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 perhaps more importantly, we got a comprehensive look at the system itself. From an accessibility perspective, I'm thrilled to report that the Switch 2 represents a significant upgrade over its predecessor in nearly every aspect.
Several months ago, I explored my accessibility predictions for Nintendo’s latest console. I hoped for more robust accessibility offerings, 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. In this Access Designed, let’s delve into the exciting and *confirmed* accessibility features of the Switch 2.
New Accessibility Settings
The Direct provided limited information on tangible accessibility options, aside from fully customizable controls for each virtual GameCube game, which aligns with the system settings. However, Nintendo released an accessibility page that outlines a range of returning and new features.Fully customizable controls are back and function just as they did on the original Switch. The ability to adjust text size to three different variants returns, enhanced with the addition of High Contrast and customizable display colors. The Zoom functionality, crucial for blind and low vision players, also makes a return. But the most exciting addition is the new “Screen Reader” setting.
Blind and low vision individuals often rely on Text-to-Speech to navigate menus and settings. The Screen Reader, available for the HOME menu and system settings, is a vital tool that empowers disabled players to independently navigate the Switch 2. It comes with options to select different voices, adjust reading speeds, and set volume levels. While we still don't know if individual games will support these tools or offer their own accessibility features, Nintendo’s recognition of their disabled audience is a positive development that sparks optimism about the future of accessibility at the company.
Innovative Design
While not listed within a specific menu, Nintendo introduced an inclusive tool that not only enriches a beloved franchise but also significantly improves cognitive, physical, and blind/low vision accessibility. The renamed Nintendo Switch App now includes Zelda Notes, a companion app for Breath of the Wild and Tears of the Kingdom. The app's Navigation feature enables players to locate shops, points of interest, and even elusive Koroks using a GPS-like UI. With audio cues and voice guidance, the app directs players to their chosen location. Though it doesn't assist with precise navigation or enemy encounters, it greatly aids blind and low vision individuals 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 allows users to share custom Zonai tech creations. By scanning a QR code, disabled individuals can automatically construct a Zonai machine if they possess 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 construction process itself. This is all achieved through inclusive design, a practice I've consistently commended Nintendo for in the past.
Additionally, disabled individuals can share items with each other via the Item Sharing feature, which works similarly to Autobuild Sharing. By scanning a QR code, I can instantly access items sent by friends, reducing physical strain by eliminating the need to search the world for weapons and food. While this doesn't make Breath of the Wild and Tears of the Kingdom fully accessible, it's a remarkable step forward.
Wheelchair Sports
The most surprising announcement for me was Drag X Drive, a game reminiscent of Rocket League, 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 turning 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 unknown (for context, my mouse on an ultrawide monitor has a DPI of 6400), this new method of play will undoubtedly offer accessibility benefits to a wide range of disabled players. It's exciting to envision how Nintendo will further utilize this feature, but more importantly, it provides yet another tool for disabled individuals. Coupled with the variety of controller types available on the Switch and Switch 2, Nintendo continues to innovate in controller usage.
As a Nintendo enthusiast, I'm incredibly excited for the Switch 2. While I'm hesitant about the potential cost of up to $450 for the system, my passion for gaming began with Nintendo. With each new console, exciting accessibility enhancements demonstrate 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 to offer new ways to play for disabled individuals. Combined with the recent announcement of Nintendo joining other developers to create standardized accessibility tags, I believe we'll see Nintendo continue to elevate accessibility standards for the better.