by Emma Apr 25,2025
After months of intense speculation, rumors, and leaks, Nintendo fully unveiled the Switch 2 with its own Direct. Not only did we receive trailers for exciting new games like Mario Kart World, Donkey Kong Bonanza, and even Nintendo GameCube games exclusive to Switch 2 Online, but more importantly, we got a comprehensive look at the system itself. From an accessibility perspective, the Switch 2 is undoubtedly an upgrade to 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 offerings, better usage of Joy-Con controllers, and unique inclusive design practices. To my delight, Nintendo not only answered every wish but also exceeded expectations. Let's dive into the exciting and confirmed accessibility features of the Switch 2.
The Direct offered a glimpse of tangible accessibility options, with fully customizable controls for each virtual GameCube game, tailored to the system settings. Additionally, Nintendo released a dedicated accessibility page detailing a range of returning and new features.
Fully customizable controls return, functioning exactly as they did on the original Switch. 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, essential for blind and low vision players, makes a comeback. However, Nintendo's biggest 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 available only for the HOME menu and system settings, it's a crucial tool that allows disabled players to independently navigate the Switch 2. The feature includes options to choose different voices, adjust read speeds, and set volume levels. Although we don't yet know if individual games will support these tools or offer their own accessibility features, Nintendo's acknowledgment of their disabled audience is a promising sign and piques my interest in the future of accessibility at the company.
While not featured in a specific menu, Nintendo showcased a new inclusive tool within the renamed Nintendo Switch App. Zelda Notes, a companion app for Breath of the Wild and Tears of the Kingdom, introduces a Navigation option that helps players locate shops, areas of interest, and even the elusive Koroks using a GPS-like UI. The app, equipped with audio cues and voices, directs players to the exact location of their selected object. Though it doesn't assist with precise navigation or enemy encounters, it significantly aids blind and low vision players in navigating the expansive overworld, reducing cognitive overload.
For cognitive, blind and low vision, and physically disabled players, the app's Autobuild Sharing tool allows users to share 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 alleviates the challenges I faced with the control layout and required buttons for building Zonai machinery in Tears of the Kingdom. Now, I only need to gather materials, simplifying the process through inclusive design, which I've consistently praised Nintendo for.
Additionally, disabled players 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.
The most surprising announcement was Drag X Drive, a Rocket League-esque game that lets 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, using it like a computer mouse. Although we're unsure of the force required to move the cursor, this new method of play promises accessibility benefits for various disabled players. It's exciting to envision how Nintendo will utilize this feature, and it's another valuable tool for disabled individuals. Combined with the array of controller types available on the Switch and Switch 2, Nintendo continues to innovate with controller usage.
As a Nintendo fan, I'm incredibly excited for the Switch 2. While I'm hesitant about spending upwards of $450 on the system, my love for gaming began with Nintendo. With each new system, exciting accessibility additions continue to demonstrate Nintendo's commitment to accessibility and inclusive design. Although 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 create new ways to play for disabled individuals. Combined 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.
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