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The Last Of Us Part II Accessibility Report

The Last Of Us Part II offers 49 accessibility features in the Difficulty, Getting Started, Reading, Navigation, Controls, Visual and Audio areas to aid enjoyment of the game for different players. This report is created with input from accessibility experts and the player community to help people find games that have the accessibility features they require. Once you have found potential games on the database, there are excellent specialist accessibility sites that offer in-depth reviews to guide your purchasing decisions.

The Last of Us Part II is an action-adventure game set five years after The Last of Us. You control two characters in a post-apocalyptic United States. Ellie is out for revenge after suffering a tragedy, and Abby is a soldier who becomes involved in a conflict between the militia and a cult.

NotesAccessibility Notes

The Last of Us Part II has a huge range of accessibility settings (more details here).

The game has been widely praised for these features and even includes settings to specify whether it's easier for you to hold the controller upside-down or sideways, which rotates the directional buttons, left stick, and right stick to match.

You can play with one stick and certain actions can be automatically done for you, for example, auto-pick items, walking through gaps, jumping. The biggest issue is having to shake the controller to recharge your flashlight, it can be remapped to a touchpad swipe.

For sightless onboarding, narration is on by default if Text To Speach has been turned on in the console settings.

DetailsGame Details

Content Rating: PEGI 18

Release Date: 19/06/2020

Price: 36% off

Platforms: PS4

Genres: Action, Adventure, Fighting, Narrative, Role-Playing and Shooting

Accessibility: 49 features

Developer: @Naughty_Dog

Players: This is a single player game

Costs: Purchase cost

 

DifficultyDifficulty

The Last Of Us Part II has 5 accessibility features for Difficulty which deal with how you can adjust the challenge of play, and assistance the game offers when you fail or get stuck.

Difficulty Options

Select Difficulty: Select the level of difficulty from a range of presets. This not only offers a way to adjust the challenge of a game but enables you to do so without dealing with individual criteria.

Customise Difficulty: Customise different aspects of the game to create a challenge of an appropriate level. Adjusting elements individually enables you to tailor gameplay to suit your needs and style of play.

Adjust After Setting

Adjustable Anytime: You can adjust the difficulty while playing, without having to restart the level you are on. This enables you to quickly adjust the game to suit your needs and see the difference immediately.

Cognitive Pressure

Reaction-Time Not Critical: Individual game actions don’t need quick reactions, or there are settings to lower the requirement for quick reactions. This means you don't need to quickly press a button in response to an on-screen prompt, target a fast-moving target or skillfully complete a scenario against the clock.

Low Pressure: Game tasks aren't time-limited or there's a low-pressure mode. This avoids the pressure of being put on the clock for overarching missions, or failing tasks because you didn't reach a destination in time.

Getting StartedGetting Started

The Last Of Us Part II has 7 accessibility features for Getting Started which deal with what support is offered to get started with the game. This includes customising the experience when you first open the game via any onboarding processes it provides as well as tutorials and other assistance when you first start playing.

Onboarding Before Play

Onboarding: The first time you open the game, you are asked to confirm options for control, navigation and accessibility settings. Games can differ in what they present at this stage, but will count for this, provided they include a streamlined onboarding process.

Sightless Onboarding: For games playable without sight, the first time you open the game, all menu options and explanations are narrated by default and menus are controlled via a button or stick presses rather than an analogue cursor. This enables blind players without sight to get ready to play.

Low Vision Onboarding: The first time you open the game, the default text is high contrast and font size is at least 1/20 (46 pixels on 1080 screen) the height of the screen and in an easy to read font. This enables legally blind visually impaired players to get ready to play.

Assistance During Play

View Control Mapping: You can view a map of controls during play. This clearly displays the mappings of actions to buttons/keys/mouse/keyboard without having to leave the game.

Assistance When Stuck: The game notices if you get stuck and provides assistance. This can offer hints or tutorials popping up during play. It can suggest which difficulty settings to adjust or offer to skip past problematic levels.

Assistance With Controls: The game can automatically assist with aiming, steering, reloading, jumping, running etc. This reduces the challenge of certain aspects of play to remove barriers and make control of characters more accessible.

Tutorials: There are helpful tutorials, instructions and tips. Information is provided in a timely manner, with appropriate levels of detail. Ideally, this includes ongoing tips that relate to contexts in the game where the player is failing.

ReadingReading

The Last Of Us Part II has 7 accessibility features for Reading which deal with how much reading or listening comprehension is required, how well the game provides visual and audible access to the text and whether subtitles and captions are a good fit for purpose.

Reading Level

Moderate Reading: Moderate reading required. The quantity and complexity of reading are at a level that a high school student would appreciate.

Text Visibility

Large Clear Text: Text is large and clear or can be adjusted to be. The general text used throughout the game in menus, instructions and other information (excluding subtitles that are assessed separately) is at least 1/20 (46 pixels on 1080 screen) the height of the screen.

High Contrast Text: Text colour contrasts to the background or can be adjusted to be. The text in menus, instructions and other information is presented in high contrast with a solid background.

Subtitles

Large Clear Subtitles: Subtitles are large and clear, at least 1/20 (46 pixels on 1080 screen) the height of the screen, or can be adjusted to be. Considered separately from the general text of the game, the subtitles are large, clear and of good contrast.

Any Speech has Subtitles: All spoken content has subtitles, or there is no speech in the game. This means there is no requirement to hear spoken dialogue or narrative to play the game.

Captions

Speaker Indicator and their Tone: Textual captions indicate who is speaking and their tone. This can also be indicated visually in the game with character icons or character expressions with text in speech bubbles next to the person speaking.

Voice Acted

All Dialogue is Voice Acted: All of the game dialogue and narrative can be voiced, or there is no speech in the game. This means there is no requirement to read the dialogue and narrative text to play the game.

NavigationNavigation

The Last Of Us Part II has 6 accessibility features for Navigation which deal with how the game provides guidance and assistance to navigate its worlds and spaces.

Clarity

Large Clear Navigation: The in-game navigation and maps are clear to read. They offer large text and offer markers that are large and of high contrast. Where text or information is small, there are settings to zoom-in and increase visibility.

Visual Directional Cues: Additional visual cues that signpost where to go next and how close you are to arriving. This can be with camera movement to focus on your destination or important items. It can use light, breadcrumb trails, in-world pointers to identify your mission's target location.

Audible Directional Cues: Additional audio cues that indicate where to go next and how close you are to arriving. This is offered as a sonar-style ping with positional/stereo audio and volume to guide you in the right direction. This is useful for blind players.

Head-Up Display

Head-Up Display Navigation: Indication of where to go next with arrows, minimaps and cookie trails. This provides clear ongoing guidance about where you are and where you need to go.

Adjust Head-Up Display: Resize and adjust the content of the head-up display. This enables it to be made more visible. It can also enable the removal of too much information that can be distracting or confusing.

Menu Navigation

Menu Narrated: All of the game menus can be narrated for easier navigation. The game menus can therefore be navigated without reading text.

ControlsControls

The Last Of Us Part II has 14 accessibility features for Controls which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.

Gamepad

Multiple Buttons & Single Stick: Can play with multiple buttons and a stick.

Multiple Buttons & Two Sticks: Can play with multiple buttons and two sticks.

Motion

Motion Controls Available: You can use motion controls, tilting the controller to steer for example.

Motion Aiming: Can use small movements of the gamepad to fine-tune aiming or as the main aiming mechanism. This is sometimes known as Gyro-Aiming.

Motion Controls Not Required: You don’t need motion controls to play the game.

Remap Controls

Can customise the controls for the game as follows:

Remap Buttons: Can re-map all buttons so that you can use alternatives that better suit your play.

Swap Sticks: Can swap the sticks over so that you can use the opposite sticks to control the game.

Remap Sticks: Can remap the stick controls to controller buttons for easier access of direction controls.

Invert X/Y Axis: Can invert the direction required to control looking and aiming. This enables you to match your instinctive orientation when looking.

Button Combinations

Specific button operation required to play

Holding Down Buttons Optional: Holding down buttons for prolonged periods (a second or more) is not required or can be switched to toggling the action on and off. This is in addition to the direction stick which is not considered a hold for this purpose.

Rapid Repeated Pressing Optional: Quick, repeated button pressing is not required, can be skipped or switched to holding a button to trigger a repeated action.

Controller Vibration

Vibration Optional: Controller vibration not used in the game or you can disable it.

Informative Vibration: Controller vibration indicates events or interactions in the game, echoing visual and audio cues. This can provide additional information about progress, approaching enemies or hitting a target.

Sensitivity

You can adjust

Adjust Mouse/Stick Sensitivity, Deadzones and Thresholds: Adjust how sensitive mouse/stick controls are and the related deadzones and thresholds.

VisualVisual

The Last Of Us Part II has 9 accessibility features for Visual which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.

Visibility

Large Game Elements: Game characters and other elements are large and distinguishable. Enemies and player characters are at least 1/6 of the height of the screen. Or there is a zoom feature to make them larger.

High Contrast Mode: There is high contrast between elements that need to be distinguished from each other, such as characters, interactive objects and game environment, either by default or a high contrast mode. This is different to a slider that increases contrast between light and dark.

Outline Interactive Elements: Characters, platforms and enemies can be outlined or highlighted for visibility. This can be with a large border around the character or a special visual mode that adjust the colour to make characters more visible.

Visual Distractions

No Flashes: No flashing strobe effects or you can disable them. This includes the absence of flashing from dramatic visual effects, explosions or weather effects like lightning.

Audio Cues for Visual Events

Audio Cues for Visual Events: Audio is provided to indicate visual events. Game events or progress highlighted by visual icons, effects or animations are also accompanied by audio to signify that progress. This is useful for blind players.

Narration for Visual Elements

This is the audible narration of in-game text. Sometimes talk about as Text To Speech, although it may include the narration of no-textual elements. This is different to Text To Voice, which provides player-player textual communication audibly.

Menu Narrated: All of the game menus can be narrated for easier navigation. The game menus can therefore be navigated without reading text.

Motion sickness friendly

Motion sickness friendly: Option to reduce motion sickness. This includes the ability to disable motion blur, depth of field and field-of-vision effects. It also includes games that don't have these movement elements in the first place.

Colour Options

Colourblind friendly: Game doesn’t rely on colour or can switch to colourblind friendly mode.

Colour adjustments: Adjust colours of characters or game elements for greater visibility. Includes the ability to select which type of colourblind mode you require.

AudioAudio

The Last Of Us Part II has 2 accessibility features for Audio which deal with how you can adjust the audio of the game and whether audio cues compensate for aspects of the game that are hard to see.

Adjustable Audio

Customise Audio Levels: Control volume levels of specific events and elements in the game. This enables you to tailor the most important sound levels to ensure you can hear them.

Audio Events

Visual Depiction of Directional Audio: Indication on-screen with arrows, icons, located colour splashes and the like, to show where directional audio for damage, footsteps, environmental or way-finding sounds are coming from.

 

Similar Games With More Accessibility Features for Audio

If you want to play The Last Of Us Part II, but it doesn't offer the Audio accessibility features you require, these similar games extend the Audio accessibility:

System Accessibility Settings

In addition to the accessibility features provided in the game, you can also use system-wide accessibility settings:

PlayStation 4
PlayStation 4 has a range of accessibility settings. Some are system only, some work in games (invert colours and button mapping).
 
Read more about system accessibility settings.

Accessibility Report supported by VSC Rating Board, PlayabilityInitiative and accessibility contributors @GeekDadGamer



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