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

May 19,25(2 months ago)

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 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 good look at the system itself. From an accessibility perspective, I'm thrilled to report that the Switch 2 is a significant upgrade over 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 surprise, Nintendo not only met these expectations but exceeded them with additional features. Let's dive into the exciting and confirmed accessibility aspects of the Switch 2.

New Accessibility Settings

The Direct didn't reveal many tangible accessibility options, aside from fully customizable controls for each virtual GameCube game, which align with the system settings. However, Nintendo released a dedicated accessibility page detailing a wealth of returning and new features.

Fully customizable controls 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/low vision players, also makes a return. But 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. While the Screen Reader is currently limited to the HOME menu and system settings, it's a vital tool that allows disabled players to navigate the Switch 2 independently. The feature includes options to choose different voices, adjust read speeds, and control 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 for the future of accessibility at the company.

Innovative Design

While not within a specific menu, Nintendo introduced a new inclusive tool that enhances a beloved franchise and significantly improves cognitive, physical, and blind/low vision accessibility. Within the renamed Nintendo Switch App, you'll find Zelda Notes, a companion app for Breath of the Wild and Tears of the Kingdom. The Navigation option in the app allows players to locate shops, areas of interest, and even the elusive Koroks using a GPS-like UI. The app, equipped with audio cues and voices, guides players to the exact location of their chosen object. Though it doesn't assist with precise navigation or enemy encounters, it helps blind/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 is a game-changer. By scanning a QR code, disabled individuals can automatically build Zonai machines if they have the necessary 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 only need to focus on gathering materials, not the construction process itself. This is a testament to Nintendo's commitment to inclusive design, which I've long admired.

Additionally, disabled players can share items with one another 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 constantly 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 significant step forward.

Wheelchair Sports

The most surprising announcement for me was Drag X Drive, a Rocket League-esque game where 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 few 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 we don't yet know the force required to move the cursor, this new way to play promises accessibility benefits for 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 in controller usage.

As a Nintendo fan, I'm incredibly excited for the Switch 2. While 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. 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 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.

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