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 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 minimal tangible accessibility options, aside from fully customizable controls for each virtual GameCube game, tailored to the system settings. However, Nintendo released a comprehensive accessibility page detailing both returning and new features.Fully customizable controls are back, functioning similarly to the original Switch. Settings to adjust text size to three different variants return, now with the added ability to implement High Contrast and change general display colors. The Zoom functionality, crucial for blind/low vision players, also makes a comeback. Yet, Nintendo’s most significant addition is the new “Screen Reader” setting.
Blind/low vision individuals often rely on Text-to-Speech to navigate menus and settings. While this feature is currently limited to the HOME menu and system settings, it is a vital tool that enables disabled players to navigate the Switch 2 independently. Options to choose different voices, read speeds, and volume levels enhance the Screen Reader's utility. Although it remains unclear whether individual games will support these tools or offer their own accessibility features, Nintendo’s acknowledgment of their disabled audience is a promising sign, sparking my interest in the future of accessibility at the company.
Innovative Design
While not confined to a specific menu, Nintendo introduced a new inclusive tool that not only enriches a beloved franchise but also significantly improves 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 Koroks using a GPS-like UI. The app, equipped with audio cues and voices, guides players directly to their chosen destinations. While it doesn't assist with precise navigation or enemy encounters, it significantly aids blind/low vision players in navigating the overworld, reducing the cognitive burden of traversing vast landscapes.For cognitive, blind/low vision, and physically disabled players, the app's Autobuild Sharing tool is a game-changer. It 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 necessary materials. This feature alleviated my struggles with the complex control layouts and buttons required to build Zonai machinery in Tears of the Kingdom. Now, I only need to focus on gathering materials, not the construction process itself. This exemplifies Nintendo's commitment to inclusive design, a practice I've consistently admired.
Additionally, disabled players can share items with each other through Item Sharing, 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 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, mimicking a computer mouse. While the required force to move the cursor remains unspecified – for comparison, my mouse on my ultrawide monitor has a DPI of 6400 – this new method of control will undoubtedly enhance accessibility for many disabled players. It’s exciting to envision how Nintendo will leverage this feature, but more importantly, it provides another tool for disabled individuals. Combined with the variety of controller types available for the Switch and Switch 2, Nintendo continues to innovate with controller usage.
As a dedicated Nintendo fan, I'm incredibly excited for the Switch 2. While the price tag of upwards of $450 gives me pause, my love of gaming began with Nintendo. Each new system brings exciting accessibility additions that underscore Nintendo’s 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 offering new ways to play for disabled individuals. Coupled with the recent announcement of Nintendo joining other developers to create standardized accessibility tags, I am confident that Nintendo will continue to elevate accessibility standards for the better.