Platform: Nintendo Switch 2
Yoshi and the Mysterious Book
Danganronpa 2x2
Disney Speedstorm
Metaphor: ReFantazio
Persona 4 Revival
Yo-kai Watch 2: Haunted Domain
Splatoon 3
Hogwarts Legacy
Super Mario Odyssey
To a T
Marvel Rivals
Star Fox
Pikmin 3 Deluxe
Octopath Traveler II
Final Fantasy VII Remake
Fantasy Life i: The Girl Who Steals Time
Resident Evil 4
Phasmophobia
Deltarune
Pac-Man World 2 Re-Pac
Kingdom Hearts III
Cyberpunk 2077
Kena: Bridge of Spirits
Super Mario Galaxy 2
The Legend of Zelda: Link's Awakening
Hello Kitty Island Adventure
Elden Ring
It Takes Two
Pokémon Violet
Final Fantasy VII Rebirth
Resident Evil 7: Biohazard
Rayman Legends Retold
Yakuza Kiwami 2
Sea of Stars
Super Mario 3D World + Bowser's Fury
Disney Dreamlight Valley
Stellar Blade
Marvel Cosmic Invasion
Mario Kart World
Split Fiction
Devil May Cry 5
Inazuma Eleven: Victory Road
Resident Evil Village
Xenoblade Chronicles X: Definitive Edition
Arms
Final Fantasy X/X-2 HD Remaster
No Man's Sky
Lollipop Chainsaw RePop
Fatal Fury: City of the Wolves
Resident Evil 3
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According to an April 2025 interview for Nintendo's Ask the Developers column, the decision to design the Nintendo Switch 2 as a more powerful version of the original Nintendo Switch was due to a desire to give developers greater creative freedom with the Switch family's base concepts. According to Takuhiro Dohta, who directed the console's development:
Kouichi Kawamoto, the producer for the Switch 2's development, further explained the decision to move away from the Blue Ocean approach that defined Nintendo's hardware during the presidency of Satoru Iwata, in which systems would focus on unconventional control schemes that would permit them to stand out from competitors. He claimed that the idea was an expansion upon Nintendo's internal philosophy with the original Switch, in which they prioritized designing accessible features that could be used in any game for the console "rather than tasking software developers to create gameplay experiences that incorporate the hardware's unique features." Kawamoto stated that games such as Ring Fit Adventure demonstrated the viability of moving unconventional control schemes to accessories rather than the base console, while Dohta called the Switch 2 an amalgamation of the best features from previous Nintendo systems.
"[...] as software developers continue to take on [the challenges of evolving hardware], their technical capabilities improve and ideas expand, and then what they hope to do ends up surpassing what the hardware's processing power can handle. Hardware with an expanded processing capability is a blessing for software developers who want to challenge themselves to create new gameplay experiences that are unimaginable today."
Kouichi Kawamoto, the producer for the Switch 2's development, further explained the decision to move away from the Blue Ocean approach that defined Nintendo's hardware during the presidency of Satoru Iwata, in which systems would focus on unconventional control schemes that would permit them to stand out from competitors. He claimed that the idea was an expansion upon Nintendo's internal philosophy with the original Switch, in which they prioritized designing accessible features that could be used in any game for the console "rather than tasking software developers to create gameplay experiences that incorporate the hardware's unique features." Kawamoto stated that games such as Ring Fit Adventure demonstrated the viability of moving unconventional control schemes to accessories rather than the base console, while Dohta called the Switch 2 an amalgamation of the best features from previous Nintendo systems.