After months filled with speculation, rumors, and leaks, Nintendo has officially unveiled the Switch 2 through its own Direct presentation. This event not only showcased exciting new games like Mario Kart World, Donkey Kong Bonanza, and exclusive Nintendo GameCube titles for Switch 2 Online but also gave us 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. I hoped for more robust accessibility features, enhanced Joy-Con functionality, and innovative inclusive design practices. To my delight, Nintendo not only met these expectations but exceeded them by introducing additional features. In this Access Designed segment, let's delve into the exciting and confirmed accessibility enhancements of the Switch 2.
New Accessibility Settings
While the Direct didn't delve deeply into tangible accessibility options beyond fully customizable controls for each virtual GameCube game, Nintendo released a detailed accessibility page that outlines both returning and new features. The customizable controls function similarly to those on the original Switch, and settings to adjust text size to three different variants are back, now with the added ability to implement High Contrast and change general display colors. The Zoom functionality, crucial for blind and low vision players, is also making a return. However, the standout feature is the new "Screen Reader" setting.
For blind and low vision individuals, Text-to-Speech settings are essential for navigating menus and settings. The Screen Reader is available for the HOME menu and system settings, providing a vital tool that allows disabled players to independently explore the Switch 2. Users can customize the voice, reading speed, and volume levels. While it's unclear whether individual games will support these tools or offer their own accessibility features, Nintendo's commitment to its disabled audience is commendable and sparks my curiosity about future accessibility developments.
Innovative Design
Nintendo introduced an inclusive tool within the renamed Nintendo Switch App that 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. Players can locate shops, points of interest, and even elusive Koroks using the app's GPS-like user interface. With audio cues and voices, the app guides players to their chosen destination, helping blind and low vision individuals navigate the overworld and reducing the cognitive load of exploring vast worlds.
For cognitive, blind/low vision, and physically disabled players, the app's Autobuild Sharing tool allows sharing of custom Zonai tech creations. By scanning a QR code, disabled players can automatically build Zonai machines if they have the required materials. This feature was particularly helpful for me, as I struggled with the control layout and buttons needed to build Zonai machinery in Tears of the Kingdom. Now, I only need to focus on gathering materials, not the construction process. This exemplifies Nintendo's inclusive design, which I've long admired.
Additionally, disabled players can share items through Item Sharing, similar to Autobuild Sharing. By scanning a QR code, I can instantly access items sent by friends, reducing the physical strain of searching the world for weapons and food. While this doesn't make Breath of the Wild and Tears of the Kingdom fully accessible, it's a remarkable 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 announcement not only showcases excellent disability representation but also highlights one of the Switch 2's innovative hardware changes: mouse control.
By flipping the Joy-Con on its side, players can move the controller across any surface, mimicking a computer mouse. Although the required force to move the cursor remains undisclosed, this new method of play promises to offer accessibility benefits to a wide range of disabled players. It's exciting to contemplate how Nintendo will further utilize this feature, but more importantly, it's another tool for disabled individuals. Coupled with the variety of controllers already available on the Switch and Switch 2, Nintendo continues to push the boundaries of controller usage.
As a lifelong Nintendo fan, I'm incredibly excited about the Switch 2. Although I'm hesitant about spending upwards of $450 on the system, my passion for gaming started with Nintendo. Each new system brings exciting accessibility enhancements that underscore Nintendo's dedication 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 unique way. Combined with the recent announcement of Nintendo joining other developers to create standardized accessibility tags, I believe we'll continue to see Nintendo elevate accessibility standards.