After months of intense speculation, rumors, and leaks, Nintendo has finally pulled back the curtain on the Switch 2 with a dedicated Direct. Not only did we get exciting trailers for new games like Mario Kart World, Donkey Kong Bonanza, and 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 say that the Switch 2 significantly enhances upon 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, better utilization of Joy-Con controllers, and unique inclusive design practices. To my delight, Nintendo has not only met these expectations but exceeded them with additional surprises. Let's delve into the confirmed accessibility features of the Switch 2 in this Access Designed segment.
The fully customizable controls feature returns, functioning identically to the original Switch. Settings to adjust text size to three different variants are back, now with added options for High Contrast and customizable display colors. The Zoom functionality, essential for blind and low vision players, also makes a return. But the highlight is the introduction of a "Screen Reader" setting.
For blind and low vision individuals, Text-to-Speech settings are crucial for navigating menus and settings. Available for the HOME menu and system settings, the Screen Reader feature allows disabled players to independently use the Switch 2. It comes with options to choose different voices, read speeds, and volume levels. While we still don't know if individual games will support these tools or have their own accessibility options, Nintendo's commitment to its disabled audience is clear and promising for future accessibility developments.
For cognitive, blind/low vision, and physically disabled players, the app's Autobuild Sharing tool is a game-changer. By scanning a QR code, disabled individuals can automatically construct Zonai machines if they have the required materials. This feature alleviates the challenges I faced with the control layout and button requirements for building Zonai machinery in Tears of the Kingdom. Now, I can focus on gathering materials without worrying about the construction process. This is a testament to Nintendo's ongoing commitment to inclusive design.
Additionally, the Item Sharing feature, similar to Autobuild Sharing, allows disabled players to exchange items with each other via QR codes, reducing the physical effort of constantly searching for weapons and food. While this doesn't make Breath of the Wild and Tears of the Kingdom fully accessible, it represents a significant step forward.
By turning the Joy-Con on its side, players can use it as a mouse, moving it across any surface to control the cursor. While the exact force required to move the cursor remains unknown (for comparison, my mouse on my ultrawide monitor has a DPI of 6400), this new way of playing will undoubtedly benefit a range of disabled players. It's exciting to see how Nintendo might further utilize this feature, adding yet another tool for accessibility. Combined with the variety of controller types available for the Switch and Switch 2, Nintendo continues to innovate in controller usage.
As a long-time Nintendo fan, I'm incredibly excited about the Switch 2. While I'm hesitant about spending upwards of $450 on the system, my love for gaming started with Nintendo. Each new console brings exciting accessibility enhancements, demonstrating Nintendo's dedication 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, they are innovating in their own unique ways to cater to disabled players. Coupled with Nintendo's recent commitment to join other developers in creating standardized accessibility tags, I'm confident that Nintendo will continue to elevate accessibility standards.