The very first thing you see upon booting up The Last of Us: Part I is accessibility options. Not a main menu, not a long introductory cutscene, but a list of settings designed to make the game more approachable for those who need it. Naughty Dog had already developed an extensive list of accessibility options for 2020's The Last of Us: Part II, making it one of the most accessible titles for gamers with disabilities to date. With the remake of the 2013 original, though, the developer has gone above and beyond with an even more comprehensive set of settings. These options are allowing blind and deaf players to not just play the game, but finally finish it.
However, this wasn't always going to be the case, as accessibility consultant Brandon Cole explains Naughty Dog was "just looking for parity" with The Last of Us: Part II when it took over the project. Cole helped the studio to implement features like navigational assist, aim assistance, and screen reader narration, and he along with other consultants pushed the development team to introduce even more settings. The support means accessibility is now a "major part" of Naughty Dog's work cycle. "Honestly, it never stops with them. Even now, I know they want to do more. They want to make new features, and make existing ones even better."
A recent patch addressed a series of bugs related to accessibility options already in the game, and many consider the suite of settings to be some of the best in gaming. Ben Bayliss, the editor-in-chief of accessibility website Can I Play That, thinks it's one of the best examples in the AAA space. "There's a lot of innovation here, especially with the audio-described cinematics and the DualSense feature that converts in-game dialogue into haptic vibrations. These have never been seen in a AAA game and I'm excited to see future titles from any studio look to The Last of Us: Part I and Part II and use them for inspiration."
There's a lot of innovation here, especially with the audio-described cinematics and the DualSense feature that converts in-game dialogue into haptic vibrations.
Steve Saylor, a popular content creator in the accessibility space, feels similarly to Ben, but he thinks the design decisions made in the original PS3 title still hold the game back from being fully accessible for all. "That's not Naughty Dog's fault and not to say Part I isn't accessible. It's to say that the original wasn't designed with accessibility in mind like Part II was and some of those nine-year-old game design decisions sometimes make the game a little [more] clunky than intended." Saylor argues the PS5 remake proves that if you consider accessibility options early on in development, then disabled gamers will have a "much more smoother and more comfortable experience".
For blind players, learning about their surroundings in-game through audio descriptions and cues is vital for making meaningful progress. The Last of Us: Part I offers this through navigational and traversal assistance, pointing you in the right direction with unique prompts and callouts. For example, the Ledge Guard feature makes the PS5 DualSense controller vibrate when you're next to a drop and holds either Joel or Ellie for much longer before they start to fall.
The screen reader toggle then has the game speak to you, explaining your current situation, any items you have, what gun you have equipped, and pointing out anything you could craft with the resources you've gathered. Then there's an enhanced Listen Mode which provides both visual and audio cues to highlight nearby items, ammo, and health packs. While this feature has received a lot of praise, it could be improved upon.
SightlessKombat, the Accessible Gaming and Immersive Technologies Research Officer for the Royal National Institute of Blind People, would like the feature to be customisable, allowing you to select what the mechanic alerts you to — story progression, specific items, certain resources, or ammo, for example. Another issue Brandon Cole has is its limited range; you can only use it for up to a maximum of 30 metres. "This can sometimes result in well-hidden collectables being forever hidden to us simply because they aren't near the golden path, or within scan range of any other items near it."
The high contrast mode featured in The Last of Us: Part II is also part of the PS5 remake, which strips the game image down to easier-to-read colours that make it obvious who the enemies are and what objects you can interact with. It's one option along with motor accessibility, zoom options, and audio descriptions that make The Last of Us: Part I a more accessible game for Steve Saylor. "They help me not have to actively focus on the game to try to see what’s going on."
I’m now running through a New Game+ run thanks to the accessibility features allowing me to complete the game and actually experience the story.
Ben Bayliss of Can I Play That, meanwhile, is deaf and so has to rely on the accessibility options to communicate something to him on screen that would normally be delivered audibly. "Some levels use audio to draw attention, such as explosions, or the sound of the Infected. The trouble is, there are no captions for sound, which means I may not be aware of the sound until a character makes a comment about said sound." Navigational assistance points Ben in the direction of the action, and the aforementioned enhanced Listen Mode also has its uses. "It's just a nuisance to use consistently as it forces you into stealth mode — I'd much rather be able to tag enemies and see them with outlines that remain on-screen."
The likes of haptic feedback and adaptive trigger support via the PS5 DualSense controller are more new features for The Last of Us, and they help disabled gamers to further immerse themselves in the post-apocalyptic world. "I especially enjoyed the haptic dialogue where the DualSense vibrates to the dialogue and changes intensity based on which character is speaking. It's a ton of fun and definitely helps a lot as a blind player," said Steve Saylor. The feature also struck a chord with Ben Bayliss: "I have never felt a connection to the characters in a game in the same way I was able to with this feature. Being able to feel the tone, bass, and cracks in the voice of a dialogue's delivery was incredible."
Although, Bayliss has some reservations about the DualSense pad's features being used for accessibility specifically. "There’s certainly a focus on immersion, and thankfully there are a number of sliders to adjust various audio elements so some audio sources aren’t too overpowering. However, for the accessibility haptics, I rarely felt the directionality was intense enough for me to fully understand my surroundings." You can read more of his thoughts on this subject in a recent Eurogamer piece.
Despite some features that could be improved, though, our interviewees agreed it's an incredible feeling to finally play a game they weren't able to before. SightlessKombat wasn't able to play The Last of Us in 2013 (the same goes for The Last of Us Remastered one year later), but he says it's "fantastic" to finally see what all the fuss is about. "The fact that I needed minimal sighted assistance to do so is even better, though of course having no assistance at all would be ideal. It's definitely worth the wait though to finally appreciate the same experience that so many have been able to go through for nearly a decade."
It's definitely worth the wait to finally appreciate the same experience that so many have been able to go through for nearly a decade.
Ben Bayliss shares a similar story; he was able to experience "a small portion of the early game on the PS3 but the barriers present had me not willing to invest any more time into it. Specifically, subtitles were not legible so I couldn't follow the story, and the focus on cinematic immersion had me unsure where to go for progression." In the PS5 remake, subtitles can be made much bigger — thus easier to read — and a directional arrow attached to the text tells you where the speaker is in the area.
Our interviewees finally felt a sense of inclusion being able to play The Last of Us: Part I; no longer are they unable to play the game because of a disability. Brandon Cole describes it as "a dream come true" while Steve Saylor is happy his blind friends can finally enjoy the game. "I know for myself going back to it with all the accessibility now, it has made me fall in love with the game even more than when I did a few years ago," he explains.
Ben Bayliss adds: "Being able to play The Last of Us: Part I without as many barriers after nearly a decade of wanting to experience it feels great! Accessibility has enabled me to feel included in the studio's target audience, and I can finally understand why the game was so critically acclaimed for the story alone."
The Last of Us: Part I is gaming accessibility at some of its best, and it marks a movement over the past 10 or so years that has allowed the hobby to be enjoyed by more people. "Accessibility is essentially always a part of the gaming conversation now, which I absolutely love," said Brandon Cole. "It makes me proud to be in the position I'm in, where I can do my part to further those goals, and push that snowball down the hill."
SightlessKombat describes it as an "amazing feeling" when he doesn't have to rely on another person every five minutes to explain something he can't see. "That feeling of agency cannot be understated and I hope more developers embrace accessibility as a core part of development, getting consultants in from all over the world to create as accessible a game as possible both at launch and all the way through the game's life cycle." Steve Saylor is also happy with the progress made so far in the accessibility space, but he thinks there's much more to come. "It's really the end of the beginning of our journey with accessibility. [There's a] lot of work still left to do. I can't wait for the next few years where in a way I don't have to always mention The Last of Us: Part II as much as a pinnacle of accessibility because we'll have a ton more games that match or even exceed it in regards to accessibility."
Other studios dabble in accessibility, but at least where blind accessibility is concerned, [they] don't quite do enough to actually make their games playable to us.
We're not at a point where accessibility in gaming is flawless, warns Ben Bayliss. "A common misconception is that if games have a great number of features, it means they are accessible to many. However, it's all about implementation and ensuring features are being built into the design early, tested, and serving their purpose. A lot of the time, the number of features alone is celebrated as an achievement — to some people that could give the impression that accessibility is a checklist where features are slapped on and ticked off."
As such, Bayliss wishes to see full-time accessibility teams working on future titles and have disabled gamers be included in the marketing cycle where the options and settings that matter to them are revealed before a game's release. Santa Monica Studio has already done this for God of War Ragnarok, and it's made Brandon Cole "very, very excited" for the game after being unable to play God of War back in 2018. "The accessibility features introduced in God of War 2018 are not focused on the totally blind at all, so were not nearly enough to allow me to play that game. That does not diminish my excitement for the new one, however."
Speaking in more general terms, Cole says more developers still need to be convinced accessibility options open up their worlds to more players. "Other studios dabble in accessibility, but at least where blind accessibility is concerned, [they] don't quite do enough to actually make their games playable to us. So many games have menu narration now, but it's typically incomplete, only covering a few menus, usually on the first couple [of] levels or menus. These things need to change."
Steve Saylor wants to see Sony create its own version of the Xbox Adaptive Controller, which allows gamers with limited mobility to plug almost any device into it and use it as a controller for use in Xbox games. Saylor is encouraged by the company's decision to release some of its titles on PC since his friends can play on mouse and keyboard, "but that still does not provide the best solution".
It's clear that Naughty Dog is one of the game developers leading the pack in the accessibility space, but there's still more work to be done. As SightlessKombat puts it: "Off the top of my head, in terms of narratively driven experiences, I can only think of three over the last two years that are playable without assistance to the greatest extent. They are The Last of Us: Part I and II and As Dusk Falls." There are hundreds of games released every month lacking accessibility options, meaning the hobby is still very limited for the disabled.
However, it's important to note this isn't simply about packing in more accessibility options than The Last of Us: Part I. They need to be better and serve their purpose. Ben Bayliss concludes: "I sincerely hope that people start to understand the importance of accessibility by design and implementation. People need to stop focusing on trying to reach the same number of features in The Last of Us and other titles and ensure that the features actually serve their purposes."
We would like to thank Steve Saylor, Ben Bayliss, Brandon Cole, and SightlessKombat for taking the time to answer our questions. Do you suffer from a disability that is addressed in The Last of Us: Part I? Share your own experiences in the comments below.
Comments 22
Brilliant article. Naughty Dog are indisputably the industry leader when it comes to accessibility, and I hope many other developers follow suit!
This is an absolutely brilliant article, Liam! Naughty Dog has really led the way with accessibility, and it's great to see its innovations adopted by other PlayStation Studios, too.
But for all the great work here, it's awesome that there's an acceptance even more progress can be made!
One other thing I'd add is that accessibility can benefit everyone. Even though I don't have any particular impairments, I find that personally I prefer larger font sizes and subtitles, and it's great that features like this are now becoming more of a standard for everyone — but obviously especially for those who rely on them.
@Dr_Luigi it could be. The Horizon game on PSVR2 shows how weapons can be chosen from a wheel menu purely by looking at them
What, no the remake can't possibly be benefiting anyone in any way. According to Push Square users, it's just a cash grab.
Fantastic article to read!
Accessibility over the last few years has taken such a huge step forward, and its amazing. Nowadays you are even seeing indie devs adding accessibility to their games, even with a limited budget. It's so fantastic to see. Sometimes its even just the small things that can make a difference, if someone can play a game or not.
(Still hope more devs add font text-size to their games as well however. This is another thing that always seem to be missing)
I just wanted to say thank you for posting this outstanding piece. I am an individual with a significant physical disability. I am also a lawyer for an organization that provides no cost legal services for individuals with disabilities.
My disability does not really impact my gaming. However, I am so glad that these options are becoming more and more common, and more and more people with disabilities are able to access this fantastic hobby. Further: It is important that we keep working toward inclusion for all when it comes to community activities, and developers implementing these features and authors shining a spotlight on the topic are doing a great job moving the ball forward. The world is better when as many people as possible have access to the diversions that many take for granted, but are so important for a balanced life full of fun options.
Well done Naughty Dog. Well done Push Square.
Great article! This only makes me respect one of my favorite developers even more. Thanks for writing and publishing this piece!
As much as I bemoan a lot of Sony's latest decisions, their approach to accessibility and inclusivity in gaming is genuinely industry leading and something they should be lauded for. Well done.
I like that sony games are implementing accessibility features. However I wish sony would allow official support for the titan 2 adapter as currently have to use remote play to use it
@BranJ0 @get2sammyb @Westernwolf4 @gipsojo Thank you for the kind words everyone, they're appreciated!
@Gloamin It's definitely been spreading to the other studios. They've maybe got some catching up to do, but you're certainly seeing a lot more of these features in Sony first-party games across the board (and, to be fair, in plenty of third-party titles too!)
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Big up superblindman and Sightlesskombat, they're doing amazing work for accessibility.
@BranJ0 I don't know, I'd think Ubisoft edges them out.
@Westernwolf4 beautifully written mate, I appreciate the work you do.
I was really surprised by the accessibility options the game had.
accessibility options are great! my fingers swell up at times i just play mouse type games . the accessibility options in recent years is great there were times that it was to painful to play with a joypad. really great upgrade this. rheumatoid arthritis isnt fun over the weekend.
Sony seem to be going hard on this and its a shame they aren't getting more credit for it.
@bpomber to play devils advocate…if it wasn’t a cash grab they’d add these features to the older versions of the game via update so people don’t have to buy the newest one for accessibility.
@JGruns all the accessibility and visual upgrades don't just happen with the click of a button. Real people put in real work and get paid real money to make the upgrade a reality. I don't understand why people feel so entitled that they should just get the upgrade for free. The upgrade has meaning and value to a lot of people. If the upgrade serves no purpose to you, then don't buy it. It's completely 100% the consumer's choice wether they want to buy into it.
Sony's got a lot of issues that hurt the consumer, but I don't find charging for optional upgrades to be one of them.
This is an excellent and well written piece - really interesting and well researched, thank you.
I love to see the best teams in the industry focusing on this kind of inclusion, and its a delight to read how much of a difference this makes to the people who need it.
I would very much like Sony to lead the way on this and make accessibility features easier to implement, with some focus on their SDK and system calls to deliver such features. In this way, even smaller devs might be able to include more such options.
@bpomber I get where you're coming from, and the devs definitely deserve to be compensated for their work, but on the other hand it ends up being another CripTax - if you're perfectly able then you can play the PS4 version incredibly cheaply via the PS5 Collection, but if you need the new accessibility options then you need to hand over £70. There's so many things in life where the accessible version costs more because it's sold as the luxury version, and we just have to accept it
I don't know what the solution is, but it's frustrating, especially given that demographically disabled people are likely to earn much less, or like myself, be unable to hold employment, having to rely on our partners and/or meager state aid.
@theheadofabroom that's a fair point. The accessibility options weren't the only upgrade/addition to the remake though. Perhaps they could've just patched in the added accessibility options to the previous versions. But then again, they aren't being compensated for their work that way so that may not be sustainable. You're right, I don't know what the answer to the problem might be.
Great article Liam. For all the criticism about this remake, much i've agreed with, ultimately this version has allowed more players to play such a great game, that alone makes it worthwhile.
And likely that will increase further next year on PC.
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