"Switch 2: A Major Leap in Accessibility for Nintendo"
After months of intense speculation, rumors, and leaks, Nintendo finally unveiled the Switch 2 in a dedicated Direct. Not only did we get exciting trailers for new titles like Mario Kart World, Donkey Kong Bonanza, and even Nintendo GameCube exclusives for Switch 2 Online, but we also got an in-depth look at the system itself. From an accessibility perspective, I'm thrilled to report that the Switch 2 is a significant upgrade over its predecessor in nearly every aspect.
Several months ago, I shared my accessibility predictions for Nintendo's latest console. I hoped for more robust accessibility features, enhanced Joy-Con functionality, and unique inclusive design practices. To my delight, Nintendo not only met these expectations but exceeded them with additional surprises. Let's dive into the confirmed accessibility features of the Switch 2 in this Access Designed review.
New Accessibility Settings
The Direct didn't reveal many tangible accessibility options, except for fully customizable controls for each virtual GameCube game, which align with the system settings. However, Nintendo released a detailed accessibility page that outlines both returning and new features.
Fully customizable controls are back, functioning just as they did on the original Switch. The ability to adjust text size to three different variants returns, now with the added options of High Contrast and customizable display colors. The Zoom functionality, crucial for blind and low vision players, also makes a comeback. 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. While the Screen Reader is currently limited to the HOME menu and system settings, it's a vital tool that empowers disabled players to navigate the Switch 2 independently. The feature includes options for different voices, read speeds, and volume levels. Although we don't yet know if individual games will support these tools or offer their own accessibility features, Nintendo's recognition of their disabled audience is a promising sign for the future of accessibility within the company.
Innovative Design
Beyond specific menu options, Nintendo introduced an inclusive tool within the revamped Nintendo Switch App that enhances cognitive, physical, and blind/low vision accessibility. The app, now featuring Zelda Notes, serves as a companion for Breath of the Wild and Tears of the Kingdom. The Navigation feature within the app allows players to 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 chosen destinations, reducing cognitive overload and aiding blind/low vision individuals in navigating the expansive game world.
For cognitive, blind/low vision, and physically disabled players, the app's Autobuild Sharing tool is a game-changer. 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 can focus solely on gathering materials, thanks to this inclusive design approach, which I've long admired in Nintendo's work.
Additionally, the Item Sharing feature, similar to Autobuild Sharing, allows disabled players to exchange items by scanning QR codes. This reduces the physical strain of constantly searching for 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.
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 Switch 2's new hardware features: mouse control.
By turning the Joy-Con on its side, players can use it as a mouse on any surface. Although we don't yet know the required force to move the cursor, this new way of playing promises to enhance accessibility for various disabled players. Combined with the existing range of controller types available for the Switch and Switch 2, Nintendo continues to innovate in controller usage.
As a lifelong Nintendo fan, I'm incredibly excited about the Switch 2. While I'm hesitant to spend upwards of $450 on the system, my love for gaming began with Nintendo. Each new system brings exciting accessibility enhancements that underscore Nintendo's commitment to inclusive design. Although Nintendo doesn't yet offer a first-party accessible device like the Xbox Adaptive Controller or PlayStation Access Controller, they are innovating in unique ways to make gaming more accessible for disabled individuals. Coupled with their recent announcement of joining other developers to create standardized accessibility tags, I'm confident that Nintendo will continue to elevate accessibility standards.




