, takeover notifications, dodge prompts, subtitles, combat vibes, guitar sound vibrations, and settings for people with physical disabilities or reduced mobility .

Underwater, players can have endless breathing. They can launch melee combos and use alternate controls. For the first time in a Naughty Dog game, the game offers complete customization of the control. This allows players to remap each command to a different controller input, including touchpad swipes and controller shake. You can adapt to things like using the right hand or the left hand only.

Because holding or pressing buttons quickly can be difficult for some players, Naughty Dog has added individual options to change each button take toggle and each quick hold pending. Returning from Uncharted 4, it also provided extended options for camera assistance and locking aim.

Above: The Last of Us Part II has accessibility settings to show you the way out.

Image credit: Naughty Dog / Sony

Naughty Dog has also thought about how to reduce motion sickness for many players. Players can adjust camera shake, motion blur, camera tracking distance, and even the field of view. The developers have also provided an option for a persistent white point in the center of the screen. It has worked for me in the past, but I have not had these problems with Part II, which I have now played twice.

For blind or visually impaired players, Naughty Dog creates a “golden path” of story progress where players can move. They can use the enhanced listening mode to trigger and find enemies or microphones instead. To help you get around the game world, Naughty Dog has also added options for simplified crossing entry, ledge protection and the ability to jump puzzles.

For combat, if you have a difficult aim, you can activate the “slow motion” during the aim. You can also make enemies more stupid by disabling their companion abilities or their ability to break free when you catch them. Now, a lot of people might joke that I – even if I don’t have a physical disability – need this kind of thing all the time.

But I think it’s great that the developers have given these options to those who really need them to progress in the game. It’s amazing how much Naughty Dog could have come up with by deliberately putting themselves in the shoes of people who need accessibility.

There are many other features and settings in the rest of post. Naughty Dog thanked about seven people for helping them with the design. This means that it is not a huge economic burden to think about these kinds of things.

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