![]() ![]() ![]() Although the game is recording all of your actions using the Kinect’s camera, only rapid arm gestures are registered as slashes.Īll in all, the controls work wonderfully and do a commendable job of translating the instantly gratifying gameplay of the mobile original. There’s minimal latency between your movements and their replication on-screen, and Fruit Ninja Kinect does an impressive job of recognising your karate-style chops (with optional shouts and yells, naturally) and ignoring the other parts of your body that are also in motion. Because your ‘shadow’ is always on-screen, you can gauge where to land your blows. However, once you’ve found that sweet spot, chopping flying foodstuffs becomes second nature. If you’re unfortunate enough to have particularly small living room then you may experience problems - we had to stand quite far away from the TV to get the optimum set-up. ![]() The game will even adjust the pitch of the Kinect sensor if it feels you’re not in the correct position. Initially, it takes a bit of getting used to - making sure you’re standing in the middle of the screen is a must. With the Kinect edition, your entire body is superimposed onto the screen, and your hands become your trusty weapons. With the mobile versions, you used a single digit to execute your slashes. The first issue that the team at Halfbrick has had to deal with is the interface. That’s not to say that the development has been straightforward. In many ways, Fruit Ninja’s transition to Kinect is somewhat unexpected - this is a game that in its original iteration relies heavily on precise finger input - yet it only takes a few seconds of play to realise that it’s perfectly suited to Microsoft’s motion-sensing technology. ![]()
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