Talk:Fruit Ninja/GA1

GA Review
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Reviewer: AdrianGamer (talk · contribs) 17:02, 24 June 2017 (UTC)


 * You don't need all the distributors in the infobox at all.
 * You should try using a collapsible list with the release date field
 * Arcade game is not really a genre
 * HTC Vive is not exactly a platform. Remove it from the infobox.
 * From the article content it seems like all versions support multiplayer.
 * Fruit Ninja is a video game developed by Halfbrick in Brisbane, Australia. - Developer's origin is not important enough for the lead. You should move it to the development section
 * The lead is a large cluster of platforms and names, which I don't think is necessary. You can simply simplify it to things like "The game was later ported to other platforms including ......"
 * They further lauded the support and updates provided by Halfbrick, who brought online multiplayer, achievements, and leaderboards to the game - You can rephrase it to They further lauded the post-launch support provided by Halfbrick, which brought online multiplayer, achievements, and leaderboards to the game through downloadable content
 * The game was well received by critics and consumers alike - article does not mention anything about this game being liked by players. You need to find secondary sources to support these claims.
 * In the game the player must slice fruit that is thrown into the air by swiping the device's touch screen with their finger(s) - Can you even slice fruits with two fingers? I remembered doing this and it didn't work. I think you can add more about gameplay in the lead section, talking more about gameplay and all these new modes.
 * Sales info are usually placed behind the critical reception section.
 * It doesn't seem to mention the role of Fruit Ninja in mobile game development, being one of the first games that uses iPhone's touch-screen.
 * They further lauded the support and updates provided by Halfbrick, who brought online multiplayer, achievements and leaderboards to the game. Some critics felt the game's difficulty curve was uneven. - The part about difficulty curve should move forward, before all the post-launch support stuff.
 * (Unless Calligraphy Brush is used) - Instead of using brackets, you should mention that there are special items that players can use. This also applies to the Bomb stuff.
 * Source 13 actually does not mention anything about all these items and all the stuff about how players score in this game.
 * Source 15 mentions nothing about pomegranates or dragonfruit.
 * In the various modes of the game, you can earn starfruit to purchase items in Gutsu's Cart. - replace "you" with "players" per MOS:YOU
 * Special bananas are added to the standard fruit which have unique bonuses such as doubling points scored for a limited time - This is not how relative clause works. This needs to be rephrased
 * Another item is Peachy Times: slicing a peach in Zen or Arcade mode gives the player two extra seconds. - You should mention that you need to use this consumable.
 * I would say that the fifth paragraph mentions some very trivial details that may violate WP:GAMEGUIDE. How much starfruits players need to buy consumables are unnecessary details.
 * You need to find a source to support all the content in the fifth paragraph of the gameplay section. There is still a citation needed tag lingering around.
 * The development section needs to be expanded. There are barely any content on the game's development (design, team size etc.) These 2 sources talk more about the development of the game before its launch. The GDC source I linked below also has some information on team size as well.
 * You need to paraphrase the quotes in the first paragraphs.
 * On September 17, 2010 Fruit Ninja was ported to Android OS devices. - you need to wikilink ported with porting
 * In December 2010 Lite versions of Fruit Ninja and Fruit Ninja HD were released for iOS devices and serve as a demo versions of the game - "A demo versions" is grammatically incorrect? What content is in this demo?
 * Phil Larsen stated that due to the quick-release nature of iOS applications that a different marketing strategy is required. "You could have a game rise to the top and fall off in three days. You want to get it up there at the right time and have the right backup plan to sustain it with updates and further press" he said. - What is this even talking about? The release of the WP version? Paraphrasing is needed.
 * There was also launched a Windows port by June 2011. - grammatical error.
 * The free-to-play game port was published as a beta in April 2011 - port is necessary, don't need to mention "game port"
 * On January 21, 2011 an update was released for the Android version of the game which added Arcade mode, leaderboards, and an ice blade to the game. - Was this update really that significant? That update was just the introduction of existing features to a port.
 * and Halfbrick described it as "60 second gameplay with many powerups, unlockables and achievements" - Halfbrick is describing the game's gameplay, not the game. It didn't make sense if he is referring to the game.
 * In mid-2011, an amusement arcade version appeared titled Fruit Ninja FX - "appeared" is a very strange word to use here.
 * On August 10, 2011, Fruit Ninja Kinect was released for the Xbox 360 console as a downloadable game from the Xbox LIVE® Arcade (XBLA) Marketplace - You don't need the ® sign. The release date was not mentioned by the source.
 * It was the first XBLA game to make use of the motion-sensing Kinect controller - you can't use a wikipedia article as a source per WP:USERG
 * On screen, the fruit-slicing concept is enhanced by the Kinect - "enhanced" seems like WP:POV
 * To promote the XB360 game, a voucher token for Fruit Ninja Kinect was included in the retail box of The Gunstringer - italic for Fruit Ninja Kinect. XB360 is a strange short form. Just use "Xbox 360"
 * The Fruit Ninja Kinect game received its first additional downloadable content - Just call it Fruit Ninja Kinect is enough. "The game" works fine as well.
 * Subsequent DLCs for the popular Kinect version included 'Space Capsule', 'Art Box', 'Christmas Present' (free), '8-bit Cartridge', 'Trick or Treat Bag', 'Flower Power', and 'High-Tech Vault' - Not supported by sources, popular is WP:POV
 * In 2012, Fruit Ninja Kinect won "Casual Game of the Year" from the 15th Annual Interactive Achievement Awards - Needs wikilinking (Academy of Interactive Arts & Sciences)
 * The program received over a million downloads in its first 10 days. - The program's success did not seem to be directly related to Fruit Ninja.
 * Some sources mention more on how Halfbrick develop the post-launch content, such as this source
 * As well as retaining all the content of the original Kinect game, the FNK2 version provides new game features such as Ninja Dodge, Strawberry Strike, Bamboo Strike, and Apple Range. Party Mode and Battle Mode allow up to four players to join together in multiplayer battle. - This "FNK2" short form comes out of nowhere. I think that there is more than enough content to split Fruit Ninja Kinect away from this article.
 * The first paragprah of the reception section is a strange mix of critical reception and sales. The sales information need its own subsection.
 * I just find this source talking about ads revenue.
 * It actually sold 1 billion units in 2015, but the article does not mention it.
 * Reception section is way to short. It needs to be significantly expanded.
 * We don't use GameRankings anymore.
 * Levi Buchanan of IGN stated that the game was "fun, fun, fun" and "an instant pleasure" - you need to paraphrase this quote.
 * Geoff Gibson of DIYGamer stated that he could see Fruit Ninja "becoming the next "big thing" on the App Store. - not a reliable source.
 * Both App Spy and BuzzFocus are not considered as reliable sources.
 * Andorid Gamer listed in the review template is not reliable.
 * The iPad version of Fruit Ninja has been used to help rehabilitate stroke patients. - does it mention how the game can help these patients?
 * Film adaptation and TV series can be merged together to form a section called "Related media".
 * The article does not mention its role in mobile game development. What contributes to the game's massive success? What changes did it bring to market? It makes quite an impact when it was released.
 * I noticed that the article relies very heavily on primary sources, and that some of the sources used are not reliable. In addition to the ones I have mentioned above, Windows Phone Central, All About Symbion, Apple 'n' Apps, and Geek Reply are not reliable as well.
 * A lot of sources need to be updated.

— Closing review as  AdrianGamer (talk) 15:08, 26 June 2017 (UTC)