"Switch 2: A Major Leap in Accessibility Design by Nintendo"
After months of intense speculation, rumors, and leaks, Nintendo finally unveiled the Switch 2 during its own Direct event. This reveal not only introduced us to exciting new games like Mario Kart World, Donkey Kong Bonanza, and exclusive Nintendo GameCube titles for Switch 2 Online but also provided a comprehensive look at the system itself. From an accessibility standpoint, I'm thrilled to report that the Switch 2 represents a significant upgrade over its predecessor in nearly every aspect.
Several months ago, I shared my accessibility predictions for Nintendo's latest console, hoping for more robust accessibility options, enhanced Joy-Con functionality, and innovative inclusive design practices. To my delight, Nintendo not only met these expectations but exceeded them with additional features. Let's delve into the confirmed accessibility enhancements of the Switch 2 in this Access Designed segment.
New Accessibility Settings
The Direct event showcased limited tangible accessibility options, primarily focusing on fully customizable controls for each virtual GameCube game, tailored to the system settings. However, Nintendo released an extensive accessibility page that details both returning and new features.
Fully customizable controls make a return, functioning similarly to the original Switch. The ability to adjust text size to three different variants is back, with the added options of High Contrast and the ability to change general display colors. The essential Zoom functionality for blind and low vision players is also included. But the most exciting addition is the new "Screen Reader" setting.
For blind and low vision individuals, features like Text-to-Speech are crucial for navigating menus and settings. While the Screen Reader is limited to the HOME menu and system settings, it's a vital tool that enables disabled players to navigate the Switch 2 independently. The feature includes options for different voices, read speeds, and volume levels. Although it's unclear whether individual games will support these tools or offer their own accessibility features, Nintendo's recognition of its disabled audience is encouraging and signals a promising future for accessibility within the company.
Innovative Design
Nintendo introduced an inclusive tool within the newly named Nintendo Switch App, which not only enriches a beloved franchise but also significantly enhances cognitive, physical, and blind/low vision accessibility. The Zelda Notes companion app for Breath of the Wild and Tears of the Kingdom includes a Navigation feature that helps players locate shops, points of interest, and even elusive Koroks using a GPS-like interface. With audio cues and voices, the app guides players to their selected destination, aiding blind and low vision individuals in navigating the expansive game world and reducing cognitive overload.
For cognitive, blind/low vision, and physically disabled players, the app's Autobuild Sharing tool is particularly beneficial. By scanning a QR code, players can automatically construct custom Zonai tech creations if they have the necessary materials. This feature alleviates the challenges I faced 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 construction process itself. This is a testament to Nintendo's commitment to inclusive design, which I've consistently praised in the past.
Additionally, the Item Sharing feature, similar to Autobuild Sharing, allows disabled players to share items with one another by scanning a QR code. This reduces physical strain by eliminating the need to constantly search the game world for essential items like weapons and food. While these features don't make Breath of the Wild and Tears of the Kingdom fully accessible, they represent a significant step forward in enhancing the gaming experience for disabled players.
Wheelchair Sports
The most surprising announcement was Drag X Drive, a Rocket League-inspired 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 few new hardware changes in the Switch 2: mouse control.
By turning the Joy-Con on its side, players can move the controller across any surface, mimicking the functionality of a computer mouse. While the exact force required to move the cursor remains unknown, this new method of control promises to offer accessibility benefits for a wide range of disabled players. Combined with the variety of controller types already available for the Switch and Switch 2, Nintendo continues to innovate in how players can interact with their games.
As a lifelong Nintendo fan, I'm incredibly excited about the Switch 2. Although the price tag of around $450 gives me pause, my passion for gaming began with Nintendo, and each new system brings exciting advancements in accessibility and inclusive design. While Nintendo hasn't yet released a first-party accessible controller like the Xbox Adaptive Controller or PlayStation Access Controller, it's making strides in its own unique way. Coupled with Nintendo's recent commitment to standardized accessibility tags in collaboration with other developers, I'm confident that Nintendo will continue to elevate accessibility standards in the gaming industry.





