Naughty Dog Details the Process of Making Uncharted 4 for Disabled Gamers

For those who have already had the opportunity to play through Uncharted 4: A Thief’s End, you may have noticed an entire section within the menus devoted to accessibility. This sub-menu is full of different options for alternate control schemes, including aim lock-on and the option to toggle quick time events between tapping and holding. All of these changes weren’t an afterthought, though.

As detailed in the video below, Naughty Dog has taken the extra step to ensure that Uncharted 4 could be enjoyed by a wide range of gamers, including those with disabilities. The impetus for this? A conversation with Josh Straub, a gamer with a disability, and editor-in-chief of the website DAGERS, or Disabled Accessibility for GamingĀ Entertainment Rating System.

Despite enjoying his time with it, Josh was unable to complete the final section of Uncharted 2 years ago, due to a section that required button mashing. This experience not only encouraged him to create DAGERS, but has led Naughty Dog to design Uncharted 4 with all different types of gamers in mind.

As Emilia Schatz, lead game designer for Naughty Dog explains in the video below, the entire studio came together to include new features and tweak existing mechanics to make the game more accessible to a wider audience. As mentioned before, players can turn on an aiming lock-on, which helps when honing in on an enemy while firing. Quick time events and extended melee fights can also be completed by holding down a button, rather than having to tap it repeatedly. More passive changes like a modified color scheme for multiplayer also found its way into the final game, to help combat confusion that arises from those with color-blindness.

Be sure to check out the video below, and read our review of Uncharted 4: A Thief’s End.