Platform: Nintendo Switch 2
New Super Mario Bros. U Deluxe
Pokémon Violet
It Takes Two
Pikmin 3 Deluxe
Tomb Raider I•II•III Remastered
Final Fantasy XIV Online
Hollow Knight
Bubsy 4D
Phasmophobia
To a T
Sea of Stars
No Man's Sky
Persona 3 Reload
Cyberpunk 2077
Final Fantasy X/X-2 HD Remaster
Disney Speedstorm
Rayman Legends Retold
Resident Evil 3
Octopath Traveler
Yoshi and the Mysterious Book
Sonic Frontiers
Kingdom Hearts III
Kingdom Hearts 0.2: Birth by Sleep - A Fragmentary Passage
Mixtape
Marvel Rivals
Super Mario 3D World + Bowser's Fury
Blue Prince
LEGO Batman: Legacy of the Dark Knight
DecaPolice
Warframe
Splatoon 3
Hogwarts Legacy
Indiana Jones and the Great Circle
Xenoblade Chronicles X: Definitive Edition
Dave the Diver
Sonic X Shadow Generations
Metroid Prime 4: Beyond
Pac-Man World 2 Re-Pac
Arms
Mewgenics
Octopath Traveler 0
Shuten Order
Elden Ring
Pokémon Scarlet
Persona 4 Revival
Super Mario Odyssey
Resident Evil 4
Resident Evil 7: Biohazard
Shadow Labyrinth
Fortnite
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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.