- This article has been translated from the original Japanese content.
- This interview was conducted before the system was released.
In this 16th volume of Ask the Developer, an interview series in which developers convey in their own words Nintendo’s thoughts about creating products and the unusual details they hone in on, we’re talking to the developers behind Nintendo Switch™ 2, which launches on Thursday, June 5.
Now that we’ve discussed the direction you took when developing Nintendo Switch 2, which elements specifically have been enhanced?
Sasaki: Although we made various changes, one thing that’s easily noticeable at a glance is the larger screen size. When you see this system for the first time, you’ll most likely think to yourself, “Woah, that screen’s huge!”
Kawamoto: While the console has the same thickness as Nintendo Switch, not only is the screen larger, but it also allows for higher resolution visuals, it’s more vivid, and has a smoother display rate. In addition to the processor, we’ve powered up various other parts of Switch 2 to expand its capacity as a console.
Sasaki: As a side note, the tech-savvy among you might already be aware, but Nintendo has always developed each new gaming system with a focus on its system memory capacity. This time, we were particularly aggressive in pursuing increased memory size. Aside from the processor, there’s also the LCD screen, internal memory, storage, and of course, each feature involves cost and memory capacity, so we had to strike a balance when powering up the system.
Kawamoto: The battery life was another factor we had to balance. A high-performance processor and large system memory consume a lot of power, which reduces battery life. However, as we were finding that balance, we also needed to keep in mind that people will be playing on the go. We made various efforts to ensure the battery life wouldn’t be reduced significantly, such as increasing the battery capacity to 1.2 times that of Switch.
Dohta: Because Switch has been accepted by many players and played over a long period of time, in the same way, we wanted Switch 2 to be a dedicated game system with performance that can stand the test of time. We carefully considered the balance between processing capability and system memory capacity, and we believe we’ve managed to create a system that players won’t feel is outdated later down the line.
Kawamoto: Because we envisioned hardware performance that would persist over time, we did impose some restrictions. Switch 2 games will have larger file sizes, and in order to load data while smoothly processing the game, a certain amount of access speed is needed. For example, in Mario Kart World, the player can drive their kart freely around a vast world, but of course, their destination needs to be visible. Therefore, it’s necessary to use a microSD Express card with faster transfer speed, rather than the microSD card that was used until now, so that a large amount of data can be read in advance and rendered quickly. But since Switch 2 has 256 GB of built-in storage, I doubt most people will need a microSD Express card immediately after buying the system.
So, you struck a balance by ensuring the essential elements in terms of a home video game system that’s also portable, while increasing the processing power as much as possible. We’ve discussed the system’s performance, but how about the Joy-Con™ controllers, which are symbolic of Switch? Did you also make changes or enhancements to them?
Kawamoto: We redesigned everything from scratch for Joy-Con 2, the controllers for this system. Compared to the Joy-Con controllers for Switch, the control sticks are larger and more durable, with smoother movement. We’ve also made Joy-Con 2 bigger to match the larger console. But if we simply stretched Switch system’s Joy-Con vertically, they’d end up being very difficult to hold, as your fingers wouldn’t be able to reach the L and R Buttons and they wouldn’t fit the shape of your palms. That’s why we lengthened the L and R Buttons, rounded off the bottom corners, and experimented with various placements of the control sticks and buttons, right down to the millimeter or less, to arrive at the shape and layout we have now.
Dohta: Controllers can feel different depending on the size of the player’s hands, so we sought out small-handed developers within the company to hold the prototypes. We had to ask around, “Do you know anyone with small hands?” (Laughs)
Kawamoto: Also, you can’t tell just by looking at it, but HD rumble 2 for Switch 2 has been changed to allow for a wider variety of vibrations. The HD rumble (10) in the Joy-Con controllers for Switch was able to create different sensations of touch, but because of the size of Joy-Con itself, we weren’t able to make the vibration as strong as in the controllers for Nintendo GameCube (11). However, the HD rumble 2 that’s installed this time not only provides stronger vibration, but also feels more realistic and has quicker response times. The hardware features of Switch 2, including Joy-Con 2, are introduced in Nintendo Switch 2 Welcome Tour (12) so we hope that everyone will try them out.
(10) The vibration function installed in the Joy-Con™ controllers for Nintendo Switch, which was released in March 2017. The precise vibrations created by the linear vibration motor can recreate the sensation of things such as a ball rolling or ice cubes clinking inside a cup of water.
(11) A home game console released in 2001 in Japan and the U.S. and 2002 in Europe. It is mainly characterized by its cube shape and the adoption of 8 cm optical disks for software.
(12) Digital-only software for Nintendo Switch 2 releasing in June 2025. The features of Nintendo Switch 2 can be experienced and discovered through minigames and other activities as if walking around an exhibition.
Speaking of Joy-Con controllers, this time they attach to the console magnetically.
Kawamoto: Originally when we were developing Switch, there was the idea to attach the Joy-Con controllers to the console with magnets. Using magnets, you’d be able to attach and detach the Joy-Con controllers right away, making it easier to share them. I took the prototypes to Iwata-san (13), the company’s President at the time, for feedback. But unfortunately, the Joy-Con controllers would wobble when attached to the console using magnets due to the weak connection. We decided to scrap the idea as we were concerned it would make customers uneasy about using the console. Instead, we adopted the rail system for Switch, which allowed for a more stable attachment. But we always wished we could make it easier to attach and detach the controllers.
(13) Satoru Iwata. Former President of Nintendo. Led the release of Nintendo DS™ and Wii™, among others, as well as the development of Nintendo Switch. Worked to deliver Nintendo entertainment to as many people as possible. Made appearances in Nintendo Direct presentations and introduced products and services “directly” to users. Passed away in 2015.
Sasaki: My team has continued to research the magnets since the development of Switch. We weren’t ready to give up on this idea either.
Kawamoto: We needed the controllers to attach firmly to the console so that they don’t wobble. At the same time, we wanted it to be easy to detach and comfortable to attach even for children. And so…we asked the Technology Development Department’s hardware team the impossible. (Laughs) But they went through a lot of trial and error, and we were finally able to attach it firmly and remove it easily with just a light press of the release button.
Dohta: We originally chose to incorporate magnets for their functionality and convenience, but in the end, everyone on the Technology Development team fine-tuned it—right down to the satisfying “snap” feeling when you attach the controllers to the console. I think this has become a key element that symbolizes Nintendo Switch 2. You’ll only get a proper sense of it once it’s in your hands. (Laughs) So, I encourage everyone to go try it out for themselves.
If you’ve been nurturing this idea since the development of Switch, you must have been passionate about this for over a decade.
Dohta: I feel like there have always been people at Nintendo who refuse to give up on various things and are tenacious in continuing their research. Even ideas that unfortunately can’t be adopted at the time might have the opportunity to be realized in the future.
Speaking of key elements, the Joy-Con 2 controllers can also be used as mice this time, right? Is this also a feature that’s been nurtured for some time?
Kawamoto: It wasn’t in the initial planning, but when I was playing a PC game using a mouse, the idea struck me that maybe the Joy-Con controllers could also be used as mice. Switch 2 was originally designed to support a wider range of games by improving the system’s processing speed, so with that in mind, I thought it’d be better to be able to play interesting games that require a mouse. Implementing mouse control that’s widely used nowadays in the Joy-Con controllers isn’t that costly, and I think that’s exactly what “lateral thinking of withered technology” (14) is all about. I thought it was a really great idea, so I proposed it to the Technology Development Department, and they were like, “Oh, we’ve been thinking about that for ages.” (Laughs)
(14) A development concept advocated by Gunpei Yokoi, former General Manager of Nintendo’s Research & Development 1 Department, who led the development of various electronic toys, Game & Watch™, and Game Boy™. This was a theory that new hit products could be created by taking widely used technology that isn’t cutting edge anymore, and using it for new and different purposes. This belief impacted Nintendo’s product development in the years that followed.
Sasaki: We assumed it would come up eventually, so we’d been keeping a close eye on the technology that could be used to make it happen. This time, I think we were able to propose a solution at just the right moment.
Kawamoto: Using Metroid Prime 4: Beyond (15) as an example, since there are two controllers, you can use the left Joy-Con 2 to move your character around with the control stick, while using the right Joy-Con 2 as a mouse to aim and shoot. By using two Joy-Con 2 controllers, we can make games like Drag x Drive (16), and we can even create gameplay experiences where two players use mouse controls, like in Super Mario Party™ Jamboree – Nintendo Switch 2 Edition + Jamboree TV (17). This makes it possible to enjoy a wider variety of games.
(15) Nintendo Switch game planned for release in 2025. A completely new entry in the Metroid Prime™ series. Play as Samus Aran and explore a sprawling world. In Metroid Prime 4: Beyond – Nintendo Switch 2 Edition, in addition to using the control sticks and gyro sensor, intuitive play using mouse control is also available.
(16) A digital-only Nintendo Switch 2 game releasing in summer 2025. A new 3-on-3 ballgame where you play intuitively by holding a Joy-Con 2 controller in each hand and moving them like mice to control the two wheels.
(17) Nintendo Switch 2 Edition game releasing in July 2025. This is an upgraded version of the Nintendo Switch game Super Mario Party™ Jamboree, which was released in October 2024 and featured the most minigames in the series. New content has been added that takes advantage of Nintendo Switch 2, such as gameplay that uses mouse controls, microphone, and a camera.
Dohta: As you may know, the Switch screen supports touch controls, but it can only be used in handheld mode and tabletop mode. When you change it to TV mode, the touch screen function is not available. The same goes for Switch 2, but I think the mouse functionality can also serve as a substitute for the touch screen as it allows you to point to a spot on the TV, similar to the cursor for Wii Remote, although it’s not quite the same thing.
That reminds me… When we were developing Switch, we were wondering whether to remove the touch screen function as it can’t be used in TV mode. But then Iwata-san said, “I’m sure there will be games that make use of it, so why not keep it?” So we kept it. (Laughs)
Indeed, games that use touch controls in handheld mode are difficult to control in TV mode. With a mouse, it seems easier to ensure a consistent gameplay experience between both modes.
Dohta: Speaking as a software developer, it’s great to have an option like this.
In terms of controllers, is it just the Joy-Con 2 controllers that have been redesigned? How about the Nintendo Switch Pro Controller?
Kawamoto: First thing’s first, the Joy-Con controllers and Pro Controller from Nintendo Switch can be used with Nintendo Switch 2. But now we’ve created a controller that’s evolved further. Aside from the color, the Nintendo Switch 2 Pro Controller may look indistinguishable from the previous controller at first glance, but it was also redesigned from scratch. In particular, the left and right control sticks are quieter and don’t make noise, even when they’re moved quickly to the edge. Also, they glide very smoothly, so we’ve taken to calling them “smooth-gliding sticks.” (Laughs)
Ah, now you mention it, I don’t feel any kind of drag when I move them.
Sasaki: As they’re calling them “smooth-gliding sticks,” we made efforts to reduce the feeling of bumping when you tilt them. In fact, there’s been a long-running project at Nintendo with the grand ambition of developing the “pinnacle of all controllers,” and we’ve been researching it hard for a long time now.
Kawamoto: The grip handles this time were designed with reference to the Nintendo GameCube controller, with the base of the grip made thinner to give the fingers more space. We removed the seam around the grip part of the Nintendo Switch 2 Pro Controller, so it feels better to the touch. We refer to them as “seamless grips” internally.
Also, the Nintendo Switch 2 Pro Controller includes an audio jack, which allows you to use a headset mic for voice chat. It’s convenient if you don’t want to bother those around you with the in-game sound. We also added new buttons on the back of the grip handles labeled GL and GR.
Those two buttons aren’t on the Joy-Con 2 controllers, right?
Kawamoto: That’s right. You can find the GL and GR Buttons on the Nintendo Switch 2 Pro Controller and the Joy-Con 2 charging grip that are both sold separately. Players can assign any button inputs they want to these two new buttons. What’s more, the assigned button inputs are saved for each game as well as each player. So you can easily customize them by assigning button inputs that you frequently use to them, or buttons that are hard to reach at the same time. For example, if you assign the Capture Button to the GL Button, you can use it to take screenshots without taking your thumb off the L Stick.
I see. I didn’t realize just from the way it looks, but it’s sure undergone a lot of changes.
Read more in Part 3: Inherently added value