The Last of Us

The Last of Us Accessibility Settings

Nearly a decade after its original publishing – The Last of Us Part I was released in the beginning of September, and reimagined a large swathe of the settings to incorporate more accessibility options for adaptive gamers, including default formats for people with mainly vision, hearing, or motor accessibility needs.

Basic Accessibility Formats

As I said above, there are three presets for accessibility. They are excellent starting places, which make the this is what those do:

NameTypeFunction
Vision Accessibility PresetToggle: On or OffMade for players with impaired vision, and affects the following settings: Screen Reader Cinematic Descriptions High Contrast Display HUD Scale > Large Lock-On Aim > Auto-Target Traversal and Combat Audio Cues Navigation and Traversal Assistance Ledge Guard Enhanced Listen Mode Invisibility Toggle Skip Puzzle Option Various adjustments in the Combat Accessibility menu
Hearing Accessibility PresetToggle: On or OffMade for players who are deaf or have impaired hearing, and affects the following settings: Awareness Indicators Pick-Up Notifications Subtitles > Story + Combat Subtitle Names Subtitle Direction Combat Vibration Cues
Motor Accessibility PresetToggle: On or OffMade for players with motor/physical impairments, and affects the following settings: Lock-On Aim > Auto-Target Auto Weapon Swap Auto Pick Up Camera Assist > On Navigation and Traversal Assistance Ledge Guard Infinite Breath Repeated Button Presses > Hold Melee Combos > Hold Weapon Sway > Off Skip Puzzle Option Various adjustments in the Combat Accessibility menu

Alternate Control Schemes

Naughty Dog added some extra control scheme parameters, which are great for people with adaptive setups that still use the base controller:

NameTypeFunction
Customize ControlsRemap and fully customize all controls.
Control SchemeDefault, Right Hand Only, Left Hand Only, Custom Scheme 1, Custom Scheme 2, Custom Scheme 3Remap and fully customize all controls.
Rename Control SchemeChange the name of your custom scheme.
Controller OrientationDefault, Left, Right, Upside DownSelect how you hold your controller, which rotates the directional buttons, left stick, and right stick to match.
Left Stick and Right StickDefault, Flipped While Aiming, Flipped AlwaysSwap the functionality of the left stick and right stick.
Ladder MovementCharacter or CameraChange the directional input for movement on ladders.CHARACTER: Movement up/down ladders with the stick is relative to the player’s orientation.CAMERA: Movement up/down ladders with the stick is relative to the camera’s orientation. Recommended for players who are blind or have low vision and are using Navigation Assistance to orient themselves.
Melee While AimingOn or OffAllows the player to melee with |Square| while aiming.This will disable Shoulder Swap, or whichever control is mapped to |Square| while aiming.
Hand Wheel Input On or OffOptions to turn hand wheels with “Left Stick” or “Hold”

Holds and Presses

NameTypeFunction
Repeated Button PressesTap or HoldChange the input method for repeated button press prompts.TAP (Default): Press the button repeatedly to progress.HOLD: Hold the button to progress.
Melee CombosTap or HoldChange the input method 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 method for aiming.HOLD (Default): Hold |L2| to aim. Release to stop aiming.TOGGLE: Press |L2| to aim. 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 hold |R1| again to stop listening.
SprintingHold or ToggleChange the input method for sprinting.HOLD (Default): Hold |L1| to sprint. Release to stop sprinting.TOGGLE: Briefly hold |L1| to start sprinting. Briefly hold |L1| again to stop sprinting.
CraftingHold or ToggleChange the input method for crafting and upgrading.HOLD (Default): Hold |X| to start crafting and release to cancel.TOGGLE: Tap |X| to start crafting and tap to cancel.
Backpack Weapon SwapHold or ToggleChange the input method for swapping weapons in your holsters.HOLD (Default): Hold |square| to enter backpack weapon swapping and release to exit.TOGGLE: Hold |square| to enter backpack weapon swapping and tap to exit.
Bow FiringHold or TapsChange the input method for firing the bow.HOLD (Default): Hold |R2| while aiming to draw the arrow back and release to fire.TAPS: Tap |R2| while aiming to automatically draw the arrow back and tap again to fire.

Assistance

NameTypeFunction
Camera AssistOn , Off, Horizontal, VerticalAutomatically reorients the camera in the direction of your movement. Select HORIZONTAL or VERTICAL to limit assistance to that axis.Designed for players who are new to action games 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 body by default. Use |right-stick| to target the head or legs.If set to AUTO-TARGET, you will lock onto the next enemy automatically even if they’re offscreen.
Lock-On Strength1 to 10 SliderAdjust the pull strength of Lock-On Aim.
Arc-Throw Lock-onOn or OffAutomatically lock-on to enemy targets when |L2| aiming a throwable.In stealth, bricks and bottles lock-on slightly away from enemies to facilitate distractions. Use |right-stick| to directly target the enemy instead.
Arc-Throw Lock-on Strength1 to 10 SliderAdjust the pull strength of Arc-Throw Lock-On.
Auto Weapon SwapOn or OffAutomatically swap to another holstered weapon when you run out of ammo.
Auto Pick-UpOn or OffAutomatically picks up nearby ammo and ingredients.
Motion Sensor Function AimingOn or OffEnables using the orientation of the controller to adjust your aim direction
Minigame Time Limit1 to 10 Slider,  2X Time, 4X Time, 10X TimeAdjustment to the time limit for minigames in Left Behind
Minigame Input1 to 10 Slider, Fewer Inputs, No Cords, Fewer Inputs and No ChordsAdjustment to required inputs for minigames in Left Behind

Magnification and Visual Aids

These settings pertain to the HUD and UI, as well as the High Contrast Display, which drastically changes the colors of allies, enemies, and the environment.

NameTypeFunction
HUD 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 color palette of HUD accents.
HUD FlashingOn or OffEnables flashing HUD animations.
High Contrast DisplayOff, Setting 1, Setting 2, Setting 3Mutes environment colors and adds distinct contrast coloring to allies, enemies, items, and interactive objects.When enabled, use |touchpad-swipe-left| to toggle high contrast display.
Screen MagnifierOff, Low, Medium, HighMagnifies a section of the screen.Lightly double tap touch pad to quickly toggle zoom. Holding the second tap will slowly increase the zoom, locking the zoom level on release.Use touch pad to move the magnifier over different areas of the screen. Double tap again to exit.
Translation PromptsOff, On, AutoEnables |triangle| translation prompts for in-world text.When set to AUTO, this feature is automatically enabled when a non-English text language is selected or if Screen Reader is enabled.

Motion Sickness

The Motion Sickness category controls settings like camera shake and motion blur, which can give some players nausea/motion sickness.

NameTypeFunction
Camera Shake1 to 10 SliderAdjust the intensity of camera shake.
Motion Blur1 to 10 SliderAdjust the intensity of the motion blur effect.
Camera Distance-5 to +5 SliderAdjust the distance of the 3rd person camera.Increasing this value moves the camera further from the player.Decreasing this value moves the camera closer to the player.
Field of View-5 to +5 SliderAdjust the field of view of the 3rd person camera.Increasing this value makes the field of view wider.Decreasing this value makes the field of view narrower.
Full Screen EffectsOn or OffEnables screen effects that indicate player status.
Persistent Center DotOn or OffDisplays a persistent reticle in the center of the screen, hidden during cinematics and while aiming.

Navigation and Traversal

Navigation and Traversal settings help the player to follow the path of the story, and to find enemies and pickups easier.

NameTypeFunction
Navigation AssistanceOn or OffPressing |L3| faces the camera in the direction of story progression, marking the path to follow.If Enhanced Listen Mode is also enabled, then pressing |L3| while in listen mode (hold |R1|) will instead direct the player towards the most recently scanned item or enemy.
Traversal AssistanceOn or OffEnables simplified traversal input.• Press |X| to automatically perform certain difficult jumps.• Automatically climb ledges and squeeze through small gaps.• Automatically vault small obstacles while on the horse.• Automatically sprint in certain encounters.
Ledge GuardOn or OffGuards against falling off ledges with additional audio and vibration feedback.Prevents you from falling from ledges that will kill you.
Enhanced Listen ModeOn or OffEnables the ability to scan for items |circle| and enemies |square| while in listen mode.Send out a scan triggering audio cues at the target’s location. The pitch of the sound changes based on the target’s height relative to you.If Navigation Assistance is also enabled, then pressing |L3| while in listen mode will direct the player towards the most recently scanned item or enemy.
Scan Range10m – 30m SliderAdjust the maximum distance of Enhanced Listen Mode scans.
Scan Time1s – 5s SliderAdjust time for an Enhanced Listen Mode scan to reach its maximum distance.
Infinite BreathOn or OffEnables infinite breath while swimming underwater.
Skip Puzzle OptionOn or OffWhen in a puzzle, select SKIP PUZZLE from the pause menu to advance to the puzzle’s completion.This setting is highly recommended for players who are blind or have low vision because some puzzle progression may not be fully accessible.

Text to Speech and Audio Cues

These settings give players with impaired vision the ability to have text read to them, have the environment use audio cues to tell the player what is around them, and other kinds of audio cue assistance.

NameTypeFunction
Screen ReaderOn or OffEnables narration of on-screen text.When enabled, request a Screen Reader description of your current status with |touchpad-swipe-up|.Screen Reader volume can be adjusted from the Audio Volumes menu.
Traversal CuesOn or OffEnables additional accessibility audio cues to assist with traversal and exploration. Plays a sound cue for:• Jumpable gaps, climbable ledges• Areas that require crouching• Interacts and pick-ups• Nearby breakable glass• Gaining or losing movement control• When Ledge Guard is enabled, plays a sound cue when it activatesFor additional sound cue information, consult the Audio Cue Glossary.
Combat Audio CuesOn or OffEnables additional accessibility audio cues to assist with combat and stealth. Plays a sound cue for:• Enemy grab and strike prompts• Aiming at an enemy• Landing a shot on an enemyFor additional sound cue information, consult the Audio Cue Glossary.
Combat Vibration CuesOn or OffEnables additional accessibility audio cues to assist with combat and stealth. Plays a sound cue for:• Aiming at an enemy• Landing a shot on an enemy
Cinematic DescriptionsOn or OffEnables descriptive audio during cinematics. This provides a spoken description of key visual elements in the scene.
Speech to Vibrations (Available with Patch 1.01*)On or off – intensity can be adjusted in the DualSense Wireless Controller Vibration MenuWhen enabled, spoken dialogue is also played through the DualSense wireless controller as vibrations, allowing the player to feel how the line is delivered.

Combat Accessibility

Combat Accessibility adds some basic features to make gameplay as difficult as sone wants.

NameTypeFunction
Enable Combat AccessibilityOn or OffEnables the combat accessibility settings.These settings are designed to make 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 certain 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.
Invisibility ToggleOff, Limited, UnlimitedYou are invisible to enemies while not aiming. This setting is disabled during certain encounters where stealth is not an option.If set to LIMITED, the time limit will be based on the stealth difficulty settings.
Weapon SwayOn or OffEnables camera sway while aiming weapons.
Slow MotionOff, While Aiming, ToggleReduces game speed when enabled.When set to TOGGLE use |touchpad-swipe-right| to toggle slow motion.
Tinnitus SoundOn or OffEnables an audio effect that mimics a ringing in the ears when in the proximity of an explosion.
Vibration1 to 100 Slider, On and OffAllows players to fine tune Haptic feedback intesnity for the following game play aspects: Menu, Overall Gameplay, Player Actions, Melee, Gunshots and Bow, Enemy Attacks, Ambient Weather, Environmental Events, Cinematics, Accessibility, Speech to Vibrations, Speech to Vibrations Intensity 

HUD

These settings add visual cues to systems that are mainly audio-based.

NameTypeFunction
Damage IndicatorsOn or OffEnables HUD spikes in the direction damage was taken.
Awareness IndicatorsOff, Stealth, AlwaysEnables HUD element warning you when enemies are about to spot you and from which direction.STEALTH: Awareness indicators display until you are spotted.ALWAYS: Awareness indicators persist during combat. This setting is recommended for players who are deaf or hard of hearing.
HintsOff, Sometimes, FrequentEnables gameplay hints 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 ingredients, or other resources

Subtitles

Not only does this add subtitles during both story and combat, they can also be modified in traits like size, background, and color.

NameTypeFunction
SubtitlesOff, Story Dialogue, Story + Combat DialogueEnables subtitles for spoken dialogue.STORY DIALOGUE: Enables subtitles for main characters, important enemy dialogue, and cinematics.COMBAT DIALOGUE: Enables subtitles for additional enemy dialogue while in stealth and combat.
SizeOff, Story Dialogue, Story + Combat DialogueAdjust the size of subtitle text.
BackgroundOff, Default, DarkenedEnables a dark 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 names with a unique color per speaker.
DirectionOn or OffEnables an arrow next to subtitles indicating the screen-relative direction of the person speaking.
ColorWhite, Yellow, Blue, Red, GreenChanges the color of subtitle text.

Game Difficulty

In addition to the basic preset challenge levels, the player can now fine tune specific elements to be easier or harder.

NameTypeFunction
ChallengeVery Light, Light, Moderate, Hard, Survivor, Custom, GroundedAdjust the overall difficulty of the game
PlayerVery Light, Light, Moderate, Hard, Survivor, Custom, GroundedAdjusts difficulty settings related to:• Amount of damage the player takes from enemies• Frequency of mid-encounter dynamic checkpoints
EnemiesVery Light, Light, Moderate, Hard, Survivor, Custom, GroundedAdjusts difficulty settings related to:• Accuracy of enemy gunfire and frequency of projectiles• Aggression of enemies advancing and flanking• Complexity of enemy melee combos• Movement speed of certain high-threat enemies• Custom tuning to specific combat encounters
AlliesVery Light, Light, Moderate, Hard, Survivor, Custom, GroundedAdjusts difficulty settings related to:• Aggressiveness of allies in combat• Frequency at which allies kill enemies
StealthVery Light, Light, Moderate, Hard, Survivor, Custom, GroundedAdjusts difficulty settings related to:• Enemy’s perception through vision, hearing• Length of grace period before enemies will alert others• Conditions for grabbing enemies from stealth
ResourcesVery Light, Light, Moderate, Hard, Survivor, Custom, GroundedAdjusts difficulty settings related to:• Quantity of ammunition and supplies found in the world• Quantity of ammunition dropped by enemies• Frequency of allies gifting items and ammunition

Summary

The Last of Us Part I Is surely a great step in the direction of adaptive gaming. Even compared to other games with decent accessibility settings, The Last of Us Part I is just so fully customizable, which allows for all types of players to enjoy the game, whichever way they’d like.

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Jesus “Jaay” Montanez has always had a passion for Esports. Starting in his early years with Dota 2 and later moved on to try other games such as Starcraft 2, SSBM, Overwatch and finally Rocket League.

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