Home News "Switch 2: A Major Leap in Accessibility Design for Nintendo"

"Switch 2: A Major Leap in Accessibility Design for Nintendo"

Author : Harper Apr 17,2025

After months of intense speculation, rumors, and leaks, Nintendo finally unveiled the Switch 2 during its own Direct presentation. Not only did we receive trailers for exciting new games like Mario Kart World, Donkey Kong Bonanza, and even exclusive Nintendo GameCube titles 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 options, enhanced Joy-Con usage, and innovative inclusive design practices. To my delight, Nintendo not only met these expectations but exceeded them with additional features. In this Access Designed feature, let's delve into the confirmed accessibility enhancements of the Switch 2.

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 system settings. However, Nintendo released a dedicated accessibility page outlining both returning and new features.

Fully customizable controls are back, functioning identically to the original Switch. The ability to adjust text size to three different variants is also returning, now with the added option to implement High Contrast and change general display colors. The Zoom functionality, crucial for blind and low-vision players, is making a comeback. But the real surprise is the introduction of a "Screen Reader" setting.

Blind and low-vision individuals often rely on Text-to-Speech to navigate menus and settings. Although the Screen Reader is limited to the HOME menu and system settings, it's a vital tool that empowers disabled players to independently use the Switch 2. The feature includes options for different voices, read speeds, and volume levels. While it's unclear whether individual games will support these tools or have their own accessibility options, Nintendo's recognition of their disabled audience is a positive step forward, and it sparks my curiosity about the future of accessibility at the company.

Innovative Design

Nintendo also showcased a new inclusive tool within the renamed Nintendo Switch App, called Zelda Notes, a companion app for Breath of the Wild and Tears of the Kingdom. The Navigation feature in the app allows players to locate shops, areas of interest, and even the elusive Koroks using a GPS-like UI. With audio cues and voices, the app guides players to their chosen destinations. Although it doesn't assist with precise navigation or enemies, it significantly helps blind and low-vision individuals navigate the overworld and reduces cognitive overload associated with traveling vast distances.

For cognitive, blind/low-vision, and physically disabled players, the Autobuild Sharing tool in the app allows sharing custom Zonai tech creations. By scanning a QR code, disabled individuals can automatically build a Zonai machine if they have the necessary materials. This feature has been a game-changer for me, as I previously struggled with the control layout and buttons required to build Zonai machinery in Tears of the Kingdom. Now, I only need to focus on gathering materials, not the building 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 individuals to share items with one another by scanning a QR code. This reduces physical strain by eliminating the need to constantly search the world 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-esque 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 flipping the Joy-Con on its side, players can move the controller across any surface, mimicking a computer mouse. While we don't yet know the required force to move the cursor (for comparison, my mouse on my ultrawide monitor has a DPI of 6400), this new way of playing will undoubtedly benefit various disabled players. It's exciting to imagine how Nintendo will utilize this feature, but more importantly, it provides another tool for disabled individuals. When combined with the variety of controller types available on the Switch and Switch 2, Nintendo continues to innovate in terms of 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 additions that showcase Nintendo's ongoing commitment to accessibility and inclusive design. Although Nintendo doesn't yet offer a first-party accessible device like the Xbox Adaptive Controller or PlayStation Access Controller, it's innovating in its own way by introducing new ways to play for disabled individuals. Coupled 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.

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