The Last Of Us Part II and the forefront of accessibility

M.O.D.
The Sequence
Published in
4 min readJan 24, 2021

How one of the biggest game releases of 2020 gives a master class of empathy in its UX.

Photo by Alexey Savchenko on Unsplash

When we design digital products, from a video game to digital tools and websites, we must think about our users, right? But who really are these users? What do they really need? How can we deliver a real inclusive experience? The Last of Us Part II is an example of accessibility in design.

The second installment of the long-awaited The Last Of Us saga is full of emotions and personal rethinking. This version seeks to make people question themselves and be able to answer what they would do in bordering situations as the ones presented in this post-apocalyptic adventure. And when we talk about people, we talk about all people. Not for nothing The Last of Us Part II, has been considered the most accessible game developed to date.

Anguish, fear, pain, grief, nostalgia. That could be my summary of feelings once the journey that meant for me living this story full of personal conflicts and moral questions regarding decisions ended. At the time of launching the game, after seeing the developer’s logo Naughty Dog appear on the screen; It left me speechless at the wide range of customizations and possible configurations before beginning the story itself.

Normally the settings on which we usually base correspond to the appearance of the subtitles; or perhaps, adjust the brightness of the screen. But this … This takes the personalization concept to a whole new level; and the result is almost a questionnaire on which we can decide what setting will help us or what we will feel more comfortable within our game experience. Always appealing to our previous experiences, if we have them. This game gives us more options than we could imagine possible. And aren’t those types of questions and concerns the principles of accessibility in UX?

Usability and Accessibility

Some of the concerns when we start a game always turn out to be: Will I be able to finish it? Will it be very difficult? Sometimes these questions are key to deciding to play it, and I’m not just referring to those of us with average motor or visual faculties; rather, it is a persistent and essential question for those communities that require “aid” in terms of accessibility in the world of video games. And this is how the people of Can I Play That? (a game accessibility resource for both players and developers) work.

According to one of the designers in charge of the game, Emilia Schatz, the question about the difficulty should not even exist when facing a digital platform (ahem, designers):

Accessibility is not about removing barriers for a person to be able to complete a goal. Accessibility seeks for the user to be able to complete a task on par with all the rest. (Emilia Schatz, lead designer of The Last of Us Part II)

There is the possibility of changing the button scheme for people who do not have the possibility of using both hands. Screenshot from “The Last of Us Part II” captured on a PS4 Pro System (All rights reserved to Sony Interactive Entertainment Inc.)

Colorblind mode: Changes the color palette of HUD accents. Screenshot from “The Last of Us Part II” captured on a PS4 Pro System (All rights reserved to Sony Interactive Entertainment Inc.)

High Contrast Display: Mutes environment colors and adds distinct contrast coloring to allies, enemies, items, and interactive objects. Screenshot from “The Last of Us Part II” captured on a PS4 Pro System (All rights reserved to Sony Interactive Entertainment Inc.)

In addition, the valuable thing about this range of options is that some of these modifications can not only help those with disabilities; but also, help people who do not feel completely confident or experienced in this kind of gameplay. Of course, also for those who are not familiar with video games in general.

What can we learn from it

If we can highlight something from The Last Of Us Part II, beyond the greatness of its history, it is the integration they are achieving and not only in terms of gameplay. Characters within the story that belong to the LGBTQIA+ community (which has raised a few controversies); added to the incredible display of accessibility present within the game. This can only prove the advance that the industry takes towards audiences belonging to possible minorities.

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