Prior to the official unveiling of the Nintendo Switch 2 last month, I postulated on the strategies and movements which I believed the company should utilise in order to ensure their upcoming sequel console is just as if not even more successful than the 150+ million seller OG Switch from back in 2017. One of the most pivotal points in my opinion was the necessity for the Switch 2 to feature some sort of weird gimmick. Sure enough, cut to Nintendo’s – admittedly short – reveal trailer and we got our first taste for what the company is cooking. While not outwardly stated, the teaser showed off what many believed to be a sort of hybrid mouse mode, taking the previous Switch’s split Joy-Con mode and reinventing it further into what I believe could be one of the most transformative ‘gimmicks’ the company has come up with over the decades. Whether it will resonate with 10s of millions is yet to be seen, but in my opinion, this new mouse mode might just be exactly what I’ve dreamed of for many years now.
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Growing up as a console player, I of course spent years completing all my games using a dedicated controller – be it a 3rd-person action-adventure title; a strategy puzzler or a first-person shooter. Using controllers just felt more natural to me. And so, when I switched over to PC gaming, my muscle memory from years of gamepad usage left me struggling with a majority of titles.
Can I play games using a mouse and keyboard? Of course, but it is far from my preferred method of control. While there is no denying that using a mouse and keyboard does have its own unique set of benefits, it also comes with a great deal of downsides. Unlike a traditional gamepad/controller, mouse and keyboard as a method of input is highly unoptimal.
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First, on the keyboard front, having 100+ keys laid out in these equally-spaced and homogenised rows is far from utilitarian, with one needing to look no further than the WASD keys’ to identify the fact that keyboards were created and formatted for writing and navigation – with games then having to work around this in order to try and find a comfortable layout of usable keys.
Forget RSI from continuous use of a mouse, my entire left hand needs to be contorted and stretched in unnatural positions for possibly hours at a time in order to perform movements as simple as sprinting or sliding. Keyboards were not designed for this type of continuous multi-finger hyper-tapping. The invention of sticky keys and the doubling up of CTRL/Shift/Alt keys on both sides of the keyboard serve enough proof of this fact.
That’s not to say that over the decades PC games haven’t adapted to this system, with a majority of titles using similar layouts in order to make the overall experience more familiar from game-to-game – but to say that keyboards are a better designed product for playing video games is objectively false.
Of course, for some, a controller can feel like holding an alien remote, and I would never besmirch you for your personal proclivities when it comes to your preferred input method. However, for me, using a keyboard for gaming just doesn’t sit right with me.
The humble mouse on the other hand offers a much more compelling argument for its use when compared to controllers – leading me on a years long search for the perfect hybrid between the two types of peripherals.
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This search sent me down a long and arduous path which ultimately ended in disappointment. One of the first methods I attempted was to hold a controller in my left hand and a mouse in my right. While this could be the best of both worlds in theory, the uneven weight of the full controller in my left hand did not make for a comfortable experience in the long-term.
Even if it did, only a handful of titles offer the ability to dynamically switch between the two peripherals – with even fewer allowing for simultaneous usage – and so I had to keep looking.
Next, I tried more gaming-focused keyboards such as the Razer Tartarus: a gamepad which purported to offer the control of a mouse and keyboard while removing all the dozens of unnecessary keys. While certainly an improvement, the keypad’s attempt at an analogue stick for movement left plenty to be desired, functioning more so as a multi-directional d-pad with a couple bonus inputs.
While I respect the peripheral and what it is attempting to do, for my purposes it fell just a bit short. Then came the Nintendo Switch.
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Thanks to its hybrid nature and the invention of Joy-Cons, the OG switch in TV mode allowed for one of the first instances of split controller usage, letting you freely use one Joy-Con in each hand. While primarily a function of comfort, the potential for such a feature was notable, and while Nintendo themselves did little with it, I was hoping to see its implementation spread to other manufacturers.
Sure, we did get some controllers which could be split into two, but the concept wasn’t taken any further than this.
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Cut to 2025 and the Switch 2 was officially announced. During the brief hardware tease, Nintendo showed off the refreshed Joy-Cons racing around a flat surface on their side.
Shortly thereafter, patents published by Nintendo were discovered, confirming the Switch 2’s new mouse mode – allowing you to control a character’s movement and more in the traditional way, while simultaneously turning the right Joy-Con into an optical mouse for added precision when aiming.
This alone would solve the issue I’ve been struggling with, however according to the patents, this new feature can go even further with the R1/R2 buttons serving as left and right mouse clicks while still giving you the option to use the right analogue whenever you wish; similar to using both a thumbstick and gyro aiming at the same time but with even greater precision.
Assuming this works as intended (and is as seamless as the last-gen split Joy-Con mode), Nintendo might very well have created the exact control method which I’ve been searching for. It’s just a shame that such a control scheme will be limited to the Switch 2 itself.
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Until now I’ve failed to mention one of my biggest grievances with mouse and keyboard controls – that being the lack of any haptic feedback. While in no way necessary (and somewhat alleviated by a good set of headphones) the added tactility and response felt by tight haptic feedback when shooting, jumping or performing any other action – especially on the likes of the PS5’s DualSense controller – makes for an infinitely more satisfying experience in moment-to-moment gameplay.
Now I understand why you wouldn’t want to have your keyboard and mouse buzzing about with each button press (and peripherals which have tried to approximate this have struggled in the past), but with what will presumably be an upgraded form of their HD-Rumble included with these new Joy-Cons, I once again may be able to have the best of both worlds in this regard; offering tight yet prevalent haptics while still offering the many benefits of using a mouse.
You never know, the likely success of the Switch 2 could see PC accessory manufacturers revisit the concept, now that more game studios are likely to be conscious of implementing support for simultaneous multi-connectivity (and the fact that advanced haptics are more – well advanced – and cheaper to boot).
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As mentioned, I previously wrote a KitGuru Games piece ahead of the official unveiling of the Switch 2, in which I discussed – among other things – what weird gimmick I would like to see Nintendo try out for the upcoming console. The two main off-the-dome ideas which I proposed was to see the return of glasses-free 3D screens / pressure sensitive screens.
I knew neither of these were going to happen (especially as they would only work with the Switch 2 in handheld mode), and while I would still totally love to see Nintendo give its 3DS gimmick another go at some point, I can’t deny that this mouse mode has me extremely intrigued and enticed.
Why did the console maker opt for this as their primary new gimmick? I honestly don’t know. It seems a bit too niche when compared to the company’s other grand swings which they’ve taken with previous systems. That being said, I could see a couple first-party Nintendo titles (such as Metroid 4) make use of this in a similar way to that of motion aiming – not for everyone, but a nice optional quality-of-life addition which will be welcomed by some.
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So, while I don’t think this mouse mode will revolutionise the way games are designed, I do hope it sets a precedent for more developers to add dynamic controller support – and in tow see more hardware makers create hybrid controllers; ultimately creating a new loop of invention and reinvention which could very well eventually evolve the way we physically play games.
KitGuru says: Are you looking forward to Nintendo Switch 2’s new mouse mode? Could it be revolutionary if widely adopted? What’s your favourite new Switch 2 feature? Let us know your thoughts down below.
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KitGuru Games: Switch 2’s Mouse Mode could Revolutionise Game Control first appeared on
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