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

by Gabriella May 22,2025

After months of intense speculation, rumors, and leaks, Nintendo fully unveiled the Switch 2 during its own Direct presentation. 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. From an accessibility perspective, I’m thrilled to report that the Switch 2 represents a significant upgrade over its predecessor in nearly every aspect.

A few months ago, I shared my accessibility predictions for Nintendo’s latest console. I hoped for more robust accessibility features, enhanced Joy-Con controller usage, and unique inclusive design practices. To my delight, Nintendo not only met these expectations but exceeded them with additional features. In this Access Designed segment, let's dive into the confirmed and exciting accessibility enhancements of the Switch 2.

New Accessibility Settings

PlayThe Direct provided limited specifics on new tangible accessibility options, with the exception of fully customizable controls for each virtual GameCube game, which align with the system settings. However, Nintendo released a detailed accessibility page outlining both returning and new features.

The beloved fully customizable controls feature returns, functioning similarly to the original Switch. The ability to adjust text size to three different variants is back, enhanced with options for High Contrast and customizable display colors. The Zoom functionality, essential for blind and low vision players, also makes a return. Yet, the most surprising addition is the new “Screen Reader” setting.

Blind and low vision individuals often rely on Text-to-Speech features to navigate menus and settings. While 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 from different voices, adjust read speeds, and control volume levels. Although it's unclear whether individual games will incorporate these tools or offer their own accessibility features, Nintendo's commitment to its disabled audience is clear and promising for the future of accessibility at the company.

Innovative Design

PlayWhile not confined to a specific menu, Nintendo introduced a new inclusive tool that not only enriches a beloved franchise but also significantly enhances cognitive, physical, and blind/low vision accessibility. Within the renamed Nintendo Switch App, Zelda Notes serves as a companion app for both Breath of the Wild and Tears of the Kingdom. The Navigation feature in the app allows players to locate shops, areas of interest, and even elusive Koroks using a GPS-like interface. Accompanied by audio cues and voices, the app guides players directly to their chosen destinations. Although it doesn't assist with precise navigation or enemy encounters, it greatly aids blind/low vision individuals in exploring the overworld and reduces the cognitive load of traversing vast landscapes.

For cognitive, blind/low vision, and physically disabled players, another feature in the app—the Autobuild Sharing tool—enables players to share their custom Zonai tech creations. By scanning a QR code, disabled individuals can instantly construct a Zonai machine if they possess the necessary materials. Personally, I found the control layout and required buttons for building Zonai machinery in Tears of the Kingdom challenging. With this new tool, my focus shifts to gathering materials, alleviating the burden of the actual building process. This feature embodies the inclusive design principles that I've consistently admired in Nintendo's approach.

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 this doesn't make Breath of the Wild and Tears of the Kingdom fully accessible, it represents a significant advancement in accessibility.

Wheelchair Sports

PlayThe most surprising announcement for me was Drag X Drive, a Rocket League-inspired game where players control characters in manual wheelchairs on a basketball court. This game not only showcases commendable 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, mimicking a computer mouse. While the force required to move the cursor remains undisclosed (for comparison, my mouse on an ultrawide monitor has a DPI of 6400), any new method of play will undoubtedly offer accessibility benefits to a range of disabled players. It's exciting to envision how Nintendo will utilize this feature, but more importantly, it represents 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 dedicated Nintendo fan, I'm incredibly excited for the Switch 2. While I'm cautious about spending up to $450 on the system, my love for gaming began with Nintendo. With each new system, Nintendo introduces exciting accessibility enhancements that demonstrate their ongoing commitment to accessibility and inclusive design. Although Nintendo has yet to offer a first-party accessible device like the Xbox Adaptive Controller or PlayStation Access Controller, they are innovating in their own way by providing new ways to play for disabled individuals. Coupled with the recent announcement of Nintendo's collaboration with other developers to create standardized accessibility tags, I'm confident that Nintendo will continue to elevate accessibility standards.