
Design opportunities for devs from our time trying out the Nintendo Switch 2
The era of the Nintendo Swap 2 is approaching. Following a short but exciting Nintendo Reveal on April 2, the Kyoto-based company welcomed an assembly of journalists and influencers to an event in midtown Manhattan, all eager for a chance to uncover the details of the enigmatic new console.
The company’s tight-lipped approach concerning the new console has led not only gamers but also developers to speculate about what fresh major features the company aims to emphasize. The Nintendo Swap was a tremendous success for Nintendo not only due to its detachable Joy-Con controllers, but also because of its portability. The Swap 2 seems to prioritize online social multiplayer features embedded directly into the console over hardware innovation.
Nonetheless, some technological advancements—and the “mouse” gameplay mode supported by the new Joy-Con controllers—are opening doors for creative developers to excel in creating games for the console. Among the titles we observed at the New York event, games like Metroid Prime 4: Beyond, Sid Meier’s Civilization VII, and Donkey Kong Bananza showcased the remarkable potential for developer inspiration.
The Joy-Con “mouse” mode can introduce more PC games to the console
Swap 2 producer Kouichi Kawamoto described in an “Ask a Dev” blog post published by Nintendo recently that the Joy-Con mouse control mode was inspired while he was playing games on PC and wondered if the Joy-Con could serve effectively as a control tool rarely employed on consoles. “Switch 2 was initially crafted to accommodate a broader spectrum of games by enhancing the system’s processing capabilities, so with that in mind, I thought it’d be advantageous to enable engaging games that rely on mouse controls,” he stated.
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He also credited a concept from former Nintendo R&D general manager Gunpei Yokoi known as “lateral thinking withered technology,” which asserts that new products can also be born using widely recognized techniques that are no longer considered “cutting-edge” to create fresh and innovative capabilities.
During a group Q&A held at Nintendo’s New York preview event, La Tercera journalist Axel Frederick inquired of Kawamoto about the fact that most gamers use the Nintendo Swap while seated on a sofa, a comfy chair, or in bed, which are not optimal environments for mouse control. “We have made adjustments so that you can control the mouse on your lap,” Kawamoto replied.
There weren’t any opportunities to slide the Swap 2 Joy-Con across my trousers (probably for the best…), but there was a chance to test the click-based controls. Maybe it was my lowered expectations, but it truly felt remarkable that turning a Joy-Con on its side and using the R/L buttons as a “left click” and the ZR/ZL buttons as a “right click” was quite enjoyable. I tried to keep my expectations in check—this feature isn’t exactly groundbreaking. At the end of the day, it’s just a simple computer mouse.
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That said, Metroid Prime 4 and Civilization VII demonstrated interesting ways that “humble” can create an enticing mix. Prime 4‘s control mechanics are akin to those found in Metroid Prime Remastered, updating the original GameCube twin-stick setup to one that supports motion controls focused on the “lock on” feature activated by pressing the left trigger button. In a quick back-and-forth test, using the mouse to aim Samus’ Power Cannon felt more fluid than switching to traditional Joy-Con motion aiming.
It is in the “back-and-forth” where some of the magic occurs. In Metroid Prime 4, players can switch control schemes merely by tilting the Joy-Con from one position to another. In mere seconds, they can toggle between mouse, twin-stick with motion controls, and back to mouse again.
Swap 2 director Takuhiro Dohta informed Game Developer that developers who do not want players to unintentionally switch control modes can disable this feature and make it a more menu-driven option. He was vague in explaining how exactly it works but hinted that the gyroscope and accelerometer sensors offer completely different “unique” features that developers can effectively utilize.
Image courtesy of Nintendo.
If the Joy-Cons are capable of such intricate switches (perhaps utilizing the gyroscope and accelerometer, if we aim to decipher Dohta’s remarks), it could potentially open avenues for designers to devise ways for players to frequently alternate between traditional Joy-Con use and “mouse mode”.
Kawamoto mentioned he was thrilled to learn that we were “amazed” by the feature during gameplay, implying that Nintendo believes that really engaging players with the functionalities of the Joy-Con is promising ground for titles like Metroid Prime 4: Beyond.
Next, let’s turn to Civilization VII. At first glance, this seems like a straightforward choice. Turn-based strategy games on PC (and already on consoles) can now utilize functional mouse controls on the Nintendo Switch 2. In 2006, this would have been groundbreaking; by 2025, one might question if that’s all there is to it?
However. Testing the game and conversing with Firaxis Games executive producer Dennis Shirk, I was struck by two noteworthy details: first, the previously mentioned satisfying click sensation truly resonates within a turn-based environment. Many players will find the tactile feedback of clicking a Nintendo Switch 2 mouse more pleasurable than that of an average PC mouse.
Secondly, as Shirk pointed out during our discussion, the Switch 2 mouse features more buttons than a standard PC mouse. Shirk elaborated that at Firaxis and among dedicated Civilization fans, it’s generally understood that the most committed players use customized mice with programmable macro commands on the side for more efficient empire-building.
The Switch 2 mice aren’t as modular or precisely engineered as an Asus ROG Spatha X, but Firaxis is eyeing a wave of enthusiastic Civilization VII console players eager to explore gameplay in a more advanced format. “We’re quite pleasantly surprised by how versatile it was,” he noted. “The flexibility it provides our traditional PC gamers to play on the go is an immediate advantage.”
It’s a significant opportunity for developers porting mouse-friendly games to consoles to explore what innovative tools they can offer players that weren’t feasible before. I can envision a title like The Roottrees are Dead now finds a more comfortable home on consoles than it would have in the past.
Shirk mentioned that Firaxis developers working on the Switch 2 port were surprised by how many types of surfaces the mouse controls functioned on (including, as stated, clothes). In Dohta’s response to Frederick during the community Q&A, he expressed that playing the multiplayer wheelchair basketball game Roll X Drive by rubbing the controllers on their laps was the “preferred” method of playing the game.
Regarding Roll X Drive— I can’t cite it as an ideal case study for utilizing both Joy-Cons in mouse mode. Dohta clarified that the demo setups arranged for the preview weren’t an optimal play scenario, as both mice were placed on a table in front of the players. The game is designed to simulate maneuvering a wheelchair, and moving the mice back and forth on one’s lap is a more instinctive motion than on a full table.
When I experienced the demo tables for myself, it felt clumsy and cumbersome, causing the game to appear like a hollow successor to Arms as a multiplayer tech demonstration that did not genuinely spawn a genre or franchise. It made me wish Nintendo had chosen a single-player puzzle game of some sort with this mechanic, as a multiplayer game that isn’t particularly unique will fade quickly, and players may be less inclined to experiment with the “dual-mouse” setup.
Other journalists I conversed with concurred with Dohta that the table arrangement may have fostered a less favorable experience. Yet, even with proper seating, I worry that the dual mice approach might be a dead end. It could still represent a significant opportunity for some new kind of gameplay, but the history of the Nintendo Switch indicates that for third-party developers, games on Switch often need to be adaptable to entirely different platforms. And it is unlikely you can port a “dual mice” game anywhere, not even to a PC.
If the Switch 2’s primary substantial addition was the mouse functionality, I’d be more concerned about the console’s future. However, with the extensive online multiplayer features the system is designed around, I’m less worried about the creativity prospects for the console hinging on this sole aspect.
DLSS and enhanced processing power paves the way for compelling (if not drastically different) games
Completely Distinct Video Games
It is common to hear from developers that, as the Nintendo Switch approaches the end of its lifecycle, it has become more challenging to port games with increasing graphical fidelity, often sacrificing efficiency and loading times just to achieve performance. These teams are likely to feel more liberated with the Nintendo Switch 2, as developers such as CD Projekt Red and FromSoftware are at the forefront of bringing titles like Cyberpunk 2077 and Elden Ring to the platform. Although neither port is expected to match the technical prowess of their PC and PS5/Xbox counterparts, the Switch 2’s mobility and specifications (which surpass Valve’s Steam Deck in multiple aspects) are impressive.
Supergiant Games’ creative director Greg Kasavin was present with Hades II, beaming with joy as he watched players test his game on the next-generation Switch. “We knew we’d be developing this game for the Switch 2 before we even realized there was going to be a Switch 2,” he explained, noting that while the Switch 2 wouldn’t offer significant enhancements over other console versions, it certainly provides a more detailed visual experience compared to the Switch model. “Much of it is simply the pure enjoyment of a higher definition display,” he remarked.
On the primary showcase side, Nintendo is highlighting Donkey Kong Bananza as an illustration of the “new gameplay types” made possible by the Switch 2 hardware. “In Donkey Kong Bananza, you can experience the thrill of being able to accomplish anything you wish within the game without limitations,” commented Kawamoto in Nintendo’s “Ask a Dev” series, also pointing to Mario Kart World‘s “open world” that interconnects all racetracks as benefits of the console’s enhanced processing capabilities.
Image courtesy of Nintendo.
Mario Kart World’s open world lobby is neat, yet it is notably more intriguing for its social gameplay implications than its technical innovation. The Knockout Tour mode brings the experience to life. Knockout Tour is akin to a battle royale experience where large 24-player lobbies can vote on various race circuits to play through uninterrupted. Players start the race in one direction and are gradually eliminated, with the top racers making it through five maps.
Is this type of gameplay one you could envision on another platform? Perhaps, but credit goes to Nintendo, as many other kart racers have emerged since the last Mario Kart title, and none have attempted such a feature.
Donkey Kong Bananza is somewhat of a puzzler. It’s a delightful return for Nintendo’s ape companion (yes, I’m calling him a companion now that they haven’t released new Donkey Kong Country games in years), giving him a chance to step into a role often filed by Mario in Super Mario Odyssey on the Nintendo Switch: the role of the family-friendly action game hero available from day one.
Developers unfamiliar with Bananza might consider it as an exploration in layered level design. Players can navigate much of the terrain within the expansive maps, and Nintendo has populated the environment with cave systems and hidden treasures that reward players for digging around like children in a playground. It’s impressive that the game includes well-constructed linear areas that players can traverse from all angles while also featuring deeply-buried secrets. In a Nintendo demo, I discussed how it compared to the experience of uncovering secrets in other open-world games.
Yet beyond the “Donkey Kong” charm of it all (and it is indeed charming; the voice going “ooooh ba-na-NA” every time you grab a banana was an instant win), the digging areas didn’t feel particularly impressive compared to the highly destructible voxel worlds of games like Minecraft and Teardown, or the jaw-dropping verticality of The Legend of Zelda: Tears of the Kingdom. I believe it is crucial that Bananza successfully delivers a similar gameplay style with enhanced graphics, but it doesn’t feel like the type of game that will generate a wave of fervent followers.
So what feels exciting? The Switch 2 supports NVIDIA’s DLSS thanks to a custom-built processor from the graphics card manufacturer. Inverse’s Shannon Liao inquired with the Switch 2’s hardware team about its use of frame enhancement technology and the potential it offers for both first and third-party developers. “We do utilize DLSS upscaling technology, and that’s a reason we will continue to use it as we develop games,” stated Dohta, adding that its integration can assist developers create games that output resolutions as low as 1920×1080 and as powerful as 4K with HDR.
That piqued my interest. I eventually got hooked on frame enhancement after a recent session with God of War: Ragnarok on the Steam Deck. Frame enhancement can help developers expand the limits of what frame rates their games can achieve, and while it may not look as smooth on a large screen, it is a game changer for titles played in handheld mode. Not every game needs to run above 60fps,