With launch fast approaching, today we’re agitated to share a comprehensive overview of the accessibility peculiarities that will be available in The Last of Us Part II when it secretes on June 19. From the very beginning, our aims has been to ensure that as countless love as possible have an opportunity to experience the game through our most robust accessibility feature set to-date. Building upon the foundations we established with Uncharted 4: A Thief’s End, The Last of Us Part II aspects more than 60 accessibility rectifies, with expanded alternatives focused on fine-motor and hearing, as well as completely new facets that benefit low-vision and blind players. We spur everyone to take advantage of these features to create a gameplay experience that’s right for them.

Accessibility Presets

One challenge in creating a large number of configurable options is impelling you well understood which options might be relevant for your needs. In addition, numerous pieces were created to work well in concert with one another. To help with this, we created three accessibility presets that configure all the recommended defines for eyesight, hearing, and engine accessibility. While we hope these will be supported a good starting point, you can always go through and tweak individual alternatives, even after selecting a preset.

SettingOptionsDescriptionApply Vision Accessibility PresetOn or OffConfigures all the recommended positions designed for players who are blind or have low-toned vision.This will enable prepares across numerou menus, such as :* Text-to-Speech* High-pitched Contrast Display* HUD Scale> Large* Lock-On Aim> Auto-Target* Traversal and Combat Audio Cues* Navigation and Traversal Assistance* Ledge Guard* Improved Listen Mode* Invisible While Prone> Unlimited* Hop-skip Puzzle Option* Many settings in the Combat Accessibility menuApply Hearing Accessibility PresetOn or OffConfigures all the recommended lays designed for musicians who are deaf or hard of hearing.This will enable settings across several menus, such as :* Awareness Indicators* Pick-Up Notifications* Sidestep Induces> Frequent* Subtitles> Story+ Combat* Subtitle Names* Subtitle Direction* Combat Vibration Cues* Guitar Vibration CuesApply Motor Accessibility PresetOn or OffConfigures all the recommended prepares designed for players with a physical or mobility disability.This will enable establishes across multiple menu, such as :* Lock-On Aim> Auto-Target* Auto Weapon Swap* Auto Pick Up* Camera Assist> On* Navigation and Traversal Assistance* Ledge Guard* Infinite Breath* Recurred Button Presses> Hold* Melee Combos> Hold* Weapon Sway> Off* Hop-skip Puzzle Option* Many readjustments in the Combat Accessibility menu

Alternate Controls

For the first time in a Naughty Dog game, we put forward full ascertain customization. This allows you to remap every authority to a different controller input, including touchpad swipes and controller shake. Because accommodating or rapidly sounding buttons can be challenging for some participates, we have individual alternatives to change every button hold into a toggle, and every rapid press into a impound. Returning from Uncharted 4, we too supply expanded possible options for camera assistance and lock-on aim.

Input RemapSettingOptionsDescriptionCustomize ControlsRemap and perfectly customize all controls.Control SchemeDefault, Right Hand Only, Left Hand Only, Custom Scheme 1, Custom Scheme 2, Custom Scheme 3Select a preset or originate your own controller layout.Rename Control SchemeChange the reputation of your custom-built scheme.Controller OrientationDefault, Left, Right, Upside DownSelect how you prop your controller, which rotates the directional buttons, left adhere, and right stick to match.Left Stick and Right StickDefault, Flipped While Aiming, Flipped AlwaysSwap the functionality of the left stick and right stick.Boat ControlsDefault or AlternateChange the input programme for driving the boat.DEFAULT: Use | left-stick | to control and accelerate and | L2 | to reverse.ALTERNATE: Hold | R2 | to accelerate and | L2 | to change. Use | left-stick | to steer.DEFAULT recommends to players who are blind or have low seeing and are using Navigation Assistance to orient themselves.Rope/ Ladder MovementCharacter or CameraChange the directional input for motion on ladders and ropes.CHARACTER: Movement up/ down ladders and lassoes with | left-stick | is relative to the player’s orientation.CAMERA: Movement up/ down ladders and ropes with | left-stick | is relative to the camera’s orientation. Recommends to actors who are blind or have low eyesight and are using Navigation Assistance to familiarize themselves.Guitar Strumming InputVertical, Horizontal, TapsChange the input technique for playing the guitar.VERTICAL( Default ): Swipe up and down on the style pad to pluck the guitar.HORIZONTAL: Swipe left and right on the touch pad to pluck the guitar.TAPS: Press | X | to strum the guitar. This can be bound to a different button in Customize Controls under Select/ Alternate Strumming.Melee While AimingOn or OffAllows the participate to melee with | Square | while aiming.This will disable Shoulder Swap, or whichever command is planned to | Square | while proposing.

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The Last of Us Part II: Accessibility Features Detailed

Holds and PressesSettingOptionsDescriptionRepeated Button PressesTap or HoldChange the input method for recurred button press prompts.TAP( Default ): Press the button frequently to progress.HOLD: Hold the button to progress.Melee CombosTap or HoldChange the input programme for performing a melee combo.TAP( Default ): Press | square | repeatedly to melee combo.HOLD: Hold | square | to melee combo.Aiming ModeHold or ToggleChange the input technique for aiming.HOLD( Default ): Hold | L2 | to propose. Release to stop aiming.TOGGLE: Press | L2 | to purport. Press | L2 | again to stop aiming.Listen ModeHold or ToggleChange the input method for listen mode.HOLD( Default ): Hold | R1 | to listen. Release to stop listening.TOGGLE: Briefly hold | R1 to listen. Briefly deemed | R1 | again to stop listening.Sprinting( Available with Patch 1.01 *) Hold or ToggleChange the input procedure for sprinting.HOLD( Default ): Hold | L1 | to sprint. Release to stop sprinting.TOGGLE: Briefly maintained | L1 | to start sprinting. Briefly hampered | L1 | again to stop sprinting.CraftingHold or ToggleChange the input approach for crafting and upgrading.HOLD( Default ): Hold | X | to start crafting and secrete to cancel.TOGGLE: Tap | X | to start crafting and tap to cancel.Backpack Weapon SwapHold or ToggleChange the input technique for swapping artilleries in your holsters.HOLD( Default ): Hold | square | to enter backpack weapon swapping and secrete to exit.TOGGLE: Hold | square | to enter backpack weapon swapping and tap to exit.Bow FiringHold or TapsChange the input technique for firing the bow.HOLD( Default ): Hold | R2 | while aiming to draw the arrow back and release to fire.TAPS: Tap | R2 | while is also intended to automatically draw the arrow back and sounds again to fire.Hold Breath ModeHold or ToggleChange the input programme for deeming your breather while aiming. Hold Breath skill is opened as a participate upgrade.HOLD: Hold | L3 | while aiming to hold your breath.TOGGLE( Default ): Press | L3 | while aiming to hold your gulp. Press | L3 | again or stop aiming to release.

* Internet tie required.

AssistanceSettingOptionsDescriptionCamera AssistOn, Off, Horizontal, VerticalAutomatically reorients the camera in the instructions given by your gesture. Select HORIZONTAL or VERTICAL to limit assistance to that axis.Designed for musicians who are new to action activities or have difficulty using Left Stick and Right Stick simultaneously.Lock-On AimOff, On, Auto-TargetAutomatically lock-on to enemy targets when aiming.Targets the center of the enemy’s figure by default. Use | right-stick | to target the chief or legs.If set to AUTO-TARGET, you will lock onto the next adversary automatically even if they’re offscreen.Lock-On Strength1 to 10 SliderAdjust the draw forte of Lock-On Aim.Arc-Throw Lock-onOn or OffAutomatically lock-on to enemy targets when | L2 | striving a throwable.In stealth, bricks and bottles lock-on slightly away from adversaries to facilitate distractions. Use | right-stick | to directly target the enemy instead.Arc-Throw Lock-on Strength1 to 10 SliderAdjust the attract fortitude of Arc-Throw Lock-On.Auto Weapon SwapOn or OffAutomatically swap to another holstered artillery when you run out of ammo.Auto Pick-UpOn or OffAutomatically picks up nearby ammo and ingredients.

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The Last of Us Part II: Accessibility Features Detailed

Magnification and Visual Aids

Text, UI, and gameplay constituents that are too small or difficult to read can be frustrating. To address these issues, “weve created” alternatives to fine-tune the HUD size, complexion, and oppose. Our new High Contrast Display is a special yield procedure that supplies more contrast for in-game constituents. We likewise require a Screen Magnifier, which allows you to zoom-in on any part of the screen applying the DualShock 4 touchpad.

SettingOptionsDescriptionHUD ScaleDefault, LargeChanges the size of in-game HUD elements.HUD BackgroundDefault, Light, DarkenedChanged HUD background darkness.HUD ColorWhite, Yellow, Blue, Red, GreenChanges the color of text and HUD elements.HUD Colorblind ModeOff, Protanopia, Deuteranopia, TritanopiaChanges the dye palette of HUD accents.HUD FlashingOn or OffEnables flashing HUD animations.High Contrast DisplayOff, Setting 1, Setting 2, Setting 3Mutes environment shades and includes definite differentiate coloring to collaborators, opponents, entries, and interactive objects.When enabled, usage | touchpad-swipe-left | to toggle high-pitched comparison display.Screen MagnifierOff, Low, Medium, HighMagnifies a section of the screen.Lightly double tap suggestion pad to quickly toggle zoom. Holding the second tap will gradually increase the zoom, fastening the zoom statu on release.Use touch pad to move magnifier over different areas of the screen. Double sound again to exit.Translation PromptsOff, On, AutoEnables | triangle | rendition causes for in-world text.When set to AUTO, this piece is automatically enabled when a non-English text language is selected or if text-to-speech is enabled.

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The Last of Us Part II: Accessibility Features Detailed

Motion Sickness

Simulated 3D fluctuation can be a source of motion sickness for numerous actors. To create a more visually comfy ordeal, we ply alternatives to adjust camera shake, gesture blur, camera follow interval, and even field of view. We also cater policy options for a prolonged white-hot scatter in the center of the screen, which can alleviate the sensation.

SettingOptionsDescriptionCamera Shake1 to 10 SliderAdjust the ferocity of camera shake.Motion Blur1 to 10 SliderAdjust the vigour of the motion blur effect.Camera Distance-5 to +5 SliderAdjust the length of the 3rd party camera.Increasing this importance moves the camera further from the player.Decreasing this evaluate moves the camera closer to the player.Field of View-5 to +5 SliderAdjust the field of view of the 3rd party camera.Increasing this price forms the field of view wider.Decreasing this significance spawns the field of view narrower.Dolly Zoom EffectOn or OffToggles minutes where the camera moves backwards and zooms at the same time, creating a disorienting effect.Full Screen EffectsOn or OffEnables screen results that indicate player status.Persistent Center DotOn or OffDisplays a continue reticle in the center of the screen, obscured during cinematics and while striving.

Navigation and Traversal

Making a game that’s accessible for blind and low-vision players implies equipping new ways of navigating the game world. Navigation Assistance can be used to guide you along the golden path of legend advance or you can use Enhanced Listen Mode to go off and find adversaries or getaways instead. To help you move through the game world, we likewise supply possible options for simplified traversal input, ledge protect, and the ability to skip puzzles altogether.

SettingOptionsDescriptionNavigation AssistanceOn or OffPressing | L3 | faces the camera in the direction of story progression, recognizing the path to follow.If Enhanced Listen Mode is also enabled, then pulping | L3 | while in listen mode( remain | R1 |) will instead direct the musician towards the most recently examined entry or enemy.Traversal AssistanceOn or OffEnables simplified traversal input .* Press | X | to automatically act certain difficult prances .* Automatically clamber steps and pinch through small spreads .* Automatically vault small obstacles while on the mare .* Automatically sprint in certain encounters.Ledge GuardOn or OffGuards against falling off steps with additional audio and reverberation feedback.Prevents you from coming from ridges that will kill you.Enhanced Listen ModeOn or OffEnables the ability to scan for pieces | halo | and adversaries | square | while in listen mode.Send out a check provoking audio cues at the target’s locating. The move of the hubbub changes based on the target’s height relative to you.If Navigation Assistance is also enabled, then pressing | L3 | while in listen state will address the player towards the most recently scanned entry or enemy.Scan Range1 0m- 30 m SliderAdjust the maximum distance of Enhanced Listen Mode scans.Scan Time1s- 5s SliderAdjust term for the purposes of an Enhanced Listen Mode scan to reach its peak distance.Infinite BreathOn or OffEnables infinite breath while swimming underwater.Skip Puzzle OptionOn or OffWhen in a dilemma, hand-picked SKIP PUZZLE from the pause menu to advance to the puzzle’s completion.This setting is highly recommended for participates who are blind or have low-pitched eyesight because some puzzle advance were not able to be fully accessible.Additional accessibility assistance for problems is offering the 1.01 and 1.02 spots.

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The Last of Us Part II: Accessibility Features Detailed

Text-to-Speech and Audio Cue

Any information that is only represented visually is unavailable to a blind player. To address this discrepancy, “weve created” various options to convey this information through clang and controller vibration instead. Traversal and Combat Audio Cues exertion alongside the game’s audio to delineate easily identifiable bangs to commonly used activities( scavenging getaways, jumping across divergences, sidestepping incoming skirmish assaults, etc .). These audio cues are catalogued in an audio glossary that you can refer back to at any time. Additionally, our menus and other on-screen text can be articulated use the Text-To-Speech* alternative. For those that have their language set to English and Text-to-Speech* enabled at the console position, The Last of Us Part II will automatically enable Text-to-Speech for you in-game.

* Text-to-speech facets available in all supported conversations **, except in cases of Thai

Text-to-Speech Audio CuesSettingOptionsDescriptionText-to-SpeechOn or OffEnables narration of on-screen text.When enabled, petition a text-to-speech description of your current status with | touchpad-swipe-up |. Text-to-Speech magnitude can be adjusted from the Audio Volumes menu.Traversal CuesOn or OffEnables additional accessibility audio clues to assist with traversal and exploration.Plays a bang clue for :* Jumpable cracks, climbable ridges, and squeeze-throughs* Area that require crouching or proceeding prone* Interacts and pick-ups* Nearby breakable glass* Gaining or losing gesture ascendancy* When Ledge Guard is enabled, represents a resonate cue where reference is activatesFor additional bang cue information, consult the Audio Cue Glossary.Combat Audio CuesOn or OffEnables additional accessibility audio clues to assist with combat and stealth.Plays a resonate clue for :* Enemy grab and strike induces* Incoming foe scuffle strikes* Being impaled with an arrow* Striving at an opponent* Mooring a shot on an enemyFor added tone cue information, consult the Audio Cue Glossary.Combat Vibration CuesOn or OffEnables vibration clues to assist with combat.Plays a vibration cue for :* Incoming opponent skirmish onslaughts* Aiming at an foe* Territory a shot on an enemyGuitar Vibration CuesOn or OffEnables a hum cue when the remedy guitar mention for narration progression is selected.

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The Last of Us Part II: Accessibility Features Detailed

Audio VolumesEffects0 to 100 SliderAdjust the work of reverberate effects.Dialogue0 to 100 SliderAdjust the loudnes of word dialogue.Music0 to 100 SliderAdjust the magnitude of music.Cinematics0 to 100 SliderAdjust the work of cinematics.Accessibility Audio Cues0 to 100 SliderAdjust the magnitude of accessibility audio cues.Audio cues for traversal and fighting can be enabled from the Accessibility menu.Text-to-Speech0 to 100 SliderAdjust the work of text-to-speech narration.Audio Cue GlossaryBrowse and listen to numerous audio cues that appear throughout gameplay.

Combat Accessibility

Because we want combat in The Last of Us Part II be accessed for all players, we require a number of options that can significantly alter the gameplay experience. For speciman, the Invisible While Prone feature allows you to experience stealth gameplay that might otherwise be inaccessible. If you have difficulty aiming, you can give yourself more era by enabling Slow Motion while aiming. Our goal is to provide you with all the tools you need to spawn the duel suffer entertaining and challenging.

SettingOptionsDescriptionEnable Combat AccessibilityOn or OffEnables the action accessibility settings.These names are designed to obligate combat accessible for all players. As such, they can significantly alter the gameplay experience.Hostages Don’t EscapeOn or OffEnemies grabbed by you will not break free while struggling.Allies Don’t Get GrabbedOn or OffAllies will automatically escape when grabbed by enemies.This setting will not apply during sure-fire combat encounters.Enemies Don’t FlankOn or OffEnemies will not intentionally try to get behind your position.Reduced Enemy PerceptionOn or OffReduce enemy perception in stealth.This setting is relative to the chosen difficulty.Reduced Enemy AccuracyOn or OffReduce enemy accuracy when shooting.This setting is relative to the chosen difficulty.Enhanced DodgeOn or OffDodge with | L1 | is better at circumventing antagonist attacks.Invisible While ProneOff, Limited, UnlimitedYou are invisible to enemies while prone and not aiming. This setting is incapacitated during specific encounters where stealth is not an option.If set to LIMITED, the time limit will be based on the stealth predicament settings.Weapon SwayOn or OffEnables camera sway while purporting weapons.Slow MotionOff, While Aiming, ToggleReduces game rapidity when enabled.When set to TOGGLE use | touchpad-swipe-right | to toggle slow motion.

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The Last of Us Part II: Accessibility Features Detailed

HUD

If you’re deaf, hard-of-hearing, or need to play at low or no publication, you may not be able to access gameplay information that is only represented through audio. To address this discrepancy, we furnish several options to expose this information visually instead. Awareness Indicators allow you to determine when you’re being distinguished in stealth; they too can be set to persist during fighting, targeting in the instructions given by high-threat enemies.

SettingOptionsDescriptionDamage IndicatorsOn or OffEnables HUD spikes in the direction damage was taken.Awareness IndicatorsOff, Stealth, AlwaysEnables HUD element warn you when enemies are about to spot you and from which direction.STEALTH: Awareness gauges display until you are spotted.ALWAYS: Awareness indications persist during combat. This setting is recommended for players who are deaf or hard of hearing.( Accessible with Patch 1.01 *) HintsOff, Sometimes, FrequentEnables gameplay inklings that appear when you’re lost in an area for some time.Hints are activated by pressing | L3 |. Pick-Up NotificationsOn or OffDisplays a HUD notification when you pick up ammo, crafting parts, or other resourcesDodge PromptsOff, Sometimes, FrequentAdjust the frequency of the | L1 | evade seminar induce that appears when opponents begin a melee onrush.

* Internet alliance required.

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The Last of Us Part II: Accessibility Features Detailed

Subtitles

Subtitles are an extremely popular accessibility feature, and we wanted to provide you with a wide array of customization possible options for them. You can tweak the immensity and dye, add a dark background for distinguish, enable orator mentions, and even a directional arrow for offscreen orators. For the first time in a Naughty Dog game, we likewise allow you to enable subtitles for all systemic foe talk during stealth and combat.

SettingOptionsDescriptionSubtitlesOff, Story Dialogue, Story+ Combat DialogueEnables subtitles for spoken dialogue.STORY DIALOGUE: Enables subtitles for central reputations, important antagonist exchange, and cinematics.COMBAT DIALOGUE: Enables subtitles for added opponent talk while in stealth and combat.SizeSmall, Medium, LargeAdjust the size of subtitle text.BackgroundOff, Default, DarkenedEnables a nighttime background behind subtitles to improve legibility.NamesOn or OffDisplays the name of the speaker with the subtitle.Name ColorsOn or OffWhen subtitle Names are enabled, displays the lists with a peculiar dye per speaker.DirectionOn or OffEnables an arrow next to subtitles marking the screen-relative direction of the person speaking.Does not display for on-screen speakers.ColorWhite, Yellow, Blue, Red, GreenChanges the color of subtitle text.

Game Difficulty

As an extension of our accessibility pieces, The Last of Us Part II also includes expanded hurdle alternatives. At propel, we specify five different challenge heights: Very Light, Light, Moderate, Hard, and Survivor. We also allow you to customize specific aspects of difficulty to your needs or desired suffer. You can individually tweak hurdle rectifies related to incoming impairment, foe and ally effectiveness, stealth, and resources. Trophies are not limited by difficulty.

SettingOptionsDescriptionChallengeVery Light, Light, Moderate, Hard, Survivor, CustomAdjust the overall rigor of the gamePlayerVery Light, Light, Moderate, Hard, SurvivorAdjusts difficulty lays relevant to :* Amount of damage the participate makes from adversaries* Frequency of mid-encounter dynamic checkpointsEnemiesVery Light, Light, Moderate, Hard, SurvivorAdjusts difficulty fits related to :* Accuracy of opponent gunfire and frequency of projectiles* Aggression of enemies boosting and edging* Complexity of antagonist scuffle combos* Movement fasted of certain high-threat antagonists* Custom tuning to specific engagement encountersAlliesVery Light, Light, Moderate, Hard, SurvivorAdjusts difficulty locations relevant to :* Aggressiveness of allies in combat* Frequency at which collaborators kill enemiesStealthVery Light, Light, Moderate, Hard, SurvivorAdjusts difficulty positions related to :* Enemy’s feeling through seeing, hearing, and stink* Length of forgivenes point before foes will notify others* Status for grabbing opponents from stealthResourcesVery Light, Light, Moderate, Hard, SurvivorAdjusts difficulty positions related to :* Quantity of ammo and supplies found in the world* Durability of scuffle weapons dropped by antagonists* Yield of certain crafting recipes

We look forward to having actors leverage these features and continuing to drive awareness and advocacy for accessibility carry in tournaments together. Alongside everyone at the studio, we’d like to recognize all of the people that helped stir these features possible, including our partners at PlayStation, Worldwide Studios, and our accessibility consultants: Brandon Cole, James Rath, Paul Lane, Josh Straub, Steve Saylor, Morgan Baker, and Ian Hamilton. Thank you for all of your incredible help and guidance.

** Supported Text-to-Speech lingos include: English, UK English, French, Italian, German, Danish, Turkish, Russian, Czech, Greek, Finnish, Swedish, Norwegian, Hungarian, Polish, Portuguese, Spanish, Dutch, Traditional Chinese, Simplified Chinese, Japanese, Korean, Croatian, LATAM Spanish

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