After months filled with speculation, rumors, and leaks, Nintendo finally pulled back the curtain on the Switch 2 during its own Direct presentation. Alongside thrilling trailers for new titles such as Mario Kart World, Donkey Kong Bonanza, and exclusive Nintendo GameCube games for Switch 2 Online, we were given an in-depth look at the console itself. I'm thrilled to share that, from an accessibility standpoint, the Switch 2 represents a significant upgrade over its predecessor in nearly every aspect.
A few months back, I delved into my accessibility predictions for Nintendo's latest console. I hoped for more robust accessibility options, enhanced Joy-Con 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 explore the exciting and *confirmed* accessibility features of the Switch 2.
Fully customizable controls are back, functioning identically to the original Switch. The settings to adjust text size to three different variants also return, 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 as well. Yet, the most surprising addition is the new "Screen Reader" setting.
Blind and low vision individuals often rely on settings like Text-to-Speech to navigate menus and settings. Though the Screen Reader is available only for the HOME menu and system settings, it's a vital tool that enables disabled players to navigate the Switch 2 independently. Options to choose different voices, adjust read speeds, and set volume levels accompany this feature. While it's unclear if individual games will support these tools or offer their own accessibility features, Nintendo's recognition of its disabled audience is encouraging and sparks my curiosity about the future of accessibility at the company.
For players with cognitive, blind/low vision, and physical disabilities, the app's Autobuild Sharing tool is a game-changer. This feature allows players to share custom Zonai tech creations by scanning a QR code. This means disabled individuals can automatically build Zonai machines if they have the necessary materials. Personally, I found the control layout and button combinations for building Zonai machinery in Tears of the Kingdom challenging. Thanks to this new tool, I can focus solely on gathering materials, without worrying about the construction process. This inclusive design is a testament to Nintendo's ongoing commitment to accessibility.
Moreover, the Item Sharing feature, similar to Autobuild Sharing, lets disabled players share items with one another via QR code. This reduces the physical effort required to search for weapons and food across the game world. While these features don't make Breath of the Wild and Tears of the Kingdom completely accessible, they represent a significant leap forward.
By tilting the Joy-Con on its side, players can move the controller across any surface, mimicking the functionality of a computer mouse. While the required force to move the cursor remains undisclosed (my ultrawide monitor's mouse has a DPI of 6400 for comparison), this new method of play promises accessibility benefits for a wide range of disabled players. It's exciting to ponder how Nintendo will further utilize this feature, but more importantly, it provides another tool for disabled individuals. Coupled with the variety of controller types already available on the Switch and Switch 2, Nintendo continues to push the boundaries of controller usage.
As a devoted Nintendo fan, I'm incredibly excited about the Switch 2. Although I'm hesitant to spend upwards of $450 on the system, my love for gaming began with Nintendo. With each new console, they bring exciting accessibility enhancements that underscore their commitment to inclusive design. While 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 unique way to cater to disabled players. Combined with the recent announcement of Nintendo joining other developers to create standardized accessibility tags, I'm confident that we'll see Nintendo continue to raise the bar for accessibility in the gaming industry.
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