The presentation of Nintendo Switch 2 has revolutionized the video game sector. Nintendo’s new hybrid console will go on sale on June 5 worldwide and, although the Japanese company has dedicated a video of one hour to try to answer many of the questions that this new machine raises, there are still doubts in the air.
In collaboration with the measured BBC News, Figaro and Der Standard, The avant -garde He has had the opportunity to interview the top responsible behind this new hardware: its producer Kouichi Kawamoto, its technical director Tetsuya Sasaki and its director Takuhiro Dohta.
Although the interviewees could not answer questions related to the price of the console or the games – without doubt, the topic that has generated more controversy – their explanations allow to know more in depth everything that surrounds the design of Nintendo Switch 2. After all, although it is common to interview the people who create the games, it is not always so common to listen to the people behind the hardware.
An assistant Nintendo Switch 2 during the console’s premiere in Paris
Did they be clear from the beginning that Nintendo Switch 2 had to be an evolution of the original switch or did they try to find something different?
Tetsuya Sasaki: The truth is that we were not clear about the concept of the console from the beginning. After the launch of the original switch, the development of its successor began with a deep study of what we could do and what the technology departments, hardware development, systems and software development could achieve below. After this we began to consider which technologies we had within reach, what kind of product we could create, and it is then that we three formed this team, when the development of the Nintendo Switch 2 really began. For years we tried many things, there were different iterations of the machine and much test and error, and this whole process ended up consolidating in the device we have presented.
Kouichi Kawamoto: We also had an argument that lasted a long time about how to call the new hardware [se llegó a plantear “Super Nintendo Switch”]but, obviously we discuss much more about what type of machine design.
Nintendo is known for proposing unique and special functionalities with each new generation of consoles. On this occasion, what was your goal with Nintendo Switch 2 and what has been the most difficult challenge?
Kouichi Kawamoto: What you say is correct. For a long time, Nintendo has been offering new experiences with each new hardware. With Switch 2, on the other hand, we have taken a different approach, we want to create a new experience through games. In this sense, for us it has been a challenge not to compete with a new functionality.
Takuhiro Dohta: With the Wii, one of the important hardware functionalities was Wii Remote command, and game designers had to accommodate it to develop in this console. The same happened with the Nintendo 3DS, or with the Nintendo DS, which forced the two screens or the touch panel. They were characteristics that made their software unique. On this occasion, with the Nintendo Switch 2 we have the Joy-Con 2 and, specifically, the functionality of the mouse, which is a new hardware feature, but it is not essential to use it to create a game, it is rather something optional, a tool that the developer can use in the process of designing his game.

One of Nintendo’s attendees trying the new video game ‘Mario Kart World’ in Televisor mode
For us it has been a challenge sense not to compete with a new functionality
Tetsuya Sasaki: That said, I believe that the functionality of the mouse that we propose differs quite a lot from what you typically expect from this accessory. In response to the requests of the game developers we have designed this mouse sensor from scratch so that it can be used in several places, such as in the lap or at a table.
Takuhiro Dohta: As for the challenges that the design of the console has meant, a very personal one that I have faced is the fact that, in recent years, since the Nintendo DS, I have participated in all the launch titles of our consoles [Super Mario 64 DS, Wii Sports, Nintendo Land]. At that time I was in a position to complain about hardware and systems, but this time I have been able to experience the opposite side of the conversation, I had to talk to the people who were doing the software. This has been my biggest challenge, but I think the experience of having worked in launch titles in the past has helped me to make the most of that experience and apply it to Nintendo Switch 2.
From Nvidia it was affirmed a few days ago that the graphic chip of Switch 2 has “ten times more capacity“That that of the original switch. Being this in mind, games that have already been shown, such as Cyberpunk 2077, do they put the console to the limit or only caress the surface? Can we expect more powerful titles?
Takuhiro Dohta: In most consoles it is very common that, when there are games ready for the launch of the new hardware, developers still do not know in depth the machine capabilities or can create titles that take advantage of it to the fullest. It usually happens with all our consoles. However, as time passes and create more games for that machine, developers gradually understand how to make the most of the hardware. I think we can expect improvements, and not only in the graphics, but also in the gameplay.
We can expect improvements in Switch 2 games, and not only in the graphics, but also in playability
Do we use the games that we have seen during the presentation of Nintendo Switch 2 the DLSS image scaling technology of NVIDIA?
Takuhiro Dohta: Yes, there are several games that have integrated DLSS technology and work with it.
Could you specify which ones?
Takuhiro Dohta: I am not the developer of those titles, so I find it a bit difficult to answer this question.

Nintendo Switch 2 producer Kauichi Kawamoto; its technical director Tetsuya Sasaki; and its director Takuhiro Dohta.
From the point of view the graphic power, how does Nintendo Switch 2 compare in front of the other current consoles?
Takuhiro Dohta: When in Nintendo we create hardware we think about what kind of software we want to create and what kind of experience we want to offer. For example, both the original switch and the Switch 2 have that significant characteristic of being able to be played both in portable mode and on the TV. Specifically, we have created the new console with the idea that we can get the highest performance of the 4K output of the TV and the LCD 1080P panel of the console itself. It is also relevant to allow up to 120 images per second, and that it is compatible with technologies such as VRR or HDR.
One of the most commented problems of the original Nintendo Switch was the famous Joy-Con Drift, that is, the control levers used to fail over time. It is also known that I alarm, the alarm that they have recently launched, uses Hall effect technology so that their sensor is more durable. Why has Nintendo chosen a solution of proprietary sticks for the Nintendo Switch 2?
Tetsuya Sasaki: We think it is the best solution at this time. It has been a complicated decision. We had many discussions when we were making the change, and we received requests from Nintendo software developers, so we compared and tried many different controls and sticks. The design with which we have finally stayed is the one we believe will offer our clients and players the most enjoyable experience.

One of the visitors of the presentation of Nintendo Switch 2 Test ‘Metroid Prime 4: Beyond’ using the mouse functionality of the Joy-Con 2 controls
In some Recent statementsThey affirmed that the inclusion of technologies such as the mouse can be the result of the design philosophy that almost half a century ago advocated the former Nintendo Gunpei Yokoi manager, the famous idea “to apply lateral thinking to withered technology.” Are there more examples of this design philosophy in Nintendo Switch 2? Are you still having this design philosophy in consideration?
Kouichi Kawamoto: To be honest, we do not adopt the mouse for a matter of design philosophy, but that it was after including it when we realized that it was in line with this concept of development. When we choose the pieces, we consider all kinds of options, so sometimes we end up choosing something that is already economical and very experienced, and I think that is where our famous philosophy comes into play. When the pieces you finally choose in that description you can look back and check that it coincides with that philosophy.
Tetsuya Sasaki: From the point of view of technology, mice are widely available for the general public and, due to the fact that mice are such an accessible and economical thing we had to make sure we fit our needs and what we wanted to present. In this sense we had the need to use our own methods to evolve the sensors and fit our needs.
Nintendo Switch is a particular case in the current video game industry because It still has many users who buy games in physical formatquite more than in PlayStation 5 and Xbox Series. Have you had these users in mind when designing Nintendo Switch 2? What do you think is the future of physical format for video games?
Tetsuya Sasaki: When we design the Nintendo Switch 2 we debate thoroughly about storage. After all, there are many Nintendo clients who prefer games in physical support, but at the same time, I think we now live in a time when digital is also extremely convenient. As you know, the storage size necessary to run games has been increasing year after year, and there is a limit in the storage size that can be included in the console [256 GB en el caso de Nintendo Switch 2]so I think we will have to continue considering what we can do about it, also from the perspective of distribution.
Indeed, we will continue to consider several software distribution methods to increase customer satisfaction in the future. Precisely, an idea that arose during these conversations were the key cards [se diferencian de las normales porque no contienen los datos del juego, sino que permite descargarlo de forma digital]. We still don’t know how our clients will react to them. Depending on how they do it, it will use us as a reference on how to act, so we want to know how they are received.
There are many users who prefer games on physical support, but at the same time, we now live at a time when digital is also extremely convenient
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