Release date13 Jul 2016
FRU is a puzzle platformer that features an innovative use of Kinect, in which your silhouette becomes a "portal" between two worlds. You will find yourself solving puzzles by strategically positioning your body, combining physical interaction with traditional platforming. The game features four completely different chapters, all based around our innovative use of the silhouette, with a unique twist to each one of them. In addition to moving and balancing your body to solve levels, you’ll also find yourself swimming inside your silhouette, striking crazy poses to activate contraptions, and awkwardly tiptoeing to avoid dangerous hazards!
Fru is released by Microsoft in 13 Jul 2016. The game is designed by Through Games. Fru is a typical representative of the Puzzle genre. Playing Fru is a pleasure. It does not matter whether it is the first or a millionth hour in Puzzle, there will always be room for something new and interesting. Thrilling levels and gameplay Fru will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
In addition to it in 13 Jul 2016 released games such as:
- 🎮 Dungelot: Shattered Lands
- 🎮 Hue
- 🎮 Event
- 🎮 Tethered
In addition to Fru, the representatives of Puzzle games also belong:
- 🎮 Surge Deluxe
- 🎮 Scribblenauts
- 🎮 Fuego!
- 🎮 Wario Land 4
A complete list of games like Fru can be found at AllGame here.
Fru is versatile and does not stand still, but it is never too late to start playing. The game, like many Puzzle games has a full immersion in gaming. AllGame staff continues to play it.
Fru is perfect for playing alone or with friends.
At AllGame you can find reviews on Fru, gameplay videos, screenshots of the game and other Puzzle representatives.
Fru - Analysis
The idea on which this project is built is simple: the silhouette of our body is a kind of portal between two worlds, which superimposed allow us to overcome the 110 static screens (there is no scroll in this game) that make up the main adventure. Sometimes, our silhouette will make platforms appear, other times they will disappear. It is even possible to create slopes with our hump and turn a steep wall into a gentle ascent. The grace of the matter is that, in general, it requires a certain amount of intelligence, and the same amount of skill, both with the command, and when moving around the room. A peculiar mixture that is better explained with images than with reading.
We control a character with the command, limiting ourselves to using the crosshead for movement and the triggers for jumps. Simple and simple, just enough to not have to worry while we do a thousand and one postures in the room. Because if something stands out and makes this title different it is to force us to move while enjoying a traditional experience. We are an active part of the function, and we also control the main character, thus achieving an implication and union with what happens on the screen very different from what we see in the most traditional games. For example, we will be surprised by taking the character in his hand and holding him which baby, while a smile is drawn on our lips. The key, of course, is in the variety and in the almost perfect integration of our silhouette in the FRU adventure.
The variety comes from the diversity of challenges, which are divided into four chapters of history. In the first we will just play with the silhouette and what is seen or not. In the second, our reflection on the screen will also create water through which the protagonist can swim. In the third one, a series of switches are added to the equation that activate or deactivate platforms in one of the two game planes. Finally, in the room, burning lava appears, forcing us to spin very fine in terms of what is seen in each plane, to prevent the game character from getting scalded too often. The game is demanding, and forces us to look for impossible poses to overcome each level, but also opens the hand by not punishing us for dying more than turning a few leaps back. That is to say, it manages to perfectly bite us and make us return again and again until we overcome each puzzle or situation.
This means that sooner rather than later we finish the game, leaving the hour count close to 3 o'clock. It is true that there are 24 collectibles that unlock a new game mode, although they are not too hidden. What we have liked and it has been worth repeating the game is to play cooperatively in the mode of a player. One controls the control and another the silhouette. What is lost in difficulty is gained in need of coordination, creating a different experience capable of destroying friendships or joining couples more than a sparkling Valentine. And the best part is that if we get all the collectibles (a task that, if that is not enough, is facilitated with the fantastic FRU level repetition system), a new game mode opens that is nothing more than the original demonstration of the game, in which a cooperative with two characters and two silhouettes was contemplated. This mode has its failures, but it must be understood as an extra that serves as a cherry for a different experience, which takes advantage of Kinect like no other game before, to the point of being closer to the asymmetric experience promised by Wii U than to a game for A console like Xbox One.
Technically the title is modest, but well done. The scenarios are detailed and sufficiently varied to avoid a sense of deja vu. In addition, there are no problems with Kinect or the capture of our silhouette, working perfectly most of the time. The music is light, although it ends up getting a little crushing, and the sound effects comply with the provisions. If we get stingy the story is too mild, with a narrative that tiptoes through the argument it tries to tell us. However, it is a lesser evil, since we have played FRU for the interesting and original of its proposal, not because we burned with interest to know the end of the story. A ruling that we could consider minor in a sea of successes, for one of the most original proposals we have encountered in recent months ... And the demonstration that Kinect was worth to offer us unique experiences.
We gathered the finest game reviews for you to have a better idea of the Fru
Stefano "Stef" CastelliMrs - Reviews
Any video game encyclopedia should contain a nice photo of Kinect under "missed opportunity". And I'm not talking about the original device for Xb...
Now, many buyers of Xbox One have found this blessed Kinect by the hand and maybe still use it for voice commands or to dust off the beautiful Dance Central every now and then. Here, this review is dedicated to them, since finally (and absolutely out of maximum time) a game has arrived that makes sense to this successful camera. Even a good game, take a look.
Equipped with an all-Italian backbone - the design is by the tricolor Mattia Traverso - FRU is in fact completely dedicated to Kinect, to the point that it cannot be used without the aforementioned peripheral. It is, among other things, one of the few examples of a video game capable of perfectly combining the use of a traditional controller - that of Xbox One - with Kinect.
In short, one of those games that Microsoft should have used as standard bearer of the new Kinect (and in part tried to do so), in case it had the clearest ideas about this poor peripheral.
Coming to the juice, FRU is a two-dimensional platform game in which you control a masked girl who tries to overcome the 100 and passes levels of the four worlds that make up the adventure. The control system simply allows you to move the girl to the right or left and make her jump (plus some other simple contextual actions scattered here and there). The centerpiece of the game, however, is not the little girl with the fox mask, but our beautiful colored silhouette that stands out in the center of the screen, faithfully granted by the Kinect sensors.
A nice 1 to 1 mapping allows us to move freely on the screen, bringing with us an interesting magical power: in fact, we function as a portal to a parallel world in which things can be different than the one in which the child resides. Moving and waving on the screen we therefore show a glimpse of this second world, perhaps revealing platforms that are not in the "regular" world, or simply covering those that are in the size of the girl. Taking advantage of this simple but effective game mechanic we will therefore have to manipulate the appearance of the over one hundred screens that form the adventure of FRU by providing our masked girlfriend with a usable (!) And safe itinerary.
This is simply the solid foundation on which FRU declines the over 100 levels of which it is composed, offering gradually some additional elements - such as elements with which the shape must interact or submerged areas - and attesting the level of game design always at very high values . In detail, it seems that the development team has studied the various situations a lot, creating funny cases in which you have to crouch or maybe climb over the little girl to implement the tactics that we have set ourselves to progress in the game. All this, I remember, while holding the controller, perhaps driving with one hand thanks to the particular symmetrical setup of the controls.
The best and at the same time the most distressing aspect of FRU is that, being the result of months of work on Kinect, the game shows how precise and versatile Kinect can be if put into willing hands. Practically a testament to what the peripheral could have offered if the software houses, Microsoft first, had invested a little more on the development of the games dedicated to it.
Regrets aside, it's nice to see how for once, a good idea has been implemented properly, even without taking full advantage of all the features of Kinect itself (but perhaps setting yourself some limits was the basis of the success of the game).
As for the graphic aspect, the complete restyling that took place in 2015 (after the game had presented itself in 2014 with this graphic design) has brought excellent results and now the overall appearance is certainly more pleasant and refined. FRU is a simple video game, which does not make use of amazing graphic effects or three-dimensional elements, but fortunately the Through Games team managed to give the game its own visual identity capable of marrying elegantly with the nature of its gameplay, making always be very clear, especially thanks to a wise use of colors.
The sound accompaniment is delicate and spot on, with the beautiful music that pops up from time to time from the speakers and the essential but very adequate sound effects.
In fact, the experience offered by FRU greatly enhances Kinect and at the same time it is splendidly enhanced. While not reaching who knows what heights of gameplay pushes the player to do things that generally he has never done in front of a screen, to reason often in a "lateral" way to overcome this or that passage and from time to time to be surprised: all elements well concentrate in the small handful of hours that requires the completion of the game, variable depending on the mental (and physical!) flexibility of those who face their puzzles.
To increase (slightly) the longevity we find some objects to collect that modify the interactions with the level - sometimes in a very ingenious way - and a bonus co-op mode deriving from the first version of the game. Although in fact all FRU can be played very well in cooperation with another person, leaving the controller to others and concentrating on interpreting their shape on the screen. Indeed, that's probably how the fun of this gem for Kinect reaches its peak.
I played FRU thanks to a copy kindly provided by the development team. I tried the game on my own, holding the controller while standing in front of Kinect, or paired with another person, alternating between controller and camera.
Screenshots will help you evaluate the graphics and gameplay of Fru.
If screenshots are not enough, you can enjoy creative videos from Microsoft
You may also like
If you like Fru, but you're tired of it and want something new, you can try other games.