After months of intense speculation, rumors, and leaks, Nintendo finally unveiled the Switch 2 in a dedicated Direct presentation. Not only did we get exciting trailers for new titles like Mario Kart World, Donkey Kong Bonanza, and even exclusive Nintendo GameCube games for Switch 2 Online, but we also got a comprehensive look at the system itself. From an accessibility perspective, the Switch 2 is 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 options, improved Joy-Con usage, and unique 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 exciting and confirmed accessibility enhancements of the Switch 2.
New Accessibility Settings
The Direct didn't provide many tangible accessibility options beyond fully customizable controls for each virtual GameCube game, which respect the system settings. However, Nintendo released an accessibility page detailing a range of returning and new features.
Fully customizable controls make a return, functioning just as they did on the original Switch. The ability to adjust text size to three different variants is back, now with the added options of High Contrast and the ability to change general display colors. The Zoom functionality, crucial for blind and low vision players, also returns. But the most significant surprise is the introduction of a 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 only available for the HOME menu and system settings, it's a vital tool that enables disabled players to navigate the Switch 2 independently. Options to choose different voices, read speeds, and volume levels enhance the Screen Reader feature. 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 and piques my interest in the future of accessibility at the company.
Innovative Design
While not part of a specific menu, Nintendo introduced a new inclusive tool within the renamed Nintendo Switch App that adds depth to a beloved franchise and significantly improves cognitive, physical, and blind/low vision accessibility. The app, called Zelda Notes, serves as a companion for Breath of the Wild and Tears of the Kingdom. With the Navigation option, players can locate shops, areas of interest, and even elusive Koroks using the app's GPS-like UI. The app includes audio cues and voices to guide players to their selected destinations. Although it doesn't assist with precise navigation or enemy encounters, it helps blind and low vision individuals navigate the overworld and reduces the cognitive load of traversing vast landscapes.
For cognitive, blind/low vision, and physically disabled players, the app's Autobuild Sharing tool allows players to share their 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 alleviated my struggles with the control layout and required buttons for building 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, disabled individuals can share items with one another through Item Sharing, similar to Autobuild Sharing. By scanning a QR code, I can immediately access items sent by friends, reducing the physical strain of constantly searching 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 announcement 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, this new way of playing will undoubtedly benefit a wide range of disabled players. It's exciting to imagine how Nintendo will utilize this feature, but more importantly, it's another tool for disabled individuals. Combined with the variety of controller types already available on the Switch and Switch 2, Nintendo continues to innovate with controller usage.
As a Nintendo fan, I'm thrilled about the Switch 2. Although I'm hesitant to spend upwards of $450 on the system, my love for gaming began with Nintendo. With each new system, exciting accessibility additions demonstrate Nintendo's commitment to accessibility and inclusive design. While 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 provide 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 for the better.