The Last of Us Part II isn’t just Naughty Dog’s most ambitious game — it’s the most accessible, too
When Naughty Dog was developing Uncharted 4: A Thief’s End, the studio had what lead gameplay designer Emilia Schatz describes as “a very simple plan” for accessibility features inspired by one player in particular. Prior to starting work on the game, the studio received a letter from a player who managed to get near the end of Uncharted 2, but got stuck at a point where they had to rapidly press a button during a quick time event. “They were able to play all the way to that point and then they were blocked from finishing the game,” Schatz explains.
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