After months of intense speculation, rumors, and leaks, Nintendo has fully unveiled the Switch 2 through its own Direct presentation. Not only did we receive trailers for exciting new games like Mario Kart World, Donkey Kong Bonanza, and even Nintendo GameCube games exclusive to Switch 2 Online, but we also got an in-depth look at the system itself. I'm thrilled to report that, from an accessibility perspective, the Switch 2 is a significant upgrade over its predecessor in nearly every aspect.
A few months ago, I explored my accessibility predictions for Nintendo's latest console. I hoped for more robust accessibility options, better utilization of Joy-Con controllers, and unique inclusive design practices. To my delight, Nintendo not only met these expectations but exceeded them with additional features. Let's dive into the exciting and confirmed accessibility enhancements of the Switch 2.
New Accessibility Settings
The Direct itself didn't showcase many tangible accessibility options, except for fully customizable controls for each virtual GameCube game, which respect the system settings. Instead, Nintendo released a comprehensive accessibility page detailing both returning and new features.The fully customizable controls are back, functioning exactly as they did on the original Switch. Settings to adjust text size to three different variants are also returning, now with the added ability to implement High Contrast and change general display colors. The Zoom functionality, essential for blind/low vision players, is making a comeback as well. However, the most exciting addition is the new "Screen Reader" setting.
Blind/low vision individuals often rely on Text-to-Speech settings to navigate menus and settings. The Screen Reader, available for the HOME menu and system settings, is a vital tool that enables disabled players to independently navigate the Switch 2. It comes with options to choose different voices, adjust reading speeds, and set volume levels. While it's unclear if individual games will support these tools or have their own accessibility offerings, Nintendo's recognition of its disabled audience is a promising sign and sparks my interest in the future of accessibility at the company.
Innovative Design
While not found within a specific menu, Nintendo advertised a new inclusive tool that not only enriches a beloved franchise but also significantly enhances cognitive, physical, and blind/low vision accessibility. Within the renamed Nintendo Switch App, you'll find Zelda Notes, a companion app for *Breath of the Wild* and *Tears of the Kingdom*. The Navigation option in the app allows players to locate shops, areas of interest, and even the elusive Korok seeds within a GPS-like UI. The app, equipped with audio cues and voices, guides players to the exact location of their chosen object. Though it doesn't assist with precise navigation or enemy encounters, it helps blind/low vision individuals explore the overworld and reduces the cognitive burden 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 construct a Zonai machine if they have the required materials. This feature alleviates the challenges I faced with the control layout and button combinations needed to build Zonai machinery in Tears of the Kingdom. Now, I only need to focus on gathering materials, not the actual construction process. This exemplifies Nintendo's commitment to inclusive design, which I've consistently praised in the past.
Additionally, disabled players can share items with each other through Item Sharing, a feature similar to Autobuild Sharing. By scanning a QR code, I can instantly access items sent by friends, reducing the physical strain of searching the world for weapons and food. While this doesn't make Breath of the Wild and Tears of the Kingdom fully accessible, it represents a significant step forward.
Wheelchair Sports
The most surprising announcement for me was *Drag X Drive*, a game similar to *Rocket League* 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 few new hardware changes in the Switch 2—mouse control.By flipping the Joy-Con on its side, players can move the controller across any surface, making it function like a computer mouse. Although we don't yet know the required force to move the cursor (for comparison, my mouse on my ultrawide monitor has a DPI of 6400), any new way to play will undoubtedly offer accessibility benefits for a range of disabled players. It's exciting to imagine how Nintendo will utilize this new 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 incredibly excited about the Switch 2. While I'm hesitant to spend upwards of $450 for the system, my love for gaming began with Nintendo. With each new system, they introduce exciting accessibility additions that demonstrate their commitment to accessibility and inclusive design. Although we still don't have a first-party accessible device like the Xbox Adaptive Controller or PlayStation Access Controller, Nintendo is innovating in its own way by introducing new ways to play for disabled individuals. Coupled with the recent announcement of Nintendo joining other developers to create standardized accessibility tags, I believe we'll continue to see Nintendo elevate accessibility to new heights.