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"Switch 2: A Major Leap in Accessibility for Nintendo"

Author : Benjamin Update:May 05,2025

After months of swirling rumors and tantalizing leaks, Nintendo has finally pulled back the curtain on the Switch 2 during a dedicated Direct presentation. Not only did fans get treated to thrilling trailers for new titles like Mario Kart World, Donkey Kong Bonanza, and even exclusive Nintendo GameCube games for Switch 2 Online, but the spotlight also shone brightly on the console itself. From an accessibility standpoint, I'm thrilled to share that the Switch 2 represents a significant leap forward from its predecessor across nearly every dimension.

Months ago, I delved into my accessibility predictions for Nintendo's latest console. I hoped for more robust accessibility options, enhanced Joy-Con functionality, and innovative inclusive design practices. To my delight, Nintendo not only met but exceeded these expectations, introducing features that truly enhance the gaming experience for everyone. In this edition of Access Designed, let's dive into the exciting and confirmed accessibility features of the Switch 2.

New Accessibility Settings

PlayThe Direct showcased a limited array of tangible accessibility options, mainly highlighting fully customizable controls for each virtual GameCube game, tailored to system settings. However, Nintendo has since unveiled an accessibility page that outlines a comprehensive list of both returning and new accessibility features.

Customizable controls make a welcome return, functioning similarly to those on the original Switch. The ability to adjust text size across three variants is back, now enhanced with options for High Contrast and customizable display colors. The Zoom feature, crucial for players with visual impairments, also returns. But the real game-changer is the introduction of a "Screen Reader" setting.

For individuals who are blind or have low vision, features like Text-to-Speech are essential for navigating menus and settings. Although the Screen Reader is currently limited to the HOME menu and system settings, its inclusion is a significant step forward. It empowers disabled players to navigate the Switch 2 independently, with options to customize voices, reading speeds, and volume levels. While we await details on whether individual games will integrate these tools or offer their own accessibility features, Nintendo's focus on its disabled community is a promising sign for the future of accessibility within the company.

Innovative Design

PlayBeyond specific menu options, Nintendo introduced an inclusive tool within the revamped Nintendo Switch App called Zelda Notes, designed for use with Breath of the Wild and Tears of the Kingdom. The app's Navigation feature allows players to pinpoint shops, areas of interest, and even elusive Koroks using a GPS-like interface. Complete with audio cues and voices, this tool guides players directly to their chosen destination. While it may not assist with precise navigation or combat, it significantly aids blind/low vision players in exploring the vast game world, easing the cognitive burden of extensive travel.

For cognitive, blind/low vision, and physically disabled players, the app's Autobuild Sharing tool is a game-changer. It enables players to share custom Zonai tech creations by scanning a QR code, allowing disabled individuals to automatically construct these machines if they possess the necessary materials. This feature alleviated my personal struggles with the complex control layouts required to build Zonai machinery in Tears of the Kingdom. Now, I can focus solely on gathering materials, bypassing the intricate building process. This exemplifies Nintendo's commitment to inclusive design, a principle I've long admired in their work.

Moreover, the Item Sharing feature, similar to Autobuild Sharing, allows players to exchange items via QR codes, reducing the physical effort needed to search the game world for essential supplies. While these features don't make Breath of the Wild and Tears of the Kingdom fully accessible, they represent substantial progress.

Wheelchair Sports

PlayThe most unexpected announcement was Drag X Drive, a Rocket League-inspired game where players control characters in manual wheelchairs on a basketball court. This not only highlights proper disability representation but also showcases one of the Switch 2's innovative hardware changes: mouse control.

By flipping the Joy-Con on its side, players can use it as a mouse, gliding it across any surface to control the cursor. While we're still unsure about the required force to move the cursor, this new method of interaction promises to enhance accessibility for a wide range of disabled players. Combined with the existing variety of controllers available for the Switch and Switch 2, Nintendo continues to push the boundaries of controller usage and inclusive gaming experiences.

As a lifelong Nintendo enthusiast, I'm incredibly excited about the Switch 2. Although I'm somewhat hesitant about its $450 price tag, my gaming journey began with Nintendo, and each new system brings exciting accessibility enhancements that underscore the company's dedication to inclusivity. While Nintendo has yet to introduce a first-party accessible controller akin to the Xbox Adaptive Controller or PlayStation Access Controller, they're forging their own path with innovative ways to play for disabled individuals. Coupled with Nintendo's recent commitment to standardized accessibility tags alongside other developers, I'm confident that Nintendo will continue to lead the charge in elevating accessibility in gaming.

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