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 a significant upgrade over its predecessor in nearly 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 delight, Nintendo not only met but exceeded these expectations. For this Access Designed, let’s delve into the exciting and confirmed accessibility features of the Switch 2.
New Accessibility Settings
The Direct showcased limited tangible accessibility options, primarily featuring fully customizable controls for each virtual GameCube game, tailored to system settings. However, Nintendo released a comprehensive accessibility page detailing both returning and new features.Fully customizable controls return, functioning similarly to the original Switch. Settings to adjust text size to three different variants are back, now with the added ability to implement High Contrast and change general display colors. The essential Zoom functionality also makes a comeback, crucial for blind/low vision players. Yet, the standout feature is the new “Screen Reader” setting.
For blind/low vision individuals, settings like Text-to-Speech are vital for navigating menus and settings. Available for the HOME menu and system settings, this feature is a game-changer, enabling disabled players to independently navigate the Switch 2. Users can choose from different voices, adjust read speeds, and set volume levels. While we still don't know if individual games will support these tools or have their own accessibility offerings, Nintendo's commitment to its disabled audience is a promising sign for the future of accessibility at the company.
Innovative Design
While not within a specific menu, Nintendo introduced an inclusive tool that not only enriches a beloved franchise but also significantly enhances cognitive, physical, and blind/low vision accessibility. Within the revamped Nintendo Switch App, Zelda Notes serves as a companion app for Breath of the Wild and Tears of the Kingdom. The Navigation feature in the app allows players to locate shops, areas of interest, and elusive Koroks using a GPS-like UI. With audio cues and voices, the app directs players to their selected locations. Although it doesn't aid in precise navigation or combat, it greatly assists blind/low vision individuals in navigating the overworld and reduces the cognitive burden of traversing vast landscapes.For cognitive, blind/low vision, and physically disabled players, the app's Autobuild Sharing tool is particularly beneficial. By scanning a QR code, disabled individuals can automatically build Zonai machines if they have the required materials. This feature was a lifesaver for me, as I struggled with the control layout and button requirements for building Zonai machinery in Tears of the Kingdom. Now, I only need to focus on gathering materials, not the building process. This exemplifies Nintendo's commitment to inclusive design, which I've long admired.
Additionally, disabled players can share items through Item Sharing, similar to Autobuild Sharing. By scanning a QR code, I can instantly access items sent by friends, reducing physical strain from scouring the world for resources. While this doesn't make Breath of the Wild and Tears of the Kingdom fully accessible, it's a significant step forward.
Wheelchair Sports
The most surprising announcement was Drag X Drive, a Rocket League-esque game where players control characters in manual wheelchairs on a basketball court. This not only showcases proper disability representation but also highlights one of the Switch 2's new hardware features—mouse control.By flipping the Joy-Con on its side, players can move the controller across any surface, simulating a computer mouse. While we still don't know the required force to move the cursor (my ultrawide monitor's mouse has a DPI of 6400 for comparison), this new way to play promises 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 available on the Switch and Switch 2, Nintendo continues to innovate with controller usage.
As a lifelong Nintendo fan, I'm beyond excited for the Switch 2. Although I'm hesitant to spend upwards of $450 on the system, my love for gaming began with Nintendo. Each new system brings exciting accessibility enhancements, demonstrating 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, creating 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 see Nintendo continue to elevate accessibility for the better.