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

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

Author : Emily Update:Apr 19,2025

After months of intense speculation, rumors, and leaks, Nintendo has 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 perhaps more importantly, we got a detailed look at the system itself. I'm thrilled to report that from an accessibility perspective, the Switch 2 is an undeniable upgrade to its predecessor in nearly every way.

Several months ago, I explored my accessibility predictions for Nintendo's latest console. I wanted more robust accessibility offerings, better usage of Joy-Con controllers, and unique inclusive design practices. To my delight, Nintendo has not only met these expectations but also exceeded them with additional features. For this Access Designed, let's dive into the exciting and confirmed accessibility features of the Switch 2.

New Accessibility Settings

The Direct showcased limited tangible accessibility options, mainly featuring fully customizable controls for each virtual GameCube game, aligned with the system settings. However, Nintendo has released an accessibility page that details a range of returning and new features.

Fully customizable controls are back and function just like those on the original Switch. The option to adjust text size to three different variants returns, now with the added ability to implement High Contrast and change general display colors. The Zoom functionality, essential for blind/low vision players, also makes a comeback. Yet, Nintendo's most significant surprise is the introduction of a new "Screen Reader" setting.

Blind/low vision individuals often rely on settings like Text-to-Speech to navigate menus and settings. Although the Screen Reader is limited to the HOME menu and system settings, it's a crucial tool that enables disabled players to independently navigate the Switch 2. Users can choose different voices, adjust reading speeds, and control volume levels. While it's unclear if individual games will support these tools or have their own accessibility features, Nintendo's acknowledgment of their disabled audience is encouraging and sparks optimism about the future of accessibility within the company.

Innovative Design

While not part of a specific menu, Nintendo advertised a new inclusive tool within the renamed Nintendo Switch App: Zelda Notes. This companion app for Breath of the Wild and Tears of the Kingdom enhances cognitive, physical, and blind/low vision accessibility. With the Navigation option, players can locate shops, areas of interest, and even the elusive Koroks within the app’s GPS-like UI. The app, equipped with audio cues and voices, directs players to their selected object's exact location. Although it doesn't assist with precise navigation or enemy detection, it significantly aids blind/low vision players in navigating the overworld and reduces cognitive overload from traversing vast landscapes.

For cognitive, blind/low vision, and physically disabled players, the app's Autobuild Sharing tool allows sharing custom Zonai tech creations. By scanning a QR code, disabled individuals can automatically build a Zonai machine if they have the required materials. Personally, I struggled with the control layout and required buttons to build Zonai machinery in Tears of the Kingdom. Thanks to this new tool, I only need to focus on gathering materials, not the construction process. This feature exemplifies Nintendo's commitment to inclusive design, which I've long admired.

Additionally, disabled individuals can share items through Item Sharing, similar to Autobuild Sharing. By scanning a QR code, I can immediately access items sent by friends, reducing physical strain from constantly searching the game 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 biggest surprise for me was the announcement of Drag X Drive, a Rocket League-esque 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 new hardware changes: mouse control.

By flipping the Joy-Con on its side, players can move the controller across any surface, mimicking a computer mouse. While the exact force required to move the cursor is still unknown, this new way to play undoubtedly offers accessibility benefits for various disabled players. It's exciting to envision how Nintendo will utilize this feature, but more importantly, it's another tool for disabled individuals. Combined with the multitude of controller types available on the Switch and Switch 2, Nintendo continues to innovate with controller usage.

As a dedicated Nintendo fan, I'm incredibly excited for the Switch 2. Although I'm hesitant about spending upwards of $450 for the system, my love of gaming began with Nintendo. With each new system, they introduce exciting accessibility enhancements that demonstrate their commitment to accessibility and inclusive design. While Nintendo hasn't yet produced a first-party accessible device like the Xbox Adaptive Controller and PlayStation Access Controller, they are innovating in their 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 for the better.

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