After months of intense speculation, numerous rumors, and constant leaks, Nintendo has officially unveiled the Switch 2 with a dedicated Direct presentation. We were treated to trailers for exciting new titles such as Mario Kart World, Donkey Kong Bonanza, and exclusive Nintendo GameCube titles available through Switch 2 Online. More importantly, we got a detailed look at the console itself. From an accessibility standpoint, I'm pleased to report that the Switch 2 represents a clear and comprehensive upgrade over its predecessor in nearly every imaginable way.
A few months prior, I outlined my accessibility predictions for Nintendo's next console. I hoped for more robust accessibility features, better utilization of the Joy-Con controllers, and unique inclusive design practices. To my surprise, Nintendo has addressed every single wish and even added some extra features. In this Access Designed feature, let's take a closer look at the exciting and now confirmed accessibility enhancements of the Switch 2.
New Accessibility Settings
The Direct presentation itself revealed little about specific accessibility options, aside from fully customizable controls for each virtual GameCube game, which align with the system-level settings. However, Nintendo released a detailed accessibility page listing a wealth of returning and brand-new features.
Fully customizable controls are making a comeback, functioning precisely as they did on the original Switch. The option to adjust text size across three different levels also returns, now with the added ability to enable High Contrast mode and modify general display colors. The Zoom function is also returning, an essential tool for blind and low vision players. Perhaps the most significant surprise from Nintendo is the introduction of a new "Screen Reader" setting.
Blind and low vision users often rely on features like Text-to-Speech to navigate menus and system settings. While this feature is currently confirmed for the HOME menu and system settings only, it is a vital accessibility tool that empowers disabled players to use the Switch 2 independently. The Screen Reader comes with options to select different voices, adjust reading speeds, and control volume levels. It remains to be seen whether individual games will support these system-level tools or include their own accessibility features. Nevertheless, Nintendo's clear acknowledgment of its disabled audience is a welcome development and certainly piques my interest regarding the company's future commitment to accessibility.
Innovative Design
While not part of a specific system menu, Nintendo showcased a new inclusive tool that enriches a beloved game series while dramatically improving cognitive, physical, and blind/low vision accessibility. Within the renamed Nintendo Switch App is Zelda Notes, a companion application for Breath of the Wild and Tears of the Kingdom. Using the Navigation feature in the app, players can choose to locate shops, points of interest, and even those elusive Koroks through a GPS-like interface. The app, which provides audio cues and voice directions, guides players directly to their chosen destination. Although it's not perfect—as it doesn't assist with precise navigation or enemy encounters—it greatly helps blind and low vision players traverse the overworld and reduces the cognitive load associated with exploring such a vast environment.
For players with cognitive, blind/low vision, and physical disabilities, another valuable app feature is the Autobuild Sharing tool. This allows players to share their custom Zonai device creations. By scanning a QR code, disabled individuals can automatically construct a Zonai machine if they have the necessary materials. Personally, I struggled significantly with the complex control layout and specific button combinations required to build Zonai contraptions in Tears of the Kingdom. Thanks to this new tool, I only need to focus on gathering materials, eliminating the challenging building process. This is a prime example of inclusive design, an area where I have consistently praised Nintendo.
Furthermore, disabled players can share items directly with each other using the Item Sharing feature, which works similarly to Autobuild Sharing. By scanning a QR code, I can instantly receive items sent by friends, which reduces physical strain by eliminating the need to constantly search the game world for weapons and food. Does this make Breath of the Wild and Tears of the Kingdom completely accessible? Not entirely. However, it represents a remarkable step in the right direction.
Wheelchair Sports
For me, the biggest surprise was undoubtedly the announcement of Drag X Drive, a Rocket League-inspired game where players control characters in manual wheelchairs on a basketball court. This surprising reveal is not only a fantastic way to showcase authentic disability representation, but it also highlights one of the few new hardware innovations on the Switch 2: mouse control.
By placing the Joy-Con on its side, players can move the controller across any surface, making it function similarly to a computer mouse. While we don't yet know the exact amount of force required to move the cursor—for context, my mouse for an ultrawide monitor has a DPI of 6400—this new method of interaction will undoubtedly offer accessibility benefits for a wide range of disabled players. It's exciting to imagine how Nintendo will leverage this feature, but more importantly, it provides disabled individuals with yet another way to play. When combined with the wide variety of controller types already supported on the Switch and Switch 2, it's clear that Nintendo continues to innovate in controller functionality.
As a lifelong Nintendo fan, I am incredibly excited about the Switch 2. While I am admittedly hesitant about the potential $450 price tag, my passion for gaming started with Nintendo. Each new console brings exciting accessibility improvements that further demonstrate Nintendo's commitment to accessibility and inclusive design. Although Nintendo has not yet released a first-party accessible device like the Xbox Adaptive Controller or the PlayStation Access Controller, the company is carving its own path by innovating with new play options for disabled individuals. When you combine these innovations with the recent news of Nintendo collaborating with other developers on standardized accessibility tags, I am confident we will see Nintendo continue to advance and elevate accessibility for the better.