Uncharted 4: A Thief’s End Saw 9.5m Players Use an Accessibility Option

Ben Bayliss2 minute read

Earlier this week, many players were celebrating the fifth anniversary of Uncharted 4: A Third’s End and reminiscing on the franchise. Taking to Twitter, developer Naughty Dog posted a celebratory tweet featuring accessibility statistics.

Admittedly, the handwriting of the illustration is hard to read and originally I gave up reading the first page until Ian Hamilton tagged me, nudging me to the statistic about accessibility (Thanks!). But as part of the anniversary celebrations that took place on May 10, 2021, Naughty Dog revealed that 9.5 million players used an accessibility option in Uncharted 4: A Thief’s End.

Uncharted 4: A Thief’s End saw a great number of accessibility efforts throughout development, with Naughty Dog even releasing a video to showcase the work that went into ensuring the title was accessible.

For an example of what was available, in an accessibility menu, player’s were able to turn on camera assists, and lock-on aiming. Subtitles could be flicked on, and quick-time events could be achieved by tap or hold inputs.

The video below features DAGERSystem’s Josh Straub, who worked on the Uncharted title. Josh also spoke with CIPT about his role as a consultant in Naughty Dog’s The Last of us Part 2.

Uncharted 4: A Thief’s End launched back in 2016 and was the last main instalment for the franchise, with a standalone expansion launching in 2017.

There are other statistics on the tweet that aren’t relevant to accessibility, but instead a bit of fun. Such as the revelation that 9.8 million players played with the lemur in the market. There has been a recorded 13.3 million multiplayer players, while 7.5 million players played Marco Polo. 2 million played climbed to the top of the Clocktower, while 12 million hit all targets in the attic with the toy gun. Also, 2 million took a photo of Sully.

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Ben
BaylissEditor-in-ChiefHe/Him

Ben is the one in charge of keeping the content cogs at Can I Play That? turning. Deafness means that he has a focus on discussing captions, but with experience in consultancy and advocacy, he covers what bases he can. Having written about accessibility in video games at DualShockers, GamesRadar+, GamesIndustry.biz, Wireframe, and more he continues his advocacy at CIPT. He was actually awarded a Good Games Writing award for an article he wrote here! He enjoys a range of games, but anything that’s open-world and with a photo mode will probably be his cup of tea. You can get in touch with him at: ben@caniplaythat.com

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