After months of intense speculation, rumors, and leaks, Nintendo fully unveiled the Switch 2 with its own Direct. Not only did we receive trailers for new games like Mario Kart World, Donkey Kong Bonanza, and even Nintendo GameCube games exclusive to Switch 2 Online, but more importantly, we got a good look at the system itself. From an accessibility perspective, I’m thrilled to report that the Switch 2 is undoubtedly an upgrade to its predecessor in almost every way.
Several months ago, I explored my accessibility predictions for Nintendo’s latest console. I wanted more robust accessibility offerings, better usage of Joy-Con controllers, and unique inclusive design practices. To my surprise, Nintendo not only answered every wish but also provided extras. For this Access Designed, let’s examine the exciting and confirmed accessibility features of the Switch 2.
The Direct offered limited tangible accessibility options, aside from fully customizable controls for each virtual GameCube game, which respect the system settings. However, Nintendo released an accessibility page detailing a range of returning and new features.
Fully customizable controls are back, functioning exactly like the original Switch. Settings to adjust text size to three different variants also return, now with the added capability to implement High Contrast and change general display colors. The Zoom functionality, essential for blind/low vision players, makes a comeback. Yet, Nintendo’s biggest surprise is the introduction of a new “Screen Reader” setting.
Blind/low vision individuals often rely on settings like Text-to-Speech to navigate menus and settings. While the option is only available for the HOME menu and system settings, this accessibility feature is a vital tool, enabling disabled players to independently navigate the Switch 2. The Screen Reader comes with options to choose different voices, read speeds, and volume levels. Although we still don’t know if individual games will support these tools or come equipped with their own accessibility offerings, Nintendo’s acknowledgment of their disabled audience is a welcome sight and piques my interest regarding the future of accessibility at the company.
While not within a specific menu, Nintendo advertised a new inclusive tool that adds depth to a beloved franchise and vastly improves cognitive, physical, and blind/low vision accessibility. Within the renamed Nintendo Switch App is Zelda Notes, a companion app for Breath of the Wild and Tears of the Kingdom. With the Navigation option in the app, players can locate shops, areas of interest, and even elusive Koroks within the app’s GPS-like UI. The app, equipped with audio cues and voices, directs players to the exact location of their selected object. While not perfect, as it doesn't assist with precise navigation or enemies, it helps blind/low vision individuals navigate the overworld and reduces the cognitive overload of traveling across a vast world.
For cognitive, blind/low vision, and physically disabled players, another feature in the app — the Autobuild Sharing tool — allows players to share their custom Zonai tech creations. By scanning a QR code, disabled individuals can automatically build a Zonai machine if they have the corresponding materials. This tool alleviates the struggle with control layout and required buttons to build Zonai machinery in Tears of the Kingdom. Now, I only need to worry about gathering materials, not the actual building process. This is a testament to Nintendo’s commitment to inclusive design, something I’ve regularly praised them for in the past.
Additionally, disabled individuals can share items with one another through Item Sharing, a feature identical to Autobuild Sharing. By scanning a QR code, I can immediately access items that my friends send me, reducing physical strain by eliminating the need to continuously scour the world for weapons and food. While this doesn’t make Breath of the Wild and Tears of the Kingdom fully accessible, it’s an incredible step forward.
The biggest surprise for me was the announcement of Drag X Drive, a Rocket League-esque game that lets players control characters in manual wheelchairs on a basketball court. This announcement not only showcases proper disability representation but also highlights one of the Switch 2’s few new hardware changes: mouse control.
By flipping the Joy-Con on its side, players can move the controller across any surface, making it behave similarly to a computer mouse. While we still don’t know the exact force required to move the cursor, any new way to play will undoubtedly have accessibility benefits for various disabled players. It’s exciting to imagine how Nintendo will utilize this feature, but more importantly, it’s another tool for disabled individuals. Combined with the multitude of controller types already available on the Switch and Switch 2, Nintendo continues to innovate with controller usage.
As a Nintendo fan, I’m beyond excited for the Switch 2. While I’m hesitant to spend upwards of $450 for the system, my love of gaming began with Nintendo. With each new system comes exciting accessibility additions that continue to demonstrate Nintendo’s commitment to accessibility and inclusive design. While we still don’t have a first-party accessible device like the Xbox Adaptive Controller and PlayStation Access Controller, Nintendo is innovating in its own way by creating new ways to play for disabled individuals. Combined with the recent announcement of Nintendo joining other developers to create standardized accessibility tags, I believe we'll see Nintendo continue to elevate accessibility for the better.