Fruit Ninja Kinect 2
If your living room doubles as a party venue and you own an Xbox One Kinect, this is one of the more honest uses of motion control you will find - just don't expect a sequel that earns its number.
GamerScout Verdict
Best for Kinect-owning families and party nights; solo players will run out of reasons to return within the first hour.
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About Fruit Ninja Kinect 2
I went into Fruit Ninja Kinect 2 with low expectations and came out roughly where I started, which is its own kind of verdict. The core loop is exactly what you remember from the mobile original: fruit flies across the screen, you wave your arms to slice it, you avoid bombs, you chase a high score. The Xbox One's Kinect hardware does a noticeably cleaner job of reading your movements than the 360 version ever managed, and the near-zero input lag means the slicing actually feels satisfying in a tactile, dumb-fun kind of way. Beyond the familiar Classic, Arcade, and Zen modes, the sequel adds four Festival character challenges built around the Blueberry Moon Festival theme. Katsuro's Ninja Dodge has you physically weaving away from incoming shurikens while keeping your slash combos going. Mari's Strawberry Stealth tasks you with avoiding a sweeping spotlight. Nobu's Bamboo Strike is probably the most interesting new addition - miss falling bamboo seeds and the resulting stalks grow up to block your view, so there is a genuine spatial-awareness wrinkle on top of the slicing. Han's Apple Range asks you to make throwing motions to pin fruit to targets, and that one feels clumsy by comparison; the throwing mechanic struggles to read intent, and it shows. Multiplayer is where the game finds its clearest purpose. Up to four players can jump in for Battle and Party modes, and the competitive format of racing friends for high scores covers a lot of the design's limitations. The simplicity that feels thin in solo sessions becomes an asset when a group of people are in the same room yelling at a TV. A levelling system tracks your progress across all modes and unlocks cosmetic rewards - new blade styles, background themes, silhouette designs - though none of these affect play, which reviewers across the board flagged as a missed opportunity for deeper progression. The honest criticism is that this plays more like a polished port than a true sequel. The Festival modes add some body-movement variety, but the core mechanic does not stretch far enough to carry long solo sessions. Repetition sets in faster than you might expect, and the unlockables are entirely cosmetic. You also need a reasonably clear play space; the dodge-heavy modes in particular will punish anyone in a cramped apartment. The pause gesture - hands together, bowing - works inconsistently, which is a minor but real annoyance. For families, younger players, and anyone hosting a casual gathering, this delivers exactly what it promises. For solo players looking for meaningful depth or a reason to keep coming back after the first hour, it falls short. The Kinect hardware is no longer sold new, so this is a game for people who already have the peripheral and want to get more out of it. On those terms, it is a decent addition to a thin library.

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Game Info
- Developer
- Microsoft Studios
- Publisher
- Unknown
- Release Date
- TBA