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The Last of Us Part 2 Accessibility Settings: Every Option

Naughty Dog published its own option-by-option accessibility list for The Last of Us Part II. Here is the whole thing: 82 options across eleven menus, the exact settings each of the three presets switches on, and the menu paths for the ones that are not where you would look.

Published September 12, 2026·12 min read·By Mythras
Abby aiming an upgraded rifle in The Last of Us Part II, the kind of shot Lock-On Aim and Lock-On Strength are tuned for.

Naughty Dog published the whole list. Not a sizzle reel, not a summary — an option-by-option document with each setting name, its values and a description of what it does, published on the PlayStation.Blog on June 9, 2020, ten days before the game shipped, and still live on naughtydog.com.

This is that list, reorganised into tables you can scan, with the menu paths from Naughty Dog's own support site for the settings that are not where you would expect them.

The number is not 60

Naughty Dog's headline figure is "more than 60 accessibility settings," and that phrasing is doing quiet work. Count the entries on the list itself and you get more.

What you are countingEntries
Accessibility options across the eleven menus below82
Preset switches (Vision, Hearing, Motor)3
Game Difficulty entries the same document files under accessibility6
Total named entries on the published list91

The gap between 60 and 91 is nested sliders and the difficulty menu. Lock-On Strength is a separate slider under Lock-On Aim; Scan Range and Scan Time are separate sliders under Enhanced Listen Mode; the six Audio Volumes sliders are six rows. Count those as part of their parent and you land near 60. Count them as rows and you land at 91. Neither is wrong. Add up the rows in the tables below and you can check the arithmetic yourself.

The six Game Difficulty entries are the Challenge preset plus five custom sliders, and they are a whole subject of their own. They are not repeated here — the Part II difficulty and sliders guide covers what each one does.

Where the menu is, and how to read it

The path is Options > Accessibility, per Naughty Dog's support article on customising these settings. That article also carries a detail the menu does not announce: any accessibility feature you have changed from its default is marked with a dot next to the feature name. If you are handing a controller back to someone else, or trying to work out which of forty toggles you flipped three weeks ago, the dots are the audit trail.

The three presets sit at the top of that menu. Everything else is grouped into the sections below, in the order Naughty Dog lists them.

What the three presets actually switch on

The preset is the fastest way into this menu, and Naughty Dog's list names the settings each one enables:

PresetNaughty Dog's stated audienceSettings the list names
Apply Vision Accessibility Preset"players who are blind or have low vision"Text-to-Speech; 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; Invisible While Prone > Unlimited; Skip Puzzle Option; adjustments in the Combat Accessibility menu
Apply Hearing Accessibility Preset"players who are deaf or hard of hearing"Awareness Indicators; Pick-Up Notifications; Dodge Prompts > Frequent; Subtitles > Story + Combat; Subtitle Names; Subtitle Direction; Combat Vibration Cues; Guitar Vibration Cues
Apply Motor Accessibility Preset"players with a physical or mobility disability"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; adjustments in the Combat Accessibility menu

Two caveats, both from the source. First, Naughty Dog introduces each of those lists with "such as" — they are representative, not exhaustive, and the Vision and Motor presets both end with an unenumerated "various adjustments in the Combat Accessibility menu." So a preset can switch on things the published list does not name. Second, a preset is a starting point, not a lock: Naughty Dog's own framing is that you can "go through and tweak individual options, even after selecting a preset."

Naughty Dog's support site corroborates one of these independently — its Lock-On Targeting article states that Lock-On Targeting is included in both the Vision and the Motor preset.

Alternate Controls, and Holds and Presses

Ellie drawing a bow in The Last of Us, the weapon whose firing input can be switched from a hold to two taps.

Naughty Dog describes this as "the first time in a Naughty Dog game" they offered full control customisation, remapping "every command to a different controller input, including touch pad swipes and controller shake."

OptionValuesWhat it does
Customize ControlsRemap and fully customise all controls
Control SchemeDefault, Right Hand Only, Left Hand Only, Custom Scheme 1-3Select a preset layout or build your own
Rename Control SchemeRename a custom scheme
Controller OrientationDefault, Left, Right, Upside DownRotates the d-pad and both sticks to match how you hold the pad
Left Stick and Right StickDefault, Flipped While Aiming, Flipped AlwaysSwaps stick functions
Boat ControlsDefault, AlternateAlternate moves acceleration to R2 and leaves steering on the left stick
Rope/Ladder MovementCharacter, CameraWhether up/down on ladders and ropes is relative to the character or the camera
Guitar Strumming InputVertical, Horizontal, TapsSwipe up/down, swipe left/right, or press a button to strum
Melee While AimingOn, OffMelee with Square while aiming; disables whatever Square was bound to while aiming

Naughty Dog flags two of these as vision-specific recommendations rather than preferences: Boat Controls Default and Rope/Ladder Movement Camera are both recommended for players using Navigation Assistance to orient themselves.

The Holds and Presses menu exists because, in Naughty Dog's words, "holding or rapidly tapping buttons can be challenging for some players." Seven of the nine entries convert a hold into a toggle or a mash into a hold; Bow Firing swaps the hold for taps instead, and Hold Breath Mode runs the other way.

OptionValuesDefault
Repeated Button PressesTap, HoldTap
Melee CombosTap, HoldTap
Aiming ModeHold, ToggleHold
Listen ModeHold, ToggleHold
SprintingHold, ToggleHold
CraftingHold, ToggleHold
Backpack Weapon SwapHold, ToggleHold
Bow FiringHold, TapsHold
Hold Breath ModeHold, ToggleToggle

Sprinting is worth knowing about specifically: the list marks it "available with Patch 1.01," with the footnote that an internet connection is required — so it came down with the patch rather than on the disc. Hold Breath Mode is the odd one out in the other direction — it is the only entry here that defaults to Toggle.

Assistance: aim, camera and pickups

OptionValuesWhat it does
Camera AssistOn, Off, Horizontal, VerticalReorients the camera toward your movement; can be limited to one axis
Lock-On AimOff, On, Auto-TargetLocks onto enemies when aiming. Auto-Target also locks onto offscreen enemies
Lock-On Strength1-10 sliderPull strength of Lock-On Aim
Arc-Throw Lock-onOn, OffLock-on for thrown items, enabled separately from Lock-On Aim
Arc-Throw Lock-on Strength1-10 sliderPull strength of Arc-Throw Lock-on
Auto Weapon SwapOn, OffSwaps to another holstered weapon when you run dry
Auto Pick-UpOn, OffPicks up nearby ammo and ingredients automatically

Three details from the source that change how you would set these. Lock-On Aim targets the centre of the body by default and you can push the right stick to move the lock to the head or legs — it is not a fixed headshot cheat. Arc-Throw Lock-on deliberately aims slightly away from enemies while you are in stealth, because the point of a thrown brick is the distraction, and you push the right stick if you want to hit the person instead. And Camera Assist is aimed at "players who are new to action games or have difficulty using Left Stick and Right Stick simultaneously," which is a wider brief than the menu name suggests.

Menu path for the aim settings, per Naughty Dog's support site: Options > Accessibility > Alternate Controls > Lock-On Aim, with Arc-Throw Lock-On in the same submenu.

Magnification, visual aids and motion sickness

OptionValuesWhat it does
HUD ScaleDefault, LargeSize of in-game HUD elements
HUD BackgroundDefault, Light, DarkenedHUD background darkness
HUD ColorWhite, Yellow, Blue, Red, GreenColour of text and HUD elements
HUD Colorblind ModeOff, Protanopia, Deuteranopia, TritanopiaChanges the HUD accent palette
HUD FlashingOn, OffFlashing HUD animations
High Contrast DisplayOff, Setting 1, Setting 2, Setting 3Mutes environment colour and adds contrast colouring to allies, enemies, items and interactive objects
Screen MagnifierOff, Low, Medium, HighMagnifies a section of the screen
Translation PromptsOff, On, AutoTriangle prompts for in-world text; Auto turns on with a non-English text language or with text-to-speech enabled

High Contrast Display and Screen Magnifier are both driven from the touch pad rather than the menu once enabled: a swipe left toggles high contrast, and a light double-tap toggles the magnifier, with a held second tap ramping the zoom and locking it on release.

Motion sickness optionValuesWhat it does
Camera Shake1-10 sliderIntensity of camera shake
Motion Blur1-10 sliderIntensity of motion blur
Camera Distance-5 to +5 sliderThird-person camera follow distance
Field of View-5 to +5 sliderThird-person camera FOV
Dolly Zoom EffectOn, OffTurns off the backwards-move-plus-zoom moments
Full Screen EffectsOn, OffScreen effects that indicate player status
Persistent Center DotOn, OffA permanent centre reticle, hidden in cinematics and while aiming

Field of View is not in the display settings. It is in the Motion Sickness section of the Accessibility menu, which is worth knowing before you go looking for it under graphics.

This is the block Naughty Dog built so that blind and low-vision players could finish the game, and it is the most mechanically interesting part of the menu.

OptionValuesWhat it does
Navigation AssistanceOn, OffPress L3 to face the camera toward story progression and mark the path
Traversal AssistanceOn, OffSimplified traversal: automatic difficult jumps, automatic ledge climbs and squeezes, automatic vaults on horseback, automatic sprint in certain encounters
Ledge GuardOn, OffAdds audio and vibration feedback at ledges and prevents fatal falls
Enhanced Listen ModeOn, OffScan for items and enemies from listen mode
Scan Range10m-30m sliderMaximum scan distance
Scan Time1s-5s sliderTime for a scan to reach maximum distance
Infinite BreathOn, OffInfinite breath while swimming underwater
Skip Puzzle OptionOn, OffAdds SKIP PUZZLE to the pause menu, completing the puzzle

The button layer matters here, and Naughty Dog's support article spells it out: with both Navigation Assistance and Enhanced Listen Mode enabled, hold R1 for listen mode, then Square scans for enemies and Circle scans for pickups, and L3 in listen mode points you at the most recently scanned target instead of at the story path. The scan returns audio cues at the target's location, and the pitch of the cue changes with the target's height relative to you — that is how vertical position gets communicated without a screen.

Skip Puzzle is at Options > Accessibility > Navigation and Traversal > Skip Puzzle Option, and Naughty Dog calls it "highly recommended for players who are blind or have low vision because some puzzle progression may not be fully accessible" — a rare case of a developer saying plainly that part of its own game did not get there.

Audio cue optionValuesCovers
Text-to-SpeechOn, OffNarration of on-screen text; touch pad swipe up requests a status description
Traversal CuesOn, OffJumpable gaps, climbable ledges, squeeze-throughs, crouch and prone areas, interacts and pick-ups, nearby breakable glass, gaining or losing movement control, Ledge Guard activations
Combat Audio CuesOn, OffEnemy grab and strike prompts, incoming melee, being impaled with an arrow, aiming at an enemy, landing a shot
Combat Vibration CuesOn, OffIncoming enemy melee, aiming at an enemy, landing a shot — three of the five combat cues, as vibration
Guitar Vibration CuesOn, OffA vibration cue when the correct guitar note for story progression is selected
Audio Cue GlossaryA browsable catalogue of the accessibility audio cues, playable on demand

Text-to-Speech auto-enables in-game for players whose console language is English and who have text-to-speech switched on at the system level, so it can be on before you ever open the menu. Naughty Dog's footnote is that text-to-speech is available in all supported languages except Thai.

Audio Volumes is its own six-slider menu, and the reason it belongs in an accessibility list is the last two rows: the cues and the narration each get a channel of their own, independent of effects, dialogue and music.

Audio Volumes sliderWhat it controls
EffectsSound effects
DialogueSpoken dialogue
MusicScore
CinematicsCutscene audio
Accessibility Audio CuesThe traversal and combat cue layer
Text-to-SpeechNarration volume

Ellie playing guitar in The Last of Us Part II; Guitar Strumming Input and Guitar Vibration Cues are both accessibility settings.

The guitar is not an afterthought in this menu. It has its own input option in Alternate Controls and its own vibration cue toggle, and the Hearing preset switches that cue on by name. If you want the mode rather than the settings, that is the Guitar Free Play guide.

HUD indicators and subtitles

HUD optionValuesWhat it does
Damage IndicatorsOn, OffHUD spikes pointing at the damage source
Awareness IndicatorsOff, Stealth, AlwaysWarns when enemies are about to spot you and from which direction. Always persists through combat
HintsOff, Sometimes, FrequentGameplay hints when you are lost, triggered with L3
Pick-Up NotificationsOn, OffHUD notification when you pick up ammo, ingredients or resources
Dodge PromptsOff, Sometimes, FrequentFrequency of the L1 dodge tutorial prompt on incoming melee

Awareness Indicators Always is marked "available with Patch 1.01" on the list and is the setting Naughty Dog specifically recommends for deaf and hard-of-hearing players, because it converts an audio tell — an enemy calling out that they have seen you — into a persistent visual one.

Subtitle optionValuesWhat it does
SubtitlesOff, Story Dialogue, Story + Combat DialogueStory covers main characters, important enemy lines and cinematics; Combat adds systemic enemy chatter in stealth and combat
SizeSmall, Medium, LargeSubtitle text size
BackgroundOff, Default, DarkenedDark plate behind subtitles
NamesOn, OffSpeaker name with the subtitle
Name ColorsOn, OffA unique colour per speaker, when Names is on
DirectionOn, OffAn arrow showing the screen-relative direction of an offscreen speaker
ColorWhite, Yellow, Blue, Red, GreenSubtitle text colour

Story + Combat Dialogue is the one to know about. Part II's enemies call each other by name while they hunt you, and Naughty Dog notes this was the first Naughty Dog game to subtitle all that systemic combat chatter. With subtitles set to Story only, a deaf player loses that entire layer — and it is a layer the game is built around. The Part II enemies guide covers what those callouts actually tell you.

Combat Accessibility is a gated menu

Abby levelling a pistol at close range in The Last of Us Part II, the kind of encounter the Combat Accessibility toggles are meant to defuse.

Everything in this section sits behind one master switch — Enable Combat Accessibility — and Naughty Dog's own warning on it is that these settings "can significantly alter the gameplay experience."

OptionValuesWhat it does
Enable Combat AccessibilityOn, OffMaster switch for everything below
Hostages Don't EscapeOn, OffEnemies you grab will not break free while struggling
Allies Don't Get GrabbedOn, OffAllies escape grabs automatically; does not apply in certain encounters
Enemies Don't FlankOn, OffEnemies stop deliberately working around behind you
Reduced Enemy PerceptionOn, OffLower enemy perception in stealth, relative to your chosen difficulty
Reduced Enemy AccuracyOn, OffLower enemy shooting accuracy, relative to your chosen difficulty
Enhanced DodgeOn, OffThe L1 dodge evades more reliably
Invisible While ProneOff, Limited, UnlimitedInvisible to enemies while prone and not aiming; disabled in encounters where stealth is not an option
Weapon SwayOn, OffCamera sway while aiming
Slow MotionOff, While Aiming, ToggleReduces game speed; Toggle is bound to a touch pad swipe right

Two entries have fine print worth reading twice. Invisible While Prone set to Limited ties the invisibility timer to your stealth difficulty setting rather than to a fixed number, so it behaves differently on a custom slider build than it does on a preset. And Reduced Enemy Perception and Reduced Enemy Accuracy are both explicitly "relative to the chosen difficulty" — they scale the curve, they do not replace it.

For how this menu interacts with the hardest challenge level and with the gameplay modifiers, see the Part II difficulty guide.

Audio descriptions are not in the Accessibility menu

Naughty Dog's support site answers this one directly for Part II Remastered, and the two features people conflate sit behind two different paths:

FeatureMenu pathWhat it does
Screen ReaderOptions > Accessibility > Screen Reader and Audio CuesNarrates on-screen text; swipe up on the touch pad to request a description
Cinematic DescriptionsMaking Of > Commentary > Toggle Cinematic DescriptionsDescriptive audio during cinematics, giving "a spoken description of key visual elements in the scene"

Cinematic Descriptions lives under Making Of > Commentary, next to the developer commentary track, rather than in the Accessibility menu. The game has audio description; it is simply filed with the other alternate audio tracks.

Note the naming as well: the 2020 Part II feature list calls the text-narration option Text-to-Speech, while the Remastered support article and the Part I feature list both call it Screen Reader. Same function, two names, and Naughty Dog still uses "Text-to-Speech" in its patch notes — Part II Remastered's PS5 patch 2.1.0 lists "various minor Text-to-Speech fixes across multiple languages." If a guide and your menu disagree on the label, that is why.

What Part I and Remastered changed

The 2022 remake inherited the Part II menu and added to it, and Part II Remastered then pulled those additions back into the sequel. PlayStation's published Part I list runs under the same ten section headings as the Part II one, so treat the tables above as the shape of Part I's menu rather than a row-for-row match — individual entries move where the mechanics differ between the two games.

FeaturePart II (2020, PS4)Part I (2022, PS5/PC)Part II Remastered (2024 PS5 / 2025 PC)
The Part II accessibility menuYesYes, same ten sectionsYes
Vision, Hearing, Motor presetsYesYesYes
Narration of on-screen textYes, as Text-to-SpeechYes, as Screen ReaderYes, as Screen Reader
Cinematic Descriptions (audio description)NoYesYes
Speech to VibrationsNoYes, with Patch 1.01Yes

Naughty Dog's own framing of the remaster is that it added "Speech to Vibrations and Cinematic Descriptions, which we previously included in The Last of Us Part I," so the direction of travel is Part I first, sequel second.

Both additions are worth understanding rather than just ticking. Cinematic Descriptions was not written in-house: Naughty Dog partnered with Descriptive Video Works, a service whose background is television, film and game trailers, and shipped the description track across the game's localised languages. Speech to Vibrations plays spoken dialogue through the DualSense as vibration, so a deaf player can feel the delivery of a line — the emphasis and rhythm the subtitle cannot carry — alongside the text.

Naughty Dog also states that No Return, the roguelike mode, "integrates a number of Part II Remastered's accessibility features," so the settings are not campaign-only. What No Return actually is lives in the No Return guide.

PC changes the control half

Part II Remastered reached PC on April 3, 2025, and the control accessibility grew there rather than shrinking. Naughty Dog's PC feature rundown lists "full control remapping, primary and secondary bindings for keyboard and mouse control, an adaptive mode that allows players to combine keyboard and controller inputs, and more." Secondary bindings and a keyboard-plus-controller adaptive mode are meaningful for anyone running a one-handed layout or a mixed input rig, and Naughty Dog lists both as PC-release features.

The DualSense is supported on PC with full haptic feedback, with the caveat Naughty Dog states plainly: a wired connection is required for the full range of DualSense features. That matters for Speech to Vibrations and the vibration cue options, which are haptic features first.

Which platform runs which release is its own tangle — the versions guide has the full table.

Quick Action Checklist

  • Open Options > Accessibility. Anything you have already changed carries a dot next to its name.
  • Start from a preset if one matches your needs, then tweak. Presets are a starting configuration, not a lock, and the published preset lists are examples rather than the complete set of switches.
  • Blind and low-vision: Text-to-Speech / Screen Reader, High Contrast Display, Navigation Assistance and Enhanced Listen Mode together (hold R1, Square for enemies, Circle for pickups, L3 to head for the last scan), Ledge Guard, Skip Puzzle Option.
  • Deaf and hard of hearing: Subtitles set to Story + Combat Dialogue, Subtitle Names and Direction on, Awareness Indicators set to Always, Combat Vibration Cues.
  • Fine-motor and one-handed: Control Scheme Right Hand Only or Left Hand Only, Repeated Button Presses and Melee Combos set to Hold, Aiming Mode and Listen Mode set to Toggle, Auto Pick-Up, Lock-On Aim with the strength slider tuned.
  • Motion sickness: Camera Shake and Motion Blur down, Dolly Zoom Effect off, Persistent Center Dot on. Field of View is in this section, not in the display settings.
  • Looking for audio description? It is Making Of > Commentary > Toggle Cinematic Descriptions, not the Accessibility menu — and it exists in Part I and Part II Remastered, not in the 2020 PS4 release.
  • On PC, check the secondary bindings and adaptive mode in the control settings, and wire up a DualSense if you want the haptic cue options at full strength.

Frequently Asked Questions

How many accessibility options does The Last of Us Part 2 have?
Naughty Dog says The Last of Us Part II has "more than 60 accessibility settings." Its own published feature list names 91 entries in total: 82 accessibility options across eleven menus, three preset switches for vision, hearing and motor needs, and six Game Difficulty entries the same document files under accessibility. The gap between the two figures is whether you count nested sliders such as Lock-On Strength, Scan Range and the six Audio Volumes channels as separate options or as part of their parent setting.
What do the accessibility presets in The Last of Us Part 2 turn on?
The Last of Us Part II has three presets. The Vision preset enables Text-to-Speech, High Contrast Display, HUD Scale Large, Lock-On Aim set to Auto-Target, Traversal and Combat Audio Cues, Navigation and Traversal Assistance, Ledge Guard, Enhanced Listen Mode, Invisible While Prone set to Unlimited and the Skip Puzzle Option. The Hearing preset enables Awareness Indicators, Pick-Up Notifications, Dodge Prompts set to Frequent, Subtitles set to Story + Combat, subtitle Names and Direction, and Combat and Guitar Vibration Cues. The Motor preset enables Lock-On Aim set to Auto-Target, Auto Weapon Swap, Auto Pick Up, Camera Assist, Navigation and Traversal Assistance, Ledge Guard, Infinite Breath, Repeated Button Presses and Melee Combos set to Hold, Weapon Sway off and the Skip Puzzle Option. Naughty Dog lists these as examples rather than a complete set, and the Vision and Motor presets also make unlisted adjustments in the Combat Accessibility menu.
Does The Last of Us Part 2 have audio descriptions?
The Last of Us Part II Remastered has audio description, called Cinematic Descriptions, and so does The Last of Us Part I. It is not in the Accessibility menu: the path Naughty Dog gives is Making Of, then Commentary, then Toggle Cinematic Descriptions, and it provides a spoken description of key visual elements in each cutscene. The original 2020 PS4 release of Part II does not have it — Naughty Dog added Cinematic Descriptions and Speech to Vibrations to the remaster after shipping both in Part I first.
How do you turn on lock-on aim in The Last of Us Part 2?
Lock-On Aim in The Last of Us Part II is at Options, then Accessibility, then Alternate Controls, then Lock-On Aim, with values Off, On and Auto-Target. On locks onto enemies who are on screen; Auto-Target also locks onto enemies who are off screen. A separate Lock-On Strength slider from 1 to 10 tunes the pull. Lock-on for thrown items is a different setting called Arc-Throw Lock-On in the same submenu and must be enabled separately, and in stealth it deliberately aims bricks and bottles slightly away from enemies so they work as distractions. Lock-On Targeting is included in both the Vision and the Motor accessibility presets.
How does Enhanced Listen Mode work in The Last of Us Part 2?
Enhanced Listen Mode is at Options, then Accessibility, then Navigation and Traversal in The Last of Us Part II. With it enabled you hold R1 for listen mode and then press Square to scan for enemies or Circle to scan for pickups; the scan returns audio cues at the target location and the pitch of the cue changes with the target height relative to you. Two sliders tune it: Scan Range from 10m to 30m and Scan Time from 1s to 5s. If Navigation Assistance is also on, pressing L3 while in listen mode points you toward the most recently scanned target rather than toward story progression.
Where is the field of view setting in The Last of Us Part 2?
Field of View in The Last of Us Part II is in the Motion Sickness section of the Accessibility menu, not in the display or graphics settings. It is a slider from -5 to +5 that widens or narrows the third-person camera. The same section holds Camera Distance on the same -5 to +5 scale, Camera Shake and Motion Blur on 1-to-10 sliders, and on/off toggles for the Dolly Zoom Effect, Full Screen Effects and a Persistent Center Dot.

Keep Reading

Sources & Further Reading
Last updated September 12, 2026.

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