Culture For disabled gamers, ‘The Last of Us Part I’ remake is worth $70

Washington Post (Archive) - August 30, 2022
by, Geoffrey Bunting

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At the end of July, PlayStation unveiled the audio description option for the upcoming remake of “The Last of Us Part I,” which will narrate the game’s cutscenes and offer better accessibility for blind and low-vision players. It’s part of a raft of accessibility features that will be available upon release on Sept. 2. Given that the original game and its remastered edition, released in 2013 and 2014, respectively, offered next to no accessibility options, the reaction from disabled gamers was, understandably, celebratory. A decade after its initial release, “The Last of Us Part I” would finally be playable for large swaths of the video game community.

Excitement soured, however, when non-disabled gamers invaded the Twitter conversation to complain about the $70 price of the game (a complaint that has resurfaced over and over since the price was announced earlier this year). Critics claimed the remake is unnecessary as the game has already been remastered, and that the graphical improvements aren’t pronounced enough to justify a price tag equivalent to many new PlayStation 5 releases. “The Last of Us Part I” remake also doesn’t include the popular Factions multiplayer mode of previous iterations.

But for disabled players, the price is fine, reflecting the cost of what is essentially a completely new experience now that accessibility features have made it playable.

As a disabled gamer and journalist, it was hard to watch the conversation devolve into haggling over features and pricing. So, let’s take a moment to recenter the narrative — to understand the misconceptions driving so much backlash against “The Last of Us Part I” and why the game is important to both the disabled gaming community and the video game industry.

Some non-disabled gamers have labeled “The Last of Us Part I’s” price tag as a “disability tax.” The game’s new accessibility features could have been a free patch for “The Last of Us Remastered,” they argue. This belies a flawed understanding of game development, experts say.

“The [accessibility] features don’t exist in isolation,” Ian Hamilton, an accessibility specialist, told The Washington Post. “The price is for the game. The game just happens to be accessible.”

The engine behind the original “The Last of Us” is over a decade old; its remaster isn’t much younger.

“Trying to hack accessibility into existing codebases and systems later on just multiplies the cost and effort,” Hamilton said.

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It’s also worth noting: “The Last of Us Part II’s” engine, built with accessibility in mind, is right there. The engine allowed “Part II” a level of accessibility unprecedented before in triple-A games, with more than 60 different features ranging from motor options to turn melee combos into holds, navigational assistance and high contrast displays, to various vibration settings and input remapping. It was considered a groundbreaking achievement for accessibility in the industry, and many of these options are being carried over into the “The Last of Us Part I” remake. Sony recently announced the full slate of accessibility options on offer in the remake. In that same blog post, the developer called “The Last of Us Part II’s” accessibility features a “baseline” on which it built the remake.

Despite a more cooperative engine, the process still takes time, effort and resources — obviously — and this is reflected in “The Last of Us Part I’s” MSRP resembling most new PlayStation 5 releases. But for some players, that price is also reflective of being able to play the game for the first time.
“I won’t be paying $70 for accessibility. I’ll be paying $70 for a new game I’ve never played,” Sherry Toh, a disabled journalist, said.

It’s also the first time audio description has been implemented in a triple-A game — despite audio description being available in some form for decades. The feature, which narrates in detail what’s happening in cutscenes to give a better idea of what is happening on screen, allows blind and low-vision players to better engage with the cinematic nature of the franchise’s narrative.

There’s room, of course, to debate whether remakes constitute new, full releases. Objectively, however, “The Last of Us Part I″ remake represents the partial satisfaction of something disabled players have been begging for since the cycle of remakes began.

“There has been a continual call from the community for developers to take the opportunity of remakes as a way to increase accessibility over the originals,” Hamilton said. However, it’s only recently, with games like “The Stanley Parable” and “Diablo II,” that remakes and remasters featuring that improved accessibility have started to emerge.

If that’s not worth $70 to you, that’s okay. “But there are also people for whom it does have enough value to justify buying it,” Hamilton said. “Especially the subset of people for whom it feels like a brand new game.”

cannot understate how important it is that this remake exists,” said SightlessKombat, an accessible gaming and immersive technologies research officer at the Royal National Institute of Blind People in the U.K. who uses the moniker professionally. “Having a game go from unplayable without constant sighted assistance to (potentially) completely playable on the hardest difficulty levels is, in a word, fantastic.

It goes “from a completely unplayable experience into a fully playable one,” SightlessKombat said. “It’s basically an entirely new release.”

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The remake is also coming to PC. This is important as, excellent as the PlayStation 5’s accessibility features are, the DualSense controller has proved to be a major obstacle to disabled players. More accessible hardware is unusable on PS5, and workarounds are promptly patched out by Sony. (Sony did not respond to a request for comment on the matter, but one explanation could be anti-cheating measures; removing the ability for players to use external hardware altogether prevents them from using hardware associated with cheating.) The PS4 controller may have been designed for better accessibility, but even that can’t be used on PS5 games. The move to PC offers a little more room for alternative, more accessible, input options.

The disabled gaming community isn’t exactly a minority. Roughly 15 percent of the global population lives with disability, according to the World Health Organization — that’s about 1 billion people. Attacking disabled gamers isn’t just an attack on a large proportion of gamers; it’s a narrow-minded slight aimed at a community to which we may all belong at some point.

There are a variety of scenarios in which players may find themselves suddenly dependent on these features to play their favorite games, said SightlessKombat, such as if they break their arm or suffer from vision loss. “These scenarios shouldn’t leave people unable to enjoy the pastime they love,” he said.

Accessibility should be celebrated. Yet, I worry these attacks may have a lasting effect — if not on games themselves, then on the community that wants and needs them.

“I don’t think the social media shenanigans would discourage similar projects in the future,” Hamilton said. “But discouraging disabled people from celebrating accessibility publicly — yes, I think there’s an element of that.”

For SightlessKombat, it’s a warning “of the need for greater education [about] accessibility and its worth to absolutely every gamer, regardless of whether they realize it or not.”

There will always be ableists in any community; people who can look at something as groundbreaking as “The Last of Us Part I’s” accessibility options and be dissatisfied. That’s sad — and ironic — because disabled gamers are some of the most welcoming people in the gaming space.

While gatekeeping and entitlement do animate some corners of this industry, the aforementioned spirit of graciousness and welcoming is spreading. An accessible remake of a landmark narrative triple-A title — one that has spawned DLC, a sequel, an HBO show and more — is just further proof: Gaming is for everyone.
 
The what of us now? I'm vaguely remembering a game who's sequel was so awful I tried to black it out.
 
I am disabled. I need more time to get some controls to work with my limited movements but i can still play most games fine.

If my only option was TloU i would just stick to audiobooks.
 
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Sony is currently getting backlash for yet again releasing The Last of Us 1 and 2 (in the same box this time) on PS5 (they are already both out on PS5 as well as the console being backwards compatible with the PS4 versions).

Guess how much they're charging for these games you can get for heavily discounted prices, or even free if you already have PlayStation+... $110. Sounds like "value" given that these games were both originally $60 and $70 on PS4 and PS5 respectively, until you think about current prices and how Sony wants over $100 for both of them. Plus if you're the majority of fans that liked 1 and hated 2, you can also already get 1 standalone and pretend 2 never happened instead of buying both. Not to mention that Sony has remastered TRILOGIES on PS3 for one $60 purchase, and raised the standard on PS4 with more packed collections for even lower prices, now they're asking near-full-price per game for games that are already available. They could have remastered any amount of much more forgotten games buried in past consoles, or even the PS Vita.

People are already focused on their negativity towards Nintendo for their sudden price increases (I was at least expecting Switch 2 games to be $70 not $80 or $90) and Sony had the chance to undercut and disrupt them like with the Xbox One (which came out the same year as the first Last of Us game on PS3). Instead they confidently announce how expensive their future is. Not encouraging.
 
Who hasn't played TLOU at this point?
Me. When the first game released I was interested in it, but never got around to playing it right away. Then not long thereafter everyone just started praising this game out of the blue hailing it as a literal gift from God. I got suspicious of the attention because it seemed so transparently astroturfed to me.

I decided not to play it specifically because most of the people jerking the developers off were generally the worst kinds of retard leftist/prog faggots who've systematically destroyed every hobby I've ever dabbled in. I took that as a warning.

A decade and 473 rereleases later, I continue to be proven right.
 
How many times have they released this shitty game now for fuck sake?
Neil Druckmann will keep releasing last of us 1 and 2 until they reach the desired sales goal for last of us 2. If not his balls will be taken as a trophy by Kenichiro Yoshida
 
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What's especially disappointing is that other game companies this decade have been waking up to the fact that more video games exist than just 80s Arcade, Atari 2600, NES, Genesis, SNES, and PlayStation 1/2 games. Sega's giving some of their Mega CD games a whirl on their Genesis/MegaDrive 2. Atari has released Atari 50 which contains games released after the 1980s that aren't just on the Arcade and Atari 2600, but the 5200, 7800, Lynx, Jaguar, and even the computer platforms. Konami has recently realized Turbografx games exist, people want them, and they put out a Turbografx Mini. Nintendo is giving GameCube games another chance on the Switch 2 after ignoring them for generations despite the frequent requests for them. Sony has no shortage of older games and consoles they could easily mine titles of, which get digital PSN releases at best. Instead they choose to re-release a game even the biggest fans have no reason to buy on the same console.

My only presumption is that they're making this about "supporting developers" and giving people a "chance" to buy them for full price, a large chunk of which is going to executives anyway, not artists. And even if it is, what more support do the Last of Us developers need? The series (or I guess the duology) is the darling of the media, already has plenty of budget and development time put into it, and has already given people plenty of chances to buy them already, far more than what the aforementioned other games got. How about supporting THOSE artists?
 
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