I love my Nintendo Switch. But I do not like to take it with him in his much praised wearable form. The new Switch Lite does not fix that ̵
So, what's the problem? I'm not going to annoy you: it's that games on the small 6.2-inch screen are often too hard to spot. Those of you who are blessed with perfect vision may not notice this, but from the beginning it was a fairly consistent complaint about Switch games. And to be honest, that's not exactly Nintendo's fault: it's more of a problem for game developers (often Nintendo's internal studios) who do not take into account the practicalities of the switch form factor.
Take a look at this screenshot from Breath of the Wild . It's pretty normal for an action RPG: the menu system must efficiently provide you with lots of information. And on the 55-inch TV in my living room, where almost all switch games are running, it's quite comfortable.
Now look at the same game menu on the tablet screen of the Switch, barely a tenth of the size. It's no bigger than the screen of my Galaxy Note phone, with a quarter of the resolution and a noticeable drop in clarity on the cheap Nintendo LCD screen.
Playing Zelda in handheld mode is a frustrating exercise for me. The same goes for Smash Bros where the fighters are about the size of a tic-tac when the camera zoom out on a big battle. It is significant that at the release of Nintendo Smash Bros. At the 3DS in 2014, players had the opportunity to have well visible borders around the fighters, an option that unfortunately in the exclusive option Super Smash Bros. Ultimate is missing. Trying to read text formatted for a TV on a tiny handheld screen was the only downside to playing one of my favorites along the way, Mark of the Ninja .
Take Fortnite the currently largest game in the world. Developer Epic copied the UI from the PC, Xbox, and PlayStation versions more or less precisely to the switch. In handheld mode, the smallest type on the screen is literally a millimeter high. It's even smaller on the 5.5-inch Lite switch with the same 720p resolution.
I'm not a developer, but I suspect that the problem is that the switch has such a robust library of home console and indie PC title ports. These games do not take a lot of time or resources to port them (at least compared to the original development), and I bet developers and quality assurance teams are almost exclusively testing them on monitors and TVs that they have the right format for. It would be impractical to test in handheld mode for a long time, but as reviews show, this is required.
The problem is not universal. Games like Pokemon Let's Go do not have the same problems. The text in Pokemon is large and eyeball-friendly, regardless of whether the game comes from a long legacy of portable Game Boy and Nintendo DS games, or primarily intended for a much younger audience. IOS and Android ports like Fallout Shelter and Nintendo's own 3DS seem to do a lot better. The principle is pretty straightforward to describe: games designed for viewing on a tiny screen do not suffer from playback on a TV, but games for a TV can be brutal on a small screen.
The Switch Lite is portable anytime and offers no option for docked playback on a TV. And his screen is even smaller than the typical screen of the phone 2019. Playing some of the most popular games of the Switch will be brutal.
Other platforms have solved this problem, though not in the context of portable games. Android and iOS user interfaces are adaptive and allow users to scale text and UI elements for virtually any app. Even desktop operating systems can handle this at least partially. Granted, Microsoft, Apple and Google have been working with variable screen sizes for decades. But it's a usability issue that's been on the switch for two years, and it does not seem to change that fast.
But there's a reason for optimism, it's clear that the Switch Lite will be positioned as a kid-friendly, wallet-friendly successor to the Nintendo 3DS (no matter what Nintendo says), meaning it's high In this case, responsible developers will be forced to test their games in handheld mode on Switch Lite hardware, so if more tests are done on this tiny screen, quality assurance testers will probably ask these developers to enclose the text It will not do anything for the games that already suffer from this problem, and the myriad ports of Xbox, PlayStation, and PC are unlikely to have much UI budget adjustments, but newer games may be easier to spot.
In the absence of more robust scaling tools, game developers could at least give us the option for smaller or larger text. Hoping for something like the outstanding interface shifting in Blizzard's Hearthstone card game, which changes his overall layout between PC, tablet and phone, too much could be expected. But for my eyes, developer, at least give me the option to blow up this text when I'm in handheld mode.