The Last of Us 2 has more accessibility options than any other Naughty Dog game
Audio cues and UI sliders are just the beginning - some settings are total overhauls
Weekly digests, tales from the communities you love, and more
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!
The Last of Us 2 is Naughty Dog's most accessible game ever thanks to dozens of granular accessibility settings, some of which totally overhaul the way the game is presented.
Lead gameplay designer Emilia Schatz and lead systems designer Matthew Gallant discussed the game's accessibility options with The Verge. Schatz says that Naughty Dog focused more on accessibility after receiving a letter from an Uncharted 2 fan who couldn't finish a part of the game due to a button-mashing quick-time event, but while later Uncharted games integrated more options, The Last of Us 2 is on a whole other level for the studio.
"Accessibility for us is about removing barriers that are keeping players from completing a game," Schatz says. "It’s not about dumbing down a game or making a game easy. What do our players need in order to play the game in parity with everyone else?"
With this in mind, Naughty Dog created "around 60" accessibility settings for the upcoming sequel, according to The Verge. These range from the usual features like adjustable UI, subtitle colors, and remappable controls to the more robust, including full text-to-speech support, a magnifying tool which uses the DualShock 4 touchpad, and a high-contrast mode designed for the visually impaired.
The high-contrast filter may be the game's most impressive setting. It completely changes how the world is rendered: environments are grayed out to make blue friendly NPCs and red enemies pop out. Gallant says that ground-up features like this filter were only possible because Naughty Dog started planning for them at the start of development.
Other Naughty Dog developers discussed the game's focus on accessibility on Twitter, with director Neil Druckmann calling its suite of features "industry-defining." In a similar vein, game designer Asher Einhorn said, "For all the incredible design in the game, I think this is going to have the biggest impact in our industry," adding that "many more people will be able to play this game than the first."
The more people who can play The Last of Us 2, the better. And as we said in our latest Last of Us 2 preview, it's going to be one hell of a ride.
Weekly digests, tales from the communities you love, and more

Austin has been a game journalist for 12 years, having freelanced for the likes of PC Gamer, Eurogamer, IGN, Sports Illustrated, and more while finishing his journalism degree. He's been with GamesRadar+ since 2019. They've yet to realize his position is a cover for his career-spanning Destiny column, and he's kept the ruse going with a lot of news and the occasional feature, all while playing as many roguelikes as possible.


