Platform: Nintendo Switch 2
Stardew Valley
Super Mario Bros. Wonder: Nintendo Switch 2 Edition + Meetup in Bellabel Park
Resident Evil 3
Devil May Cry 5
Super Mario Odyssey
Nobunaga's Ambition: Awakening
System Shock
Sonic Frontiers
Lollipop Chainsaw RePop
Marvel's Guardians of the Galaxy
Pokémon Pokopia
Fatal Fury: City of the Wolves
Bubsy 4D
Star Fox
No Man's Sky
Fantasy Life i: The Girl Who Steals Time
Sonic Generations
The Legend of Zelda: Link's Awakening
Metroid Prime 4: Beyond
New Super Mario Bros. U Deluxe
Arms
Sea of Stars
Inazuma Eleven: Victory Road
Dragon Ball: Sparking! Zero
LEGO Batman: Legacy of the Dark Knight
Split Fiction
Yoshi and the Mysterious Book
Assassin's Creed Shadows
Marvel Cosmic Invasion
Pokémon Scarlet
Final Fantasy VII Remake
Hogwarts Legacy
Metaphor: ReFantazio
Shadow Labyrinth
Super Mario 3D World + Bowser's Fury
Elden Ring
Final Fantasy XIV Online
Xenoblade Chronicles X: Definitive Edition
Resident Evil 7: Biohazard
Pokémon Violet
Dragon's Dogma II
Disney Dreamlight Valley
Donkey Kong Country Returns HD
Deltarune
Dave the Diver
Yakuza Kiwami 2
Darwin's Paradox!
Another Crab's Treasure
Splatoon 3
Kena: Bridge of Spirits
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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.