Nintendo’s Switch 2: A Game-Changer in Accessibility Design
Following much anticipation, speculation, and leaks, Nintendo officially introduced the Switch 2 in a Direct presentation. The unveiling included trailers for upcoming games like Mario Kart World, Donkey Kong Bananza, as well as exclusive Nintendo GameCube titles available on Switch 2 Online. Importantly, we also got a detailed look at the system itself. From an accessibility standpoint, it’s clear that the Switch 2 is a significant improvement over its predecessor in nearly every aspect.
Some time ago, I shared my predictions for accessibility features on Nintendo’s newest console. I hoped for enhanced accessibility options, improved Joy-Con controller functionality, and inclusive design practices. To my delight, Nintendo not only fulfilled these wishes but also went above and beyond. In this Access Designed review, let’s explore the exciting and confirmed accessibility features of the Switch 2.
New Accessibility Features
While the Direct didn’t provide many specifics on accessibility options, Nintendo did release an accessibility page outlining various returning and new features. Customizable controls, a familiar feature, are back and operate similarly to the original Switch. Users can now adjust text size across three variations and also utilize High Contrast and change display colors. Zoom functionality, crucial for players with visual impairments, has also returned. The most notable addition is the introduction of a “Screen Reader” setting.
For individuals with visual impairments, tools like Text-to-Speech are essential for navigation. Although currently limited to the HOME menu and system settings, the Screen Reader feature empowers disabled players to independently navigate the Switch 2. Users can select different voices, read speeds, and adjust volume levels within this setting. While it remains uncertain if games will support these tools, Nintendo’s recognition of its disabled audience is a positive step forward, sparking curiosity about the company’s future accessibility initiatives.
Innovative Features
Beyond traditional accessibility settings, Nintendo showcased an innovative tool that enhances both gameplay depth and accessibility for players with cognitive, physical, and visual impairments. The Nintendo Switch App now includes Zelda Notes, a companion app for games like Breath of the Wild and Tears of the Kingdom. Through the Navigation feature, players can locate shops, points of interest, and hidden items using a GPS-like interface with audio cues and voices. While not perfect in every aspect, this app significantly aids blind/low vision individuals in navigating the game world and reduces cognitive strain.
A standout feature of the app is the Autobuild Sharing tool, allowing players to share custom creations seamlessly. By scanning a QR code, disabled gamers can quickly access and build intricate in-game structures, fostering a more inclusive and collaborative gaming environment.
Users can now easily build Zonai machinery in Tears of the Kingdom using a new tool that simplifies the process. By providing the necessary materials, players can construct these contraptions without struggling with complex control layouts and buttons. This tool embraces inclusive design, a feature that Nintendo has been praised for in the past.
Moreover, disabled individuals can share items through Item Sharing, a feature similar to Autobuild Sharing. By scanning a QR code, players can quickly access items sent by friends, eliminating the need to search extensively for weapons and food. While these improvements do not make Breath of the Wild and Tears of the Kingdom fully accessible, they represent significant progress.
A notable surprise is the introduction of Drag X Drive, a game resembling Rocket League where players control characters in manual wheelchairs on a basketball court. This not only enhances disability representation but also showcases the new mouse control feature on the Switch 2. By utilizing Joy-Con controllers sideways, players can navigate like a computer mouse, offering diverse playing options for disabled gamers.
Nintendo’s continuous innovation in controller usage, including a wide range of controller types for the Switch and Switch 2, reflects their dedication to accessibility. Despite the high cost of the Switch 2, the company’s commitment to enhancing accessibility features demonstrates their ongoing efforts to support inclusive design in gaming.
While Nintendo has yet to release a first-party accessible device like the Xbox Adaptive Controller or PlayStation Access Controller, they are pioneering innovative ways for disabled individuals to enjoy gaming. Collaborating with other developers to introduce standardized accessibility tags further underscores their dedication to advancing accessibility in the gaming industry.
Grant Stoner, a disabled journalist specializing in accessibility and the disabled perspective in video games, praises Nintendo’s initiatives. When not writing, he shares his passion for Pokémon and his cat, Goomba, on Twitter.